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06/26/08, 4:49 PM
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#276 (permalink)
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Don Flamenco
Undead Priest
Whisperwind
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Originally Posted by Lanlaorn
What? It's always worth it to dispel DoTs. it's quite mana efficient compared to healing that damage and the game's #1 spam DoTs spec that you'll see in Arenas, Sl/Sl locks, have 0% dispel resistance. Hell even Shadow Priests often don't have any Dispel resistance, or only 6-12%, because of how annoying our Priest dispel talent is.
Plus if you leave DoTs up what will you do when you need to dispel that Drain Mana or Fear on someone else ASAP?
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It's really not difficult to get 5/5 silent resolve in a pvp build.
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06/26/08, 4:52 PM
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#277 (permalink)
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Great Tiger
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Originally Posted by Lanlaorn
What? It's always worth it to dispel DoTs. it's quite mana efficient compared to healing that damage and the game's #1 spam DoTs spec that you'll see in Arenas, Sl/Sl locks, have 0% dispel resistance. Hell even Shadow Priests often don't have any Dispel resistance, or only 6-12%, because of how annoying our Priest dispel talent is.
Plus if you leave DoTs up what will you do when you need to dispel that Drain Mana or Fear on someone else ASAP?
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It always depends, but it's pretty easy for certain team setups to stack up 6+ magic debuffs (lock/spriest) or poison debuffs (rogue/hunter). Given a 30% chance to fail, it will on average take me 10 casts to clear those debuffs. That's 15 seconds of doing nothing but spamming one defensive dispel button. Oh, and it costs 1770 mana, which is 1/3 of my manapool in my PvP gear. (Ret)
Given these sort of opportunity costs, sometimes dispel spam is the right strat, sometimes it ain't.
Originally Posted by Malakitoo
Passively applied junk debuffs exist for offensive dispels as well (priest/druid stacking trash debuffs, shaman/pally relic buffs), and dispel resistance affects pretty much everything you would spam dispel, as in fact four classes pick up offensive dispel resistance whereas only one class commonly specs into defensive spell resistance (druids, and that's because they get offensive resist as well).
I don't see how defensive dispel has been hit any harder than offensive dispels.
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The point isn't that xyz class or mechanic has it harder than anyone else. The point is that "tit for tat buff/nerfing" is a silly expectation. Blizzard can and will buff/nerf a mechanic with no compensating nerf/buff.
Non-magic mage/lock armors is a nerf to offensive dispel and a buff to those two classes. That doesn't mean dispellers (priest/shaman) or other magic-buff users (paladins/priests/etc) automatically deserve an equivalent buff.
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06/26/08, 6:30 PM
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#278 (permalink)
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Von Kaiser
Blood Elf Paladin
Baelgun
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It looks like this update on the PTR fixed the bug with Haughty Modiste so she now does act like a vendor and sells the new tailoring patterns: Haliscan Jacket, Haliscan Pantaloons, and Dress Shoes.
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06/27/08, 2:01 PM
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#279 (permalink)
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Von Kaiser
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Originally Posted by Fiola
Non-magic mage/lock armors is a nerf to offensive dispel and a buff to those two classes. That doesn't mean dispellers (priest/shaman) or other magic-buff users (paladins/priests/etc) automatically deserve an equivalent buff.
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It doesn't if you believe that priest/shaman/hunters should have been toned down. Most of the posters in this thread seemed to think that this change would tone down warrior/rogue teams, and justified the change using that logic. This actually nerfs shaman/priest/hunter teams, which I believe do not need to be nerfed, based on the representation numbers and my (biased) arena experience.
So if I think something is balanced or slightly underpowered as it is, and a change nerfs that something, I think it is reasonable to look for a counteracting buff. Or for the change not to happen at all :p
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06/27/08, 7:26 PM
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#280 (permalink)
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King Hippo
Troll Priest
Steamwheedle Cartel
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Maybe it wasn't intended as a nerf or a buff, they simply wanted caster armours to mean something and thought it was silly that they lasted only as long as first purge train? And given that Wrath is more or less where the "things mattering" is at present, they're happy to toss it out into season 4 and see what it does without worrying too much about tuning it or compensating for it?
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06/28/08, 6:20 AM
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#281 (permalink)
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Great Tiger
Gnome Mage
Argent Dawn (EU)
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In the first PTR patch, equipping an item interrupted spells with a cast time, but not channeled spells.
Can anyone check if the recent PTR patch changed/fixed this behaviour?
