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Old 08/09/08, 5:57 PM   #351
 Lord BEEF
Soda Popinski
 
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Tauren Druid
 
Mal'Ganis
It seems like just an error in item design. As an epic one handed weapon, it should be much higher dps if it's not a caster weapon (like 120-140 dps), or much higher spell power if it's designed to be a caster weapon.

I'm sure it'll get updated.
 
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Old 08/09/08, 6:02 PM   #352
Impeesa
Glass Joe
 
Human Warrior
 
Laughing Skull
Originally Posted by ildon View Post
I wonder what the intent behind Titansteel Guardian is. 88 DPS? That seems extremely low for a level 88 epic, and it doesn't have a DPS -> spell damage conversion, because it's almost identical to Titansteel Bonecrusher, but with spell damage instead of AP. Maybe they don't know what they're doing with those maces yet and the stats are just placeholder.
Well it's less DPS than the one-handers we used at 70, so I'd hazard a guess that 88.6 is the new caster weapon DPS and the Bonecrusher is the one with the error (copied and pasted from the caster one and forgot to change the dps, perhaps?).
 
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Old 08/09/08, 7:03 PM   #353
Jebraltar
King Hippo
 
Blood Elf Paladin
 
Staghelm
There's no compelling reason for them to raise DPS on caster weapons, especially given that it would involve a bit more spell balance tweaking and it would make caster upgrades from the expansion less impressive. It seems a lot more likely that they're just placeholders with silly DPS numbers so nobody makes them early on and then complains if they get nerfed.
 
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Old 08/09/08, 7:46 PM   #354
Roywyn
Bald Bull
 
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Gnome Mage
 
Argent Dawn (EU)
Originally Posted by Jebraltar View Post
There's no compelling reason for them to raise DPS on caster weapons, especially given that it would involve a bit more spell balance tweaking and it would make caster upgrades from the expansion less impressive. It seems a lot more likely that they're just placeholders with silly DPS numbers so nobody makes them early on and then complains if they get nerfed.
They decided to give caster one-handers roughly half the DPS scaling of melee weapons in Wrath. Don't ask me why.

Epic 2handers usually have 30% more DPS than 1handers.

The crafted 1H like Titansteel Guardian should be around 144 DPS when fixed.

The Blue Bar and you - the complete Fire Mage 2.4 mana compendium: http://elitistjerks.com/658230-post3191.html

DPS spec and class comparison in Naxxramas gear: http://code.google.com/p/simulationc...i/SampleOutput

And [Timbal's Focusing Crystal] doesn't proc on AM.
Neither does [The Egg of Mortal Essence] since 3.1.
 
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Old 08/09/08, 8:28 PM   #355
aikiwoce
Piston Honda
 
Human Mage
 
Dawnbringer
Here are the spell, and the spell that proc's it's effect for the tailor embroidering patterns.

Lightweave Embroidery - Spell - World of Warcraft - 50% proc-rate
Darkglow Embroidery - Spell - World of Warcraft - 35% proc-rate
Swordguard Embroidery - Spell - World of Warcraft - 50% proc-rate

Click on the second link for each, and you can see the proc-rates I've listed next to them. These appear to be items that a Tailor will make for any class to use.

Edit: Oh, and you guys missed this one The Hog - Spell - World of Warcraft. Click it, for some reason it won't show a tooltip.

Edit 2: These are just funny: Steam-Powered Auctioneer - Spell - World of Warcraft and Scrapbot - Spell - World of Warcraft. Guess what's back, you guessed it (albeit with a funnier name) MOLL-E - Spell - World of Warcraft

Last edited by aikiwoce : 08/09/08 at 8:39 PM.
 
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Old 08/10/08, 2:33 AM   #356
Vihermaali
Piston Honda
 
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Troll Death Knight
 
Magtheridon (EU)
Apparently potion sickness is gone:

WoW Forums -> Potion Sickness Gone

*edit* Ah, someone already beat me to it.

Anyway, if mana-potions don't proc potion sickness either, then I really hope blizzard manages to balance mana regeneration right. What I'm saying is, after adding a horde of new mana-regen abilities allowing mana potions seems bit too excessive.
 
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Old 08/10/08, 9:42 AM   #357
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
I've updated my post summarizing all currently found Profession information based on the latest build. Feel free to use it as an OP.

On-topic: Still no word on Miner's Revenge and/or Scalp? I suppose they probably scrapped it in favor of the STA and crit strike bonuses, but then Wild Growth is an activated ability.

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Old 08/10/08, 10:02 AM   #358
Marcos
Von Kaiser
 
Human Paladin
 
Greymane
Originally Posted by Vihermaali View Post
Apparently potion sickness is gone:

WoW Forums -> Potion Sickness Gone

*edit* Ah, someone already beat me to it.

