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Old 08/28/06, 1:50 AM   #1
Thieven
Glass Joe
 
Murloc Hunter
 
Hakkar
I come to the EJ forums because it's the only forums that I can handle. It's run, I think in a manner similar to SA, which means the moderation is good and the people here are fairly smart.

NO MORE GUESSING!


http://www.worldofwarcraft.com/burni...nd-spells.html

Thieven - Hunter
Thestal - Priest

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Old 08/28/06, 2:11 AM   #2
Vetinari
Piston Honda
 
Blood Elf Death Knight
 
Jubei'Thos
I've compiled a list of every warlock ability, and checked the current talents for changes. Here is the list, with some of my own bias thrown in, free of charge. :)
However, I do not have every new talent included, because I don't know what they all are, and don't feel like digging atm, so you will have to be happy with the ones I have included.

New Talents:

I don't know where these are, other than the fact that they are demonology/affliction spells, respectively:

Demonic Aegis: +30% effect to fel armor/demon armor.
Empowered Corruption is 36% bonus from spell damage, at rank 3. Nice.

And I don't know if this is real, but it sounds nice, so I'll include it. :)
Incurable afflictions: 30% chance to resist dispell, 3 ranks (? Only max rank data mined, so maybe not real. 60% would be hella nice, though.)


Destruction (There might be tier 1-5 talents added, but I don't know what they are)
Tier 1
no change

Tier 2
No change

Tier 3
No change

Tier 4
Intensity: Gives you a 70% chance to resist interruption caused by damage while casting or channeling any Destruction spell.
Searing pain: now 3 talent points for 10% crit (3/6/10%)
Destructive reach: +20% range, -10% threat generated

Tier 5
No change

Tier 6
Emberstorm: +10% fire damage (no change)
Nether Protection: 60% chance when hit by shadow or fire spell, to become immune to both. (I see a nerf coming...)

Tier 7
Congflagrate: new rank added, see below
Soul leech: Gives your Shadow Bolt, Shadowburn, Soul Fire, Incinerate, Searing Pain and Conflagrate spells a 30% chance to return health equal to 10% of the damage caused.

Tier 8
Shadow and Flame: increases spell damage coefficient of incinerate by 10%

Tier 9
Shadowfury: Deals shadow damage and stuns in an 8 yard radius. Not target limited. See below for the damage of the highest rank.


Affliction (new talents may have been added to the lower tiers, but I don't know what they are called)

Tier 1
No change

Tier 2
Improved drain soul: restores 15% of max mana if the warlock gets the killing blow, also reduces affliction spell threat by 10%
Improved CoW: no change
(Unknown name): increases effect of drain life and mana by ??%

Tier 3
Fel concentration, Amplify curse: no change
Improved CoA: +5/10% CoA damage
Tier 4
Improved drain life removed, perhaps replaced with something else, but other wise unknown.
No other change.

Tier 5
Siphon life: new rank added, see below
Curse of Exhaustion: 1 talent point gets you the full 30%!
Shadow Embrace: Your Corruption, Curse of Agony, Siphon Life and Seed of Corruption spells also cause the Shadow Embrace effect, which reduces physical damage caused by 5%.

Tier 6
Shadow Mastery: no change
Lasting Affliction: Increases the duration of your Corruption and Unstable Affliction spells by 6 secs, the duration of your Curse of Agony spell by 4 secs and reduces the chance your Afflicition spells will be dispelled by an additional 30%

Tier 7
Dark pact: new rank added
Contagion: Increases the damage of Curse of Agony, Corruption and Seed of Corruption by 15%.

Tier 8
Malediction: +1/2/3% to CoE/CoS damage bonus
Improved howl of terror: Reduces howl of terror cast time by 0.5/1 second.

Tier 9
Unstable affliction: deals 660 damage over 18 seconds, and deals 990 damage to the dispeller if removed.

Demonology

Tier 1
No change

Tier 2
Improved health funnel: +20% healing, -20% health cost.
Improved voidwalker: no change
Fel stamina: +5/10/15% VW/Succubus/Imp/Felhunter HP

Tier 3
Fel domination, improved succubus: no change
Fel intellect: +5/10/15% pet mana

Tier 4
Master summoner, unholy power: no change

Tier 5
Demonic Sacrifice: no change, and no felguard stuff for it or MD either.
Improved Firestone: still around, no change
Improved enslave demon: now 2 talent points to get the full, old effect.