Or are channeled spells still not interrupted by equipping an item/weapon?
I'd love to check it myself, but the PTR was cleaned after I copied my characters, so I'm stuck with 1 copied character with no channeled spells and no copies remaining.
(Evocation/Drain Life/Mind Flay should be the easiest spells to test.)
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07/03/08, 2:20 AM
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#282 (permalink)
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Glass Joe
Night Elf Rogue
Dalvengyr
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Does anyone have the non-recorded patch notes? I can't seem to find them on the test realm forums, and I have searched them on the forums here. Any info would be great, thanks.
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07/03/08, 6:53 AM
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#283 (permalink)
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Piston Honda
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Originally Posted by Mashan
Does anyone have the non-recorded patch notes? I can't seem to find them on the test realm forums, and I have searched them on the forums here. Any info would be great, thanks.
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You can always go to mmo-champion, PTR 2.4.3 Patch Notes
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07/03/08, 10:26 AM
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#284 (permalink)
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Von Kaiser
Undead Rogue
Bleeding Hollow
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So, does anyone know if the Tyrael mini pet is in the game yet, or if it is just in the game files? If you haven't seen it, there is a picture in the first post on MMO-Champion (I would link it but MMO-Champion is blocked at my office  ).
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07/03/08, 10:58 AM
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#285 (permalink)
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Piston Honda
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Originally Posted by djhbrd
So, does anyone know if the Tyrael mini pet is in the game yet, or if it is just in the game files? If you haven't seen it, there is a picture in the first post on MMO-Champion (I would link it but MMO-Champion is blocked at my office  ).
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I believe I read they'd be available when 2.4.3 goes live.
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07/03/08, 4:05 PM
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#286 (permalink)
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Divine Protector
Blood Elf Paladin
Mal'Ganis
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I would think the vendors for the new pet will be turned on when the patch goes live. Worldofraids has pictures of the pet as well, so you knew the pet is in the game file.
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07/04/08, 6:36 AM
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#287 (permalink)
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Von Kaiser
Human Rogue
Bloodhoof (EU)
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Originally Posted by Teza
- On PTR, the first parts for Stormwind Harbor are showing up, you can find the Harbor entrance at the northern canal wall between the Park and Cathedral districts in Stormwind. <The Royal StoneCutters Guild> and various Construction worker Npcs have been added to stormwind for the Harbor, you can witness the new npcs two of which can open a chat diolog box explaining whats going on and the new construction zone between The Northern area of The Park and Cathedral Square. ( Screenshot)
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This is going to be interesting. I'm very excited with every revamp Azeroth gets. I am curious how they will solve the harbor thing though, there will probably have to be a long path down to sea level. I really hope they do not put up a "fake ocean" at Stormwind level which would be a cheap and unrealistic solution and would prohibit further Stormwind expansions in the future.
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07/04/08, 7:14 AM
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#288 (permalink)
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Great Tiger
Night Elf Warrior
Sargeras
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Originally Posted by madman
This is going to be interesting. I'm very excited with every revamp Azeroth gets. I am curious how they will solve the harbor thing though, there will probably have to be a long path down to sea level. I really hope they do not put up a "fake ocean" at Stormwind level which would be a cheap and unrealistic solution and would prohibit further Stormwind expansions in the future.
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Hark, I heard a cry about Oceans and Azerothian Terrain.
I present you with exhibit A....and the only exhibit I have actually.
http://files.warriornation.net/Sajjy...rnkingdoms.jpg
There's no mountains or wall, anything of the sort really behind Stormwind, for whatever reason when the city was designed, they didn't add a port(And when I say that I refer to Blizzard). Most of the ports in the game are at sea level, I imagine that Stormwind won't be much different, if you'd like an idea of where the sea level is gonna be, you could always take a trip around the sea behind Elwynn Forest. Head to Westfall and head North, take a dip in the sea.
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07/05/08, 3:53 PM
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#289 (permalink)
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Makes excuses, does not produce results!
Night Elf Priest
Dragonblight
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Originally Posted by Emeraude
Hark, I heard a cry about Oceans and Azerothian Terrain.
I present you with exhibit A....and the only exhibit I have actually.
http://files.warriornation.net/Sajjy...rnkingdoms.jpg
There's no mountains or wall, anything of the sort really behind Stormwind, for whatever reason when the city was designed, they didn't add a port(And when I say that I refer to Blizzard). Most of the ports in the game are at sea level, I imagine that Stormwind won't be much different, if you'd like an idea of where the sea level is gonna be, you could always take a trip around the sea behind Elwynn Forest. Head to Westfall and head North, take a dip in the sea.