Anyway, if mana-potions don't proc potion sickness either, then I really hope blizzard manages to balance mana regeneration right. What I'm saying is, after adding a horde of new mana-regen abilities allowing mana potions seems bit too excessive.
The debuff doesn't show, but the effect, apparently, is still there.
 
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Old 08/10/08, 12:39 PM   #359
Kazanir
Soda Popinski
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Copernicus View Post
Herbalism gained a new, unexciting ability - http://img.photobucket.com/albums/v1...Wildgrowth.jpg

Wild Growth - Heals 1200 damage over 15 seconds, 5 minute cooldown.
Shouldn't this give an extra green mana every turn?

Originally Posted by Marcos View Post
The [potion sickness] debuff doesn't show, but the effect, apparently, is still there.
Did you actually stay in combat for a full two minutes to test this?

'War' is too small a word for what I'm fighting. Like a candle in front of the whole burning Sun. I told you. This is bigger than a war. Now, I am not going to die today. I have other projects, and other options.

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Old 08/10/08, 12:41 PM   #360
Corronach
Piston Honda
 
Dwarf Paladin
 
Cenarius
Originally Posted by Marcos View Post
The debuff doesn't show, but the effect, apparently, is still there.
I really hope it sticks, it was one change that had my friends and I pretty excited.
 
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Old 08/10/08, 12:54 PM   #361
Malleus
Don Flamenco
 
Human Paladin
 
Bronze Dragonflight (EU)
Originally Posted by Marcos View Post
The debuff doesn't show, but the effect, apparently, is still there.
Cite, please.

Vihermaali: I don't see the increased capacity for regen through abilities combined with regular potion use being a bad thing. It seems to me that it would adjust the need for raid consumables without depreciating their power. A player whose mana-management skills are poor will still find them to be a necessity, while a player with good mana-management skills won't necessarily need them, but will have them as a luxury or a safety net. This system would be rewarding skilled players for grinding consumables without forcing them to do so if they want to progress, or making the fights too easy if they do grind.

Example: let's say a Healadin can obtain enough mana to see out Brutallus by chain-chugging mana pots or using a full Divine Plea. The fight won't be made appreciably easier if he can do both - it just means he finishes the fight with 60% mana instead of 10%. Alternately, he could take advantage of his skills to pop a health pot (or a haste pot during Stomp) and make the fight that little bit less stressful.
 
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Old 08/10/08, 1:11 PM   1 links from elsewhere to this Post. Click to view. #362
Kazanir
Soda Popinski
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Malleus View Post
Cite, please. [re: Potion Sickness]
Confirmed; just tested it. Drank a pot, stayed in combat for 2 minutes. Get a, "You cannot drink anymore." message when I try to pot after the cooldown is up.

The implementation seems to be broken though -- now I'm out of combat after writing the above and I *still* can't pot. It's been several minutes since leaving combat.

'War' is too small a word for what I'm fighting. Like a candle in front of the whole burning Sun. I told you. This is bigger than a war. Now, I am not going to die today. I have other projects, and other options.

You can come with me. I can protect you.
 
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Old 08/11/08, 4:57 AM   #363
Anedris
Great Tiger
 
Troll Priest
 
Steamwheedle Cartel
Originally Posted by Malleus View Post
Vihermaali: I don't see the increased capacity for regen through abilities combined with regular potion use being a bad thing. It seems to me that it would adjust the need for raid consumables without depreciating their power. A player whose mana-management skills are poor will still find them to be a necessity, while a player with good mana-management skills won't necessarily need them, but will have them as a luxury or a safety net. This system would be rewarding skilled players for grinding consumables without forcing them to do so if they want to progress, or making the fights too easy if they do grind.

Example: let's say a Healadin can obtain enough mana to see out Brutallus by chain-chugging mana pots or using a full Divine Plea. The fight won't be made appreciably easier if he can do both - it just means he finishes the fight with 60% mana instead of 10%. Alternately, he could take advantage of his skills to pop a health pot (or a haste pot during Stomp) and make the fight that little bit less stressful.
If they go this route, they can never make an encounter that is challenging because of the mana management aspect. Because if more mana makes it easier, people will chain-chug mana potions on every pull until the boss is dead. It doesn't matter how weak or powerful they are - if using a consumable every two minutes improves someone's chances of winning, progression-oriented raiders will do it. And hate it.

Regards the Brutallus example, suppose the paladin does both and is able to chain a higher rank of holy light the entire fight, allowing his guild to take one fewer healer and one more DPSer. His guild is thereby able to beat Brutallus with weaker gear than would have been required had they needed 7 healers. Or another aspect - healers with extra mana (who can thus afford to spam higher ranks) can make up for an undergeared tank.