Tier 6
MD: no change
mana feed: Pet spells have a 100% chance to return 3% of the masters max mana.

Tier 7
Soul Link, Improved Spellstone: no change
Demonic fortitude: reduces chance to be crit by 5%, from all sources.

Tier 8
Demonic tactics: +5% pet and warlock damage.

Tier 9
Summon Felguard: this pet has a cleave, intercept, and avoidance ability. His starting ability is not confirmed, but it is rumoured to be a mortal strike type of ability.





Highest ranks of warlock skills:

Drain life: 122 hp/s, 5 seconds duration, 430 mana
Drain mana: 200 m/s, 5 second duration, 460 mana
Drain soul: 785 shadow damage, 15 second duration, 420 mana
Dark pact: 320 mana
CoR: 135 AP, 800 armor
CoW: 130 damage, maybe its not going to be so sucky afterall.
CoS/CoE: 88 resist/10% damage (odd, I would have expected it to go to 12%. Maybe I'm blind, however.)
CoA: 1320 over 24, 275 mana
Lifetap: 680 hp/mana
Deathcoil: 680 hp, 735 mana, improved deathcoil increases healing by 30%. I can hear the screams already.
Siphon life: 66hp/3, 30 seconds, 420 mana.
Seed of Corruption: 1044 damage over 18, when 1044 is done, deals 1110-1291 shadow damage in 15 yards. (Odd wording, seems to imply that it is possible to make it explode faster via talents, damage gear, buffs, etc. Interesting, if you could triple the dot component, it would go boom after 6 seconds, which seems to be what is implied.)
Unstable affliction: 1050 dot, but only 350 dispell, compared to 660/990 for rank 1. Hopefully thats supposed to read 1575, but they went temporarily blind, because otherwise, its going to suck. 400 mana. Very cheap.
Corruption: 906 over 18, 360 mana. (gimp compared to SWP, which is 1320 over 18 :( )
Howl of Terror: 8 targets, 200 mana, 15 seconds. 2 second cast, 1 with imp HoT.

Shadowburn: 597-666 shadow damage, 515 mana
Immolate: 365 + 650 fire damage, 470 mana
Rain of Fire: 1360 over 8, 1575 mana
Hellfire: 355 damage per second, 15 seconds, 1835 mana. Now THAT would make for some awesome hellbombing. Damned shame its not possible anymore :*(
Searing pain: 270-321 fire damage, 200 mana
Soulfire: 1083-1358 fire damage, 450 mana
Shadow bolt: 541-604 shadow damage, 420 mana, not much of an upgrade
Shadowfury: 703-838 shadow damage, 2 second stun, 8 yard range, 710 mana. 2 minute cooldown
Incinerate: 427-498 fire damage, +107-176, if immolate is applied. More damage than shadowbolt, but it might scale worse, given no bane effect.
Conflagrate: 632-799 fire damage, 405 mana

Health funnel: 188 health 99 mana. It seems that it now costs 99 mana upfront, and 188 health per second. Gee, was the 10 seconds of spirit regen overpowered? ;p
Healthstone: 2080 health, 1390 mana.
Soulstone: 2900 hp, 3300 mana, unknown mana cost
Firestone: 116-175 fire damage, 30 fire damage, 1330 mana to create. Still worthless.
Spellstone: 1350 absorbed, harmful effects removed, 14% spell crit (WTF NERF?!?!), 1150 mana
Shadow ward: 920 absorbed, 320 mana
Demon armor: 660 armor, 18 SR, 18 hp/5. Gimp compared to fel armor, VERY gimp.
Fel armor: 100 spell damage, 10% silence/interrupt resist, 2050 mana

Soul shatter: reduces threat by 30%, 5 minute cooldown, 1 soulshard, scaling mana cost.


Felguard
Avoidance: 50% chance to avoid AOE
Cleave: Weapon damage + 78 to 2 targets! 400 rage! o.0
Intercept: 3 second stun, unknown cost (because I can't find the damn spell)

The final ability is rumoured to be a mortal strike type ability, but we don't have any actual proof.