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Did you know there's a house all the way up there? It's quite a bit away from Stormwind, but there's a small little house and a surge wall.
Anyhow, I remember seeing "beaches" near Stormwind in one of the earlier "Exploration" movies. I always sort of assumed that Blizzard never bothered opening the Harbour because there was no real need for it and it would be opened (per my assumption) when they opened up the South Seas.
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07/15/08, 6:36 AM
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#290 (permalink)
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Piston Honda
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Patch deployed with an additional rogue nerf Sinister Calling now increases damage to Backstab and Hemorrhage by 1/2/3/4/5% (down from 2/4/6/8/10%.) and a few tuning changes to the Muru encounter.
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07/15/08, 7:20 AM
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#291 (permalink)
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Von Kaiser
Human Warlock
Boulderfist (EU)
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From what I saw on mmo-champion the Gigantique Bag is no longer unbound, and will now bind on equip. I know a few pages it was mentioned as one of the major reasons for the bag being generally awesome, but alas, it was too good to be true...
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07/15/08, 7:30 AM
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#292 (permalink)
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Von Kaiser
Blood Elf Paladin
Baelgun
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Originally Posted by Calixtus
From what I saw on mmo-champion the Gigantique Bag is no longer unbound, and will now bind on equip. I know a few pages it was mentioned as one of the major reasons for the bag being generally awesome, but alas, it was too good to be true...
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Not sure where you saw that information but from the first version of the 2.4.3 PTR the Gigantique Bag was BoE so this is not a change to the bag.
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07/15/08, 8:48 AM
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#293 (permalink)
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Glass Joe
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Just got 2.4.3 off the downloader, official patch notes seem to match up with what mmo-champion posted a few hours ago including the M'uru nerfs.
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07/15/08, 9:46 AM
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#294 (permalink)
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Piston Honda
Night Elf Rogue
Moonrunner
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The patch is 27.2 MB, yet the official patch notes only lists minor bugfixes and whatnot. I wonder what else is in this patch.
It just "feels" too big for what it's supposed to do.
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07/15/08, 9:50 AM
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#295 (permalink)
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Von Kaiser
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Originally Posted by Addled
The patch is 27.2 MB, yet the official patch notes only lists minor bugfixes and whatnot. I wonder what else is in this patch.
It just "feels" too big for what it's supposed to do.
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Brewfest and Halloween stuff I expect.
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07/15/08, 11:56 AM
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#296 (permalink)
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Great Tiger
Blood Elf Paladin
Echo Isles
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The Brewfest and Hallow's Eve data is included with this patch, most likely because they have no other content between now and ~October and don't want to slap on another client patch for those events later on when they can piggyback it now and just activate it server side later.
I absolutely love the PvP flag turning off when going inside an instance. No longer do we have to take flight paths before getting summoned or complaining about "raid AIDs
EDIT: I noticed this in the notes:
# Hunters: Using an instant ability after Steady Shot will no longer lock out auto shot.
Does this mean anything for shot rotations/macros?
Last edited by Prinsesa : 07/15/08 at 12:03 PM.
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07/15/08, 12:05 PM
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#297 (permalink)
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Von Kaiser
Tauren Druid
Draenor (EU)
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Originally Posted by Prinsesa
# Hunters: Using an instant ability after Steady Shot will no longer lock out auto shot.
Does this mean anything for shot rotations/macros?
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No. There is a bug where auto shot sometimes would stop firing (and was very tricky to get going again) in certain circumstances. This changelog-line seems to indicate that it has been fixed. Which is very welcome news for hunters.
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07/15/08, 12:06 PM
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#298 (permalink)
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Von Kaiser
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Nope.
It just means the one bug where autoshot becomes disabled after using something right after a KC until you log is fixed. (You could also remove it by getting a special shot crit->kill command but pretty annoying)
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07/15/08, 12:13 PM
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#299 (permalink)
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Piston Honda
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There is now a command to tab target through players only, for me this is a great change for BG's, hated having to manually click a nameplate because 12 snake traps are up.
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07/15/08, 12:13 PM
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#300 (permalink)
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New Avatar is New
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Originally Posted by Addled
The patch is 27.2 MB, yet the official patch notes only lists minor bugfixes and whatnot. I wonder what else is in this patch.
It just "feels" too big for what it's supposed to do. | | |