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09/22/06, 5:38 AM
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#1
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Don Flamenco
Dwarf Warrior
Eredar (EU)
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Moin,
Copy&Paste from Curse forums, hope it wasn't posted already.
link: http://forums.curse-gaming.com/showthread.php?t=12051
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In addition to the new druid talents this update also changed a lot of the other classes talents as seen below:
General change: All talents that increased the effect of spelldamage on spells are doubled in effectiveness.
Shamans:
Mana tide totem reggenerates 6% mana every tick instead of a set amounth.
Totem of wrath nolonger has cooldown, increases crit by 3% and lasts 2 minutes.
Shamanistic rage now restores mana equal to 15% of your attackpower on procs instead of strength.
Mage:
Water elemental nolonger costs dusts, 3 min cooldown and lasts 45 secs.
Slow now increases casting time by 20% in addition to before.
Rogues:
Mutilate now deals an increased damage by 290 on each weapon if the enemy is poisoned instead of increasing critical chance by 30%.(This is th level 50 version)
Surprise attack now also increases damage dealt by the affected attacks by 5%.
Warriors:
Rampage now increases attackpower twice as much, but only stacks 5 instead of 10, also it nolonger got any cooldown but you can only use it after you dealt a critical hit.
Vitality now increases strength by 10% in addition to increasing stamina by 5%.
Priest:
Surge of light is now 50% chance on crit instead of 25%.
Warlock:
Edit: Imp howl of terror now reduces casting time by 1.5 secs instead of 1 sec.
Paladin:
Edit: Divine illumination cooldown increased to 3 minutes from 2, and duration reduced to 10 seconds from 20.
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they give TANKS + 10% str... are they serious? i got 250 str... so i get +1 block value...wth is that? dooooooh :(
wbr
rothar
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09/22/06, 6:01 AM
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#2
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Bald Bull
Gwaiihir
Orc Shaman
No WoW Account
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the +10% str, along with many of the top tier prot talents, are probably intended to enable someone specced deep in to prot have some ability to farm outside of raids. Put on your DPS gear, and dualwield, and you get +10% 1h damage, +10% str, and 3 less rage cost for all abilities. No way is it fury, but it sure as hell is better than nothing.
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<Gwaihir> mage time is like booterang
<Gwaihir> AUGH BOOTERANG
<Gwaihir> AUGH MAGE TIME
<Ama> AUGH MAGE TIME
<XI|> AUGH MAGE TIME
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09/22/06, 6:09 AM
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#3
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Bald Bull
Night Elf Warrior
Sargeras
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Indeed, they're making the Prot tree sexier and sexier you could get away with 3/5/53 quite easily.
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09/22/06, 6:18 AM
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#4
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Bald Bull
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Water elemental nolonger costs dusts, 3 min cooldown and lasts 45 secs.
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Mana cost is supposedly 20% base mana (twice the cost of Remove Lesser Curse).
Still no word on what it actually does, and how well it does it.
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At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.
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09/22/06, 6:49 AM
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#5
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Piston Honda
Murloc Warlock
Earthen Ring (EU)
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Wonder what's with Pally 41 pointer nerf... it was probably too good and they were scared we have another Innervate.
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09/22/06, 7:45 AM
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#6
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Piston Honda
Murloc Paladin
Cenarion Circle
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Previously it was up 1/6 of the time. Now it is up 1/18 of the time. So its 66% less effective and only a 2.77% averaged mana cost reduction. Then factor in the global cooldown which is wasted time if that is triggered, otherwise just a little lag.
Max in 10 seconds 3 HL11 and 1 Fol7 is usable with alpha spells.
Flash of Light
Rank 7
Requires Level 66
40 yd range180 Mana
1.500 sec cast
Heals a friendly target for 448-503.
Holy Light
Rank 11
Requires Level 70
40 yd range840 Mana
2.500 sec cast
Heals a friendly target for 2196-2447.
