Alright, I will you and everyone else two tidbits of information that we've not yet revealed through any source. Both of which I'm personally very excited about, and hopefully you will be as well. First, when the Burning Crusade launches, healing over time (HoTs) spells such as Rejuvenation and Renew will stack for every player casting them. For instance, if there are three priests in your group, a target could potentially receive three renews as one time. Second, we're going to be scaling Warlock and Hunter pets come expansion so that they become stronger as the player gains more statistics through itemization.
Now you can't say that I've never given you anything, you know, besides Lightwell...
wow, quite a nice change. Having a mt getting stacked with renews/rejuvs could lead to some insane mana efficiency. no wonder they didn't want so much deranking.
After you go to wowhealers.com and compare the efficiency of HoT's to normal heals, you really see the huge difference in HPM.
http://youtube.com/watch?v=Xi6WsB8dZcE
Raiding music that gets things done.
The best Theorycraft and Mathcraft happens after a raid and before the sun comes up.
Who cares about pets, Priest/Druid HoT stacking is going to be insane. How much HPS will that be under current gear, assuming two priests and three druids.
This will be a huge change in raid healing mechanics, wow. I can think of at least 6 different heal over times, the expasion must have several different Maxenna type bosses, oh god!
Is that what I think it is? Blue making a thinly veiled reference to the uselessness of lightwell?
Sure, CMs joke around. The devs must know how many people spec into it.
I knew about the hunter pet scaling (from agilty/AP), but I wonder on which stats the lock pets will scale? Maybe spell damage will help the imp, but what about the melee pets?
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I have a feeling it will all be based on spell damage and stamina. Firebolt and Lash of Pain are spells, the the Voidwalker won't need any damage upgrades, just upgrades to Torment (which can probably be done through spell damage!), the Felhunter probably doesn't need to scale but maybe it would get the resistances of the Warlock?
I've been waiting for this shoe to drop ever since we heard they were nerfing the Agility : RAP ratio for hunters. I was pretty sure this was why they were making that change, and I'm happy to have my suspicions confirmed. Now, of course, the next part is when we hear pets get 1% of our Agility in bonus AP =P
I've been waiting for this shoe to drop ever since we heard they were nerfing the Agility : RAP ratio for hunters. I was pretty sure this was why they were making that change, and I'm happy to have my suspicions confirmed. Now, of course, the next part is when we hear pets get 1% of our Agility in bonus AP =P
Was the nerf to agi:RAP ratio confirmed or is it still in the rumor status?
I've been waiting for this shoe to drop ever since we heard they were nerfing the Agility : RAP ratio for hunters. I was pretty sure this was why they were making that change, and I'm happy to have my suspicions confirmed. Now, of course, the next part is when we hear pets get 1% of our Agility in bonus AP =P
Was the nerf to agi:RAP ratio confirmed or is it still in the rumor status?
If you mean "confirmed" as in a Blue Post, then no. If you can accept that it is coming from many, many different sources of people who have "played" the Beta, then yes.
What in the hell? I'm actually scared of the change to HoT's. What kind of damage are we going to have to be healing throug to require that? Insanity.
edit: Although, with the change to stamina's value, tanks are probably going to have just that much more HP we'll need to recover. Or multiple targets. Or oh god I don't know this expansion is tearing down the house and redoing its foundation.
They had better be doing something with the buff limit then, because I barely have room for HOTs on my buff list right now, with everything else going on in regards to procs off crit heals, and all the temporary buffs I get mid combat. Three priests and two druids = 7 buff slots in HOTs alone, not counting greater heal renew.
This is so hot on both fronts, for healers this is going to aleviate alot of damage, and as a tank, i have to love the fact that i can get multi hots.. just think about raid healing dps with hots, rogues and warriors <3
They had better be doing something with the buff limit then, because I barely have room for HOTs on my buff list right now, with everything else going on in regards to procs off crit heals, and all the temporary buffs I get mid combat. Three priests and two druids = 7 buff slots in HOTs alone, not counting greater heal renew.
1.12.1 is removing a large number of enchantments from the buff limit. Hopefully it will go up to 32 buff slots.