The consequence of this is that to make an encounter truly challenging to the bleeding edge (and Blizzard has shown a desire to do this, first in Naxx and then in Sunwell) this consumable use will be required. Because it's there, and if it wasn't required, poor players (the paladin who doesn't know how to sneak in his divine plea) would be able to beat the encounter simply by using the consumables.
 
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Old 08/11/08, 5:08 AM   #364
Melg
Glass Joe
 
Draenei Shaman
 
Shattered Hand (EU)
That's my opinion. Consumbles are needed because they exist. I for one would rather have them removed and boss encounters retuned accordingly. Problem solved. Perhaps that would also "force" them to adress mana efficiencies of certain classes or specs, if those cannot simply be avoided through chain-potting?

OT: sorry to have to ask about this but how does one get to post new threads? I've searched through the rules, FAQ etc. and can't find out. I have a PvP thread I'd like to start.
 
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Old 08/11/08, 5:29 AM   #365
dukes
of the HMS Failboat
 
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Tauren Druid
 
Al'Akir (EU)
Originally Posted by Melg View Post
That's my opinion. Consumbles are needed because they exist. I for one would rather have them removed and boss encounters retuned accordingly. Problem solved. Perhaps that would also "force" them to adress mana efficiencies of certain classes or specs, if those cannot simply be avoided through chain-potting?

OT: sorry to have to ask about this but how does one get to post new threads? I've searched through the rules, FAQ etc. and can't find out. I have a PvP thread I'd like to start.

The mana efficiencies seem to be being sorted through addition of abilities (i.e. paladin "evocation" style ability), a rework of particular talents for raid synergy (i.e. chance for mana back on rejuvenation ticks), changes to particular talents to make regen stats more desirable (i.e. shadow priest talent for 30% spirit -> dmg), and changes to the spirit formula.

It would appear that potion sickness is confirmed as not working as intended in the current build. I would expect that it will be fixed in the next push, so as per Juices post lets leave that topic alone for the moment and leave this thread for discussion about professions in general.

The posting issue is covered in this announcement.
 
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Old 08/11/08, 11:16 AM   #366
Zurgat
King Hippo
 
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Troll Rogue
 
Aszune (EU)
Originally Posted by aikiwoce View Post
Here are the spell, and the spell that proc's it's effect for the tailor embroidering patterns.

Lightweave Embroidery - Spell - World of Warcraft - 50% proc-rate
Darkglow Embroidery - Spell - World of Warcraft - 35% proc-rate
Swordguard Embroidery - Spell - World of Warcraft - 50% proc-rate

Click on the second link for each, and you can see the proc-rates I've listed next to them. These appear to be items that a Tailor will make for any class to use.
I suspect the tailor enchants will have an internal cooldown.
I also wonder whether these take the place of the leatherworker's equivalent of bigger BoP armor patches for legs.

-= Random Ravings - RSS Feed =- Rogue and Hunter stuff here. As well as guides to get you trough your spare time.
 
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Old 08/11/08, 2:35 PM   #367
Melthu
Confused
 
Night Elf Druid
 
Alterac Mountains
Originally Posted by Zamaar View Post
Hmm so leatherworking only got bop leg threads? that are just slightly better then boe threads or how does it work? considering tailoring getting stuff as big as 300 mana return on cast, and BS getting 2 sockets, I hope we get a little more...
Remember that Leatherworkers will still have drums. You won't be able to keep them up constantly with 4 drummers in your group, but they'll still be useful.
 
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Old 08/11/08, 4:05 PM   #368
Copernicus
Bald Bull
 
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Night Elf Druid
 
Tichondrius


BlizzCast Episode 4

Highlights-

* I’ll give you an example that we’re thinking about doing, is that Blacksmiths would be able to add sockets to a weapon, or Armorsmiths would be able to add a metasocket to armor. So, that kind of thing.

* Basically we have the tech to add on-use enchantments to things now, so, we’re going to be really running with that. Things like a Parachute Cloak enchant, or maybe you could shoot webs from your gloves, but there’s a little bit of a tradeoff too because that’s still your primary enchant on that item. If you put Rocket Boots on your boots you won’t be able to get the move speed or anything.

* The Golden Darters and the Spicy Crawdads, those really helped keep fishing relevant. We’ll do some more of those, although maybe not to that extreme of a swing.

* Alchemy discovery - So for fairly deterministic upgrades they’re ok, or for the fun stuff, and there might even be some other uses that we haven’t really thought of that are going to fit well with that unpredictability

* One of the system we’re considering as well is – so you have profession dailies for all of your professions, and what those end up being I’m not sure, but then when you do that daily you get a token. Then on this vendor there’s maybe 20 recipes, and they cost [maybe] 25 tokens each. So you’ll start making decisions on how you want to spend those tokens and that will help differentiate you from everyone else just by your decisions rather than what you happened to have found or bought off the Auction House.
 