I think I have covered every new ability, but if I have left something out, let me know.

Clearly intellect is not your primary stat.

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Old 08/28/06, 2:28 AM   #3
Darkbond
Von Kaiser
 
Murloc Warlock
 
Silvermoon
So I take it the Soul Shatter ability was fake?

Soul Shatter was the level 66 ability to consume a shard for -30% threat, dont know if it was a fake or not

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Old 08/28/06, 2:36 AM   #4
Vhex
Don Flamenco
 
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Blood Elf Paladin
 
Black Dragonflight
Just to keep in mind, as was mentioned in the other thread, you might want to look at when a spell was entered/updated. Alot of the priest abilities (shadow word: blah) have been in the spell database for a long time.

Anyways...

The Champion spells would be wicked awesome if real. Super buffs for specific people = win. PLus being able to have your champion port to Org and get reagents for you, then summon them back = $$. I don't know if the coolness factor of it would allow me to keep playing my priest though. It's hard to decide between that and Captain America. 8)

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Old 08/28/06, 2:39 AM   #5
Pyros
Bald Bull
 
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Undead Death Knight
 
Twisting Nether (EU)
Just for info, all the champion links don't work. Like, the name has been shortened or something, and the link stops after the space too anyway.

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Old 08/28/06, 3:05 AM   #6
Vhex
Don Flamenco
 
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Blood Elf Paladin
 
Black Dragonflight
Originally Posted by Pyros
Just for info, all the champion links don't work. Like, the name has been shortened or something, and the link stops after the space too anyway.
He copy-pasted the text rather then the links. =p

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Old 08/28/06, 3:11 AM   #7
Vetinari
Piston Honda
 
Blood Elf Death Knight
 
Jubei'Thos
Originally Posted by Darkbond
So I take it the Soul Shatter ability was fake?

Soul Shatter was the level 66 ability to consume a shard for -30% threat, dont know if it was a fake or not
Soul shatter is real, I just forgot to include it.
http://www.curse-gaming.com/en/wow/s...ulshatter.html

Clearly intellect is not your primary stat.

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Old 08/28/06, 3:52 AM   #8
Fizil
Von Kaiser
 
Murloc Warlock
 
Skullcrusher
A note, having to do with the "OMG 14% crit on Spell Stone". There seem to be some new stats, and reworking of current stats, in the expansion. First there is a new stat called Resilience, no idea what it does. Second obviously Blizzard saw the scaling problem that having things like crit% and hit% on gear made once you reach a certain point, and things appear to have been reworked to a Rating system, so instead of getting gear that gives you "1% crit" you will get gear that gives you +X to Spell Critical Rating. I base this on the spell effects for various set bonuses in the database. It is likely that the Spell Stone will use that same mechanic, and the tooltip is just messed up at the moment (it is Alpha after all)

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Old 08/28/06, 6:41 AM   #9
Norther
Von Kaiser
 
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Human Death Knight
 
Misha
NO PRIEST TALENTS MAKE NORTHER ANGRY! RAWR!


:(

Infecting you with Body Thetans since 2008.

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Old 08/28/06, 6:52 AM   #10
Dromakis
Von Kaiser
 
Murloc Shaman
 
Kilrogg
It looks like the priest links got truncated? Can you edit those back into existence, or did Curse really take the information down? Thanks for checking into that!


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Old 08/28/06, 7:28 AM   #11
Pyros
Bald Bull
 
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Undead Death Knight
 
Twisting Nether (EU)
You can find the info about priests by typing Champion in the Search feature there, and click on the various abilities. Some are currently existing abilities that you would probably recognize, but the new ones are easy to spot. The full mechanics of the system are probably a bit complicated, and I guess that's why Priests didn't get their talents yet. If they're reworking the class basic mechanics to make the Champion thing, they'll probably need more time.

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Old 08/28/06, 8:01 AM   #12
Cindarin
Von Kaiser
 
Blood Elf Paladin
 
Blackrock
A set of working links for the search impaired:
http://www.curse-gaming.com/en/wow/s...-champion.html
http://www.curse-gaming.com/en/wow/s...-champion.html
http://www.curse-gaming.com/en/wow/s...-champion.html
http://www.curse-gaming.com/en/wow/s...-champion.html
http://www.curse-gaming.com/en/wow/s...ons-grace.html
http://www.curse-gaming.com/en/wow/s...ions-bond.html

Does anyone else see these spells as a complicated yet awesome buff system? I see Priests making another player their champion, providing special buffs to that singular target as well as extra damage mitigation for the priest. Revive Champion looks like a form of a combat rez. This could have some awesome pve and pvp (Arena :D) implications.

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Old 08/28/06, 8:30 AM   #13
Morfina
Piston Honda
 
Gnome Death Knight
 
<IT>
Khadgar (EU)
I see the champion spells as a way to ensure priests stay up to par in healing; +30% to a single target is quite a lot, and will allow priests to still be a substantial benefit to any raid.

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Old 08/28/06, 8:54 AM   #14
• Chicken
 
Chicken's Avatar
 
Ginakursia
Goblin Warlock
 
No WoW Account (EU)
It's also a pretty nice damage buff it offers. It'd actually work quite well in synergy with a Paladin tank; they'd get a bonus from all the buffs listed in the spells on Curse. Extra armour and resists, +100 spell damage and healing and 30% extra healing from a Priest are all things any tanking Paladin would probably be quite happy with, especially if the Healing taken goes to Paladin's mana ability is real.

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Old 08/28/06, 9:44 AM   #15
Khalikryst
Piston Honda
 
Human Priest
 
Cenarius
I think the Champion stuff can be particularly cool because it gives them the ability to give priests some cross class skills without stepping on those other classes since it's limited to our one target (as they appear to be doing with summon and combat res).

If I can dare to dream, I'd love to see other stuff added onto that system... such as a buff you put on your champion that redirects his Judgement of Wisdom procs to you (hooray for Rogue champion?). *grin*

And while I'm at it...I'm mildly disappointed it doesn't look like a Holy tree pet system though (and I do mean very mildly as I don't really expect it to ever happen)... I've long thought a deep Holy talent to give priests a pet for grinding/farming purposes would solve alot of problems with Priests shelving their mains outside of raid time to switch to an alt for pvp/farming time. Even in raids, it'd add a little "something to tinker with" beyond health bar whackamole even if the thing instagibs on the first AE.

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Old 08/28/06, 10:05 AM   #16
Tuco
Piston Honda
 
Murloc Priest
 
Mal'Ganis
Beyond the base requirement of making priests the highest throughput healing per second healers(when specced/equipped for it), I'd like to see some love for priests doing solo stuff while full raid specced.

Sure, we're grinding machines while shadow specced, but after I hit 70 and spec for raiding again, I simply won't be able to enjoy content that even a protection warrior, healing druid or healbot paladin can.

Only way to do this would either be giving priests a much more powerful holy fire, or adding talents that not only are great for raiding, but benefit DPS as well. Something that gives a percentage of healing to damage would be nice. Unless I find some more damage gear, I'll be rocking in shadowform with 800 healing =D

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Old 08/28/06, 10:14 AM   #17
 frmorrison
Protector
 
frmorrison's Avatar
 
Ashstorm
Human Paladin
 
No WoW Account
Regarding Priest doing damage, Resto Shaman will have a talent that makes a % of Int into damage/healing. Now there already is a talent that does that for Spirit, but Blizzard could create another talent that like the Shaman one (of course it would be deep Holy, like a 30 or 35 point talent).

I am interested what Blizzard plans on doing for making the Healing Priest able to grind.

If Blizzard doesn't pull though, you could try to get the Oracle set.

Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'

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Old 08/28/06, 10:15 AM   #18
Impowitz
Von Kaiser
 
Undead Warlock
 
Kil'Jaeden
It looks like you get to find yourself a buddy for grinding. Duoing an outdoors elite area - think darkwhisper gorge - with your champion.

It's not as good as doing it yourself, but the awesomness you get to apply to your champ may make it easier to attract a buddy.

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Old 08/28/06, 10:28 AM   #19
berg
Don Flamenco
 
Undead Rogue
 
Tichondrius
Shaman Skills
Data mined info from curse data.

Resto Stuff
=======
Chain Heal
Rank 4 lvl 61 435 mana 605-692.
Rank 5 lvl 68 540 mana 826-943.

Healing Wave
Rank 11 lvl 63 655 mana 1725-1970.
Rank 12 lvl 70 720 mana 2134-2437.

Healing Stream totem.
Rank 6 lvl 69 95 mana 18/2 1 min.

Lesser Healing Wave
Rank 7 lvl 66 440 mana 1039-1186.

Mana Spring Totem
Rank 5 lvl 65 120 mana 12/2 1 min.

Chain Heal talent?
http://www.curse-gaming.com/en/wow/s...in%20Heal.html
http://www.curse-gaming.com/en/wow/s...in%20Heal.html


Elemental Stuff
==========

Lightning Bolt
Rank 11 lvl 62 285 mana 452-517
Rank 12 lvl 67 320 mana 579-662

Chain Lightning.
Rank 5 lvl 63 650 mana 559-638.
Rank 6 lvl 70 780 mana 790-903.

Lightning Shield
Rank 8 lvl 63 405 mana 232 base x 3
Rank 9 lvl 70 490 mana 328 base x 3

Searing Totem
Rank 9 lvl 69 205 mana 53-72 55 seconds.

Earth Shock.
Rank 7 lvl 69 540 mana 728-767.

Flame Shock
Rank 7 lvl 70 500 mana 468 + 440 dot.

Frost Shock
Rank 5 lvl 68 525 mana 706-747

Fire Nova Totem
Rank 6 lvl 61 620 mana 504-563.
Rank 7 lvl 70 790 mana 793-888.

Fire Resistance Totem
Rank 4 lvl 68 245 mana +70 FireR 2 mins.

Frost Resistance Totem
Rank 4 lvl 67 245 mana +70 FrostR 2 mins.

Magma Totem
Rank 5 lvl 65 730 mana 105/2


Other Stuff
=======

Bloodlust
Rank 1 lvl 70 750 mana. 1 min.
35% melee/casting haste.


Lesser Healing wave bonus, maybe a relic?
http://www.curse-gaming.com/en/wow/s...ng%20Wave.html

Lightning Overload looks legit.
http://www.curse-gaming.com/en/wow/s...0Overload.html



I could not find references to those elemental totem skills but I did not look very hard either. I also could not find the 2 wrath totems. So if anyone sees those let me know and I will update.

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Old 08/28/06, 10:29 AM   #20
Malan
Mike Tyson
 
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Malan
Tauren Shaman
 
No WoW Account
Potion Master
Self Instant
Allows an alchemist to sometimes create an additional potion when brewing high level potions.

Oh and-
Recipe: Super Mana Potion
100 yd range3.000 sec cast
Teaches you how to make a Super Mana Potion.

We all knew it was coming. =(
I'm sure it'll take 5 FelDreamFoil and 5 NeverSpawningDemonIceCap

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Old 08/28/06, 10:33 AM   #21
Malan
Mike Tyson
 
Malan's Avatar
 
Malan
Tauren Shaman
 
No WoW Account
More shaman stuff that wasn't mentioned by Berg-

Ancestral Spirit
Rank 6
Requires Level 69
30 yd range90 Mana
Returns the spirit to the body, restoring a dead target to life with 840 health and 890 mana. Cannot be cast when in combat.

Flametongue Weapon
Rank 7
Requires Level 64
Self180 Mana
Imbue the Shaman's weapon with fire. Each hit causes 40.350649350649 to 124.28 additional Fire damage, based on the speed of the weapon. Slower weapons cause more fire damage per swing. Lasts for 5 minutes.

Frostbrand Weapon
Rank 6
Requires Level 66
Self185 Mana
Imbue the Shaman's weapon with frost. Each hit has a chance of causing 220 additional Frost damage and slowing the target's movement speed to 25% for 8 sec. Lasts for 5 minutes.


Earth Elemental Totem
Rank 1
Requires Level 66
Self705 Mana
Summon an elemental totem that calls forth a greater earth elemental to protect the caster and his allies. Lasts 2 min.

Rockbiter Weapon
Rank 9
Requires Level 70
Self205 Mana
Imbue the Shaman's weapon, increasing attack power by 864 and allowing melee attacks to cause additional threat when using that weapon. Lasts for 5 minutes.