I've been waiting for this shoe to drop ever since we heard they were nerfing the Agility : RAP ratio for hunters. I was pretty sure this was why they were making that change, and I'm happy to have my suspicions confirmed. Now, of course, the next part is when we hear pets get 1% of our Agility in bonus AP =P
Was the nerf to agi:RAP ratio confirmed or is it still in the rumor status?
If you mean "confirmed" as in a Blue Post, then no. If you can accept that it is coming from many, many different sources of people who have "played" the Beta, then yes.
If we believed everything people said came from alpha and beta, rogues would be able to use two handers to backstab :P
There's that and I'd still like to enjoy my stages of denial!
After thinking about this for a bit, I really want to assume that Blizzard is doing it to open up combat activities beyond the babysit-a-tank and spam Heal 2 archtype that healers have been placed in up to this point. If a tank has enough HoTs on him to maintain a rate of recovery sufficient enough to survive for a considerable length of time, some healers can break off of watching him, and perform other tasks. Am I being too optimistic about what's coming to us in the expansion?
The multi hot rule will probably force even more "sub group" optimization in terms of who gets what heals in order to reduce massive mana waste. For example...renew 10 is about 5:1 at a higher raid level. If all of a sudden somebody takes a burst amount of damage and gets 5 renews...the real efficiency may drop effectively to 1:1 or worse. If you get a raid group who is heavy "cross heal" oriented...it could be raid mana pool killer.
As a point of humor, take an original 40 man content scene and imagine 14+ ticking HoTs on a single tank @ level 70 . 500x14/3 = 2333 HP/S. This would definately put priests/druids firmly into DPS land in terms of mana available.
As a point of this being good. Fights like twin-emps would be a bit easier to deal with the burst damage because the healers could afford to use flash when the tank takes a burst from US because so much efficiency would be there from constantly ticking renews and rejuvs. 3-4 rejuvs and renews = 500-600HPS. Also, when somebody gets the plague, put 3 or 4 HoTs on them and forget'm. This is what I think blizzard was "hoping" for.
As a point of scary, what if blizzard EXPECTS to see for some fights 6+ HoT's ticking on the MT in order to deal with the incoming damage. Think of <30% HuHu fights on steroids.
After thinking about this for a bit, I really want to assume that Blizzard is doing it to open up combat activities beyond the babysit-a-tank and spam Heal 2 archtype that healers have been placed in up to this point. If a tank has enough HoTs on him to maintain a rate of recovery sufficient enough to survive for a considerable length of time, some healers can break off of watching him, and perform other tasks. Am I being too optimistic about what's coming to us in the expansion?
I dont think so, i think blizzard really wants to mix up encounters to the point where everyone in the group is going to be very busy, very hectic encounters tailored to challenge smaller groups, while still feeling epic in quality and epic in demeanor. They definitely are learning more and more from the changes and challenges in instances what teh player base wants, and they are accomdating. While most dont agree iwth everything, specs, talents, or otherwise, they do make sense in the long run and i'm sure we can all admit they have done a hell of a job with the game so far, so i expect that much and more with the expansion.
I have a feeling it will all be based on spell damage and stamina. Firebolt and Lash of Pain are spells, the the Voidwalker won't need any damage upgrades, just upgrades to Torment (which can probably be done through spell damage!), the Felhunter probably doesn't need to scale but maybe it would get the resistances of the Warlock?
The bulk of the succubus's damage comes from her melee attack, however; Lash of Pain is probably less than 20% of her DPS for most warlocks. Perhaps they'll convert +spell damage to attack power for her, or something. The same would need to be true for the Fel Guard and Voidwalker (this could really help the VW hold aggro).
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The agi:RAP ratio nerf makes a lot more sense in the context of pets scaling with their masters. I'm not sure it could be balanced if the pet and master both gained stats from an item with the previous scaling. Whilst you might not be getting twice the value of your items, you'd certainly be getting a lot more than classes without pets.
Which raises the question - is there any indication on the alpha that warlocks get less benefit from +dmg than they used to?
My hope is that this change will allow priests and druids to do other things in the expantion while healing. Hell maybe blizzard has designed encounters that will force them to. So no more having 6 healers on the tank, instead have 1 healer with 5 Hot's and 5 people healing the rest of the raid. My only fear is that this isn't the direction and that this is really going to be to counteract harder hitting bosses ie, twin emps and patchwerk in a smaller raid setting.