Thats 420x3 and 90 mana so 1350 max. Likely only 1080 after factoring in crits. But not certain yet how mana regenned would work if 100% was regenned and 50% was spent that would help. Likely to expose another bug in the way free paladin spells work, im also becoming interisted in the aggro implication of spending then regenning mana.
Anyway 1080 / 180 = 6 MPS
Bow now is already a lot more than 6MPS. Sure you could save a bit more mana hitting holy shock, consecrate, excorsism, holy wrath, hammer of justice and so on but whos going to take a 41 point holy talent just for that.
Personally i dont care if 41 point holy sucks, means nothing is balanced around it being good and makes it easy to go with a 40/21/0 or 40/0/21 build.
And really makes 38/23 viable too since 3 points holy guidance isnt the end of the world. Personally im in favour of this nerf but i think blizzard would be against it if they understood it.
edit: forgot that since its a cooldown ability it becomes more powerful when fights are not exact multiples of 3 minutes or are short, but if they are shorter it is difficult to OOM, and even if its exactly 3:10 thats still under 12 MPS
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09/22/06, 8:15 AM
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#7
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Gryphon!
Kitiera
Blood Elf Paladin
No WoW Account (EU)
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"Old" 41 Holy was a little too far on the good side but the new one seems kinda rubbish tbh. But then, that puts it in line with the other 41pters however good, or not, 41 Ret is in a 25man raid.
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09/22/06, 8:28 AM
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#8
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BATTLE-FEVER BATTLE-READY
Eej
Troll Hunter
No WoW Account
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Originally Posted by Lhivera
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Water elemental nolonger costs dusts, 3 min cooldown and lasts 45 secs.
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Mana cost is supposedly 20% base mana (twice the cost of Remove Lesser Curse).
Still no word on what it actually does, and how well it does it.
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According to my sources in alpha, it's actually useful now. Something like 3k hp, a 700 damage nuke and (most importantly) a targetable frost nova (ala Warcraft 3) that you can Shatter off of. Pet lasts for a minute, I believe.
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09/22/06, 9:04 AM
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#9
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Glass Joe
Murloc Warrior
Silver Hand
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Originally Posted by zork
they give TANKS + 10% str... are they serious? i got 250 str... so i get +1 block value...wth is that? dooooooh :(
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Ever consider that half of the protection talents involve things that improve threat generation? Strength does more than add to shield block for tanks.
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09/22/06, 9:19 AM
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#10
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Banned
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Protection warriors can still change equipment and wear strength gear to dps. Double-sided talents = good.
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09/22/06, 9:22 AM
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#11
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Von Kaiser
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Originally Posted by zork
Warriors:
Rampage now increases attackpower twice as much, but only stacks 5 instead of 10, also it nolonger got any cooldown but you can only use it after you dealt a critical hit.
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Rampage looks alot more interesting now. 30 second duration, activated off crits (if you don't have at least one crit every 30 seconds you are likely afk, you could get that naked), no cooldown, it amounts to a permanent 200ap increase. I was planning on passing on this to go deeper into arms, but now I'm not so sure.
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09/22/06, 9:25 AM
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#12
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King Hippo
Orc Warlock
Mazrigos (EU)
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Originally Posted by Dromakis
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Originally Posted by zork
Warriors:
Rampage now increases attackpower twice as much, but only stacks 5 instead of 10, also it nolonger got any cooldown but you can only use it after you dealt a critical hit.
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Rampage looks alot more interesting now. 30 second duration, activated off crits (if you don't have at least one crit every 30 seconds you are likely afk, you could get that naked), no cooldown, it amounts to a permanent 200ap increase. It's actually better than the new strength additive on Vitality which would net, at best, maybe another 60-70ap. Obv +str gives shield block which adds value that deep into prot tree and AP does not, but for dps warriors an extra 200ap on all fights is a pretty nice little bonus. It basically went from 200ap for 30seconds out of every 3min to 200ap for the whole fight, assuming I'm reading this change correctly.