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Old 08/11/08, 5:54 PM   #369
Zaniel
Piston Honda
 
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Night Elf Rogue
 
Aggramar
Originally Posted by Melthu View Post
Remember that Leatherworkers will still have drums. You won't be able to keep them up constantly with 4 drummers in your group, but they'll still be useful.
But this affects everyone in your group. It's hardly the same as an extra glyph or better gems or enchants... It's group utility, not (purely) personal benefit. As such, it shouldn't be measured toward what LW gives the player alone. So far, we get just the leg armors.

...Then again, those armors are pretty substantial upgrades from what I'm seeing.
 
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Old 08/11/08, 6:19 PM   #370
nataku
Piston Honda
 
Dwarf Priest
 
Tichondrius
Allowing the other crafting professions to be able to specially modify the crafter's own gear is a nice step toward making the professions pertinent as some of the crafted gear is obsoleted. I felt the pressure to possibly pick up enchanting just for that extra edge from ring enchants, so being able to get a similar edge from tailoring will be welcomed.

On another note, anyone want to take a magic carpet ride with me??? :P

Last edited by nataku : 08/11/08 at 6:29 PM.
 
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Old 08/11/08, 6:26 PM   #371
 Feist-Mok
Abides...
 
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Human Rogue
 
Ysera
Originally Posted by nataku View Post
Allowing the other crafting professions to be able to specially modify the crafter's own gear is a nice step toward making the professions pertinent as some of the crafted gear is obsoleted.

Anyone want to take a magic carpet ride with me???
It will also contribute to people wanting to keep multiple versions of the same gear around for different situations, as the variety of unique new on-use and on-proc effects will have people wanting a set of boots with stats, and a set w/ runspeed or whatever - being able to do so without significantly gimping stats by wearing an underpowered blue (as is the case in TBC) is going to encourage this in a big way, and will probably help to reduce the amount of sharding that goes on hopefully.
 
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Old 08/11/08, 6:43 PM   #372
Shakes
Piston Honda
 
Tauren Druid
 
Nagrand
Originally Posted by Zaniel View Post
But this affects everyone in your group. It's hardly the same as an extra glyph or better gems or enchants... It's group utility, not (purely) personal benefit. As such, it shouldn't be measured toward what LW gives the player alone. So far, we get just the leg armors.

...Then again, those armors are pretty substantial upgrades from what I'm seeing.
It's still raid DPS you're adding, just as much as if you had some personal enchant somewhere. It's not sexy because you don't just help yourself win the e-peen meters, but it's still helping your group. To say drums aren't a positive reason to take a leatherworker to a raid is like saying bloodlust isn't a reason to take a shaman.

You can't use them in arenas which is a drawback compared to the others, but talking purely PvE, you have to take drums into account when talking leatherworking balance vs the other professions.
 
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Old 08/11/08, 6:55 PM   #373
 Rerox
Don't FWOOSH me, Bro.
 
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Dwarf Rogue
 
Proudmoore (EU)
Originally Posted by Shakes View Post
You can't use them in arenas which is a drawback compared to the others, but talking purely PvE, you have to take drums into account when talking leatherworking balance vs the other professions.
You're not talking PvE, you're talking pure Raid-PvE. What you miss is the whole part of soloplay or small groups play where you don't necessarily use drums all the time.

So drums are still a great help for the part of the game that is called Raid-PvE, but they are useless for PvP, quite useless for solo-play and seldom used in 5-man PvE.

While I enjoy LW, while I enjoy Raid-PvE and while I am looking forward to the cool BoP Leg Enchants, I DO whish very much that there will be more for LW than just Drums and Leg Enchants ... well at least Armor sets are to be expected, and they'll hopefully be better than the ones in BC.
 
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Old 08/11/08, 7:53 PM   #374
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
considering tailoring getting stuff as big as 300 mana return on cast, and BS getting 2 sockets, I hope we get a little more...
The embroideries are not a Tailoring-specific perk.

What's the deal with the Floral Foundations? I have no idea what's going on there.

Anyway, updated my summarizing post on what we know. Thanks Copernicus.

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler
 
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Old 08/11/08, 7:58 PM   #375
Grogzor
Huntard Extraordinaire
 
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Orc Hunter
 
Draenor
* One of the system we’re considering as well is – so you have profession dailies for all of your professions, and what those end up being I’m not sure, but then when you do that daily you get a token. Then on this vendor there’s maybe 20 recipes, and they cost [maybe] 25 tokens each. So you’ll start making decisions on how you want to spend those tokens and that will help differentiate you from everyone else just by your decisions rather than what you happened to have found or bought off the Auction House.
Make the tokens exchangeable for materials needed for that profession as well and it sounds like a dandy idea. Flood the market with Herbs and reduce their price.

But when it comes time for me to remove your wings, and you, you must try to fly...

Click Here to see what makes me tic(k).

What Are You Going to Roll for Warhammer Online?
 
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