Strength of Earth Totem
Rank 6
Requires Level 65
Self300 Mana
Summons a Strength of Earth Totem with 5 health at the feet of the caster. The totem increases the strength of party members within 20 yards by 86. Lasts 2 min.

Stoneclaw Totem
Rank 7
Requires Level 67
Self170 Mana
Summons a Stoneclaw Totem with 1315 health at the feet of the caster for 15 sec that taunts creatures within 8 yards to attack it.

Stoneskin Totem
Rank 8
Requires Level 70
Self295 Mana
Summons a Stoneskin Totem with 5 health at the feet of the caster. The totem protects party members within 20 yards, reducing melee damage taken by 43. Lasts 2 min.

Elemental Protection Totem
Rank 1
Requires Level 28
Self85 Mana
Summons an Elemental Protection Totem at the caster's feet. Totem lasts 30 sec. and increases nearby party members' resistance to harmful magic

Fire Elemental Totem
Rank 1
Requires Level 68
Self680 Mana
Summons an elemental totem that calls forth a greater fire elemental to rain destruction on the caster's enemies. Lasts 2 min.


Windwall Totem
Rank 4
Requires Level 65
Self265 Mana
Summons a Windwall Totem with 5 health at the feet of the caster. The totem protects party members within 20 yards, reducing ranged damage taken by 102. Lasts 2 min.

Windfury Totem
Rank 5
Requires Level 70
Self290 Mana
Summons a Windfury Totem with 5 health at the feet of the caster. The totem enchants all party members main-hand weapons with wind, if they are within 20 yards. Each hit has a 20% chance of granting the attacker 1 extra attack with 500 extra attack power. Lasts 2 min.

Windfury Weapon
Rank 5
Requires Level 68
Self195 Mana
Imbue the Shaman's weapon with wind. Each hit has a 20% chance of granting you 2 extra attacks with 450 extra attack power. Lasts for 5 minutes.

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Old 08/28/06, 10:36 AM   #22
Zzbzq
Banned
 
Tauren Druid
 
Mannoroth
Priests get to apply awesomeness to their champion while normal classes get to apply awesomeness to themselves!

The champion stuff sounds 'cool' only if you're thinking of being on the receiving end of it. I don't play a priest, I played one in original alpha/beta, but haven't for the ensuing years. That said, the champion stuff is the direct opposite of where priests should be heading imo. They need more personal power and utility to feel like they're powerful and in control. They also need pure +healing stat to stop existing.

If the champion stuff stays in, they need a ton more spells where the champion is the bitch instead of vice versa.

Who here would honestly want their class balance to be completely dependent on improving another player? Who here would want to farm toward making someone else's character more powerful?

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Old 08/28/06, 10:36 AM   #23
Ubok
Glass Joe
 
Ubok's Avatar
 
Orc Warrior
 
<nil>
Proudmoore (EU)
Originally Posted by Fizil
A note, having to do with the "OMG 14% crit on Spell Stone". There seem to be some new stats, and reworking of current stats, in the expansion. First there is a new stat called Resilience, no idea what it does. Second obviously Blizzard saw the scaling problem that having things like crit% and hit% on gear made once you reach a certain point, and things appear to have been reworked to a Rating system, so instead of getting gear that gives you "1% crit" you will get gear that gives you +X to Spell Critical Rating. I base this on the spell effects for various set bonuses in the database. It is likely that the Spell Stone will use that same mechanic, and the tooltip is just messed up at the moment (it is Alpha after all)
My Guess is that Resilience will be the new defense. Consider that if you´re rolling in full Dreadnaught with good tanking accessoires you will be at +140 defense and thus crit-immune to lvl 73 mobs and bosses the second you ding 70 (and level you natural defense to 350). Which doesn´t quite feel right.

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Old 08/28/06, 10:40 AM   #24
Humbaba
John Galt
 
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Humbalo
Tauren Druid
 
No WoW Account
Only 90 mana for ancestral spirit?


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Old 08/28/06, 10:41 AM   #25
Malan
Mike Tyson
 
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Malan
Tauren Shaman
 
No WoW Account
It scales with level. hard to say how much it will cost. the current lvl 60 version is like 1300 mana.

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