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Unless they changed it again already, Rampage also costs 30 rage to (re-)activate. See the discussion in the Warrior BC talent discussion thread here: http://forums.elitistjerks.com/viewtopic.php?id=8161
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09/22/06, 9:28 AM
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#13
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Von Kaiser
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Yea but my warrior isnt all that great and I still find myself spamming hamstring/cleave waiting on cooldowns due to too much rage. I don't think having something to dump another 30 rage on is going to be much of an issue, but I see your point in that I overlooked that aspect and it sort of debunks my 'free 200ap' idea. Still though, rage is not a problem.
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09/22/06, 10:40 AM
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#14
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Piston Honda
Night Elf Druid
Stormscale
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Originally Posted by Eej
According to my sources in alpha, it's actually useful now. Something like 3k hp, a 700 damage nuke and (most importantly) a targetable frost nova (ala Warcraft 3) that you can Shatter off of. Pet lasts for a minute, I believe.
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You're saying the water elemental's waterbolt hits for 700 now? And he has a frost nova that is targetable on an enemy? So say I target rogue_001 and click the pet ability frost nova, he'll shoot an ice bolt out that roots the rogue and anyone within 5-8 yards? Sounds pretty amazing..
More details please!
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09/22/06, 10:44 AM
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#15
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Von Kaiser
Murloc Warrior
Draenor(EU)
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The increased Strength addition to Vitality makes Protection spec even more appealing from a scaling point of view. 5% Stam, 10% Strength, 10% Armour and 30% Shield Block seems to offer a remarkable level of scaling.
I am very curious to see just how high you could stack those four stats with appropriate socketing etc. The min-maxer inside is twitching at the potential there.
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09/22/06, 10:51 AM
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#16
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Don Flamenco
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Great, now they need to make Surprise Attacks as good as the water elemental.
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09/22/06, 10:55 AM
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#17
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Protector
Ashstorm
Human Paladin
No WoW Account
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Don't forget 10% more 1H damage and the shield talent is 30% more absorbed damage on blocks (same talent Pallys have). Also the 41/31 pointers are scaling on your 1H damage/Shield block value, so it certainly is a decent tree to pick for tanking, and lots of choices on which gems to use.
Not sure if all that is good enough to make it a good solo leveling build, but it sure would be hard for melee mobs to kill you ;).
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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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09/22/06, 11:10 AM
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#18
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Glass Joe
Murloc Warrior
Sylvanas (EU)
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Apart from the updated warrior talents seen on the link, that is rampage and vitality, there were also some photos displaying worth-mentioning changes on the Arms tree. Namely, we have axe and polearm specialization benefiting from the same talent, leaving room on the 25 points in the Arms tree for Weapon Mastery ( 2xpoints that increase weapon skill by 2, and additionally chance to avoid disarm by 25%). I dont know if these changes will ever occur, but +weapon skill seems very tempting and could introduce new talent builds.
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09/22/06, 11:15 AM
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#19
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Don Flamenco
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By targeted frost nova, do you literally mean a targetable frost nova or Chains of Ice, the single target root mages had in WoW alpha?
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09/22/06, 11:21 AM
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#20
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Bald Bull
Undead Death Knight
Twisting Nether (EU)
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Also forgot the new Mace spec, generates 2rage per talent point when you proc the stun(so 5%chance to stun and generate 10rage at 5/5).
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09/22/06, 11:26 AM
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#21
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Bald Bull
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Originally Posted by Eej
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Originally Posted by Lhivera
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Water elemental nolonger costs dusts, 3 min cooldown and lasts 45 secs.
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Mana cost is supposedly 20% base mana (twice the cost of Remove Lesser Curse).
Still no word on what it actually does, and how well it does it.
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According to my sources in alpha, it's actually useful now. Something like 3k hp, a 700 damage nuke and (most importantly) a targetable frost nova (ala Warcraft 3) that you can Shatter off of. Pet lasts for a minute, I believe.
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I am grateful for this taste of info -- but it makes me hunger for more!
700 damage per, what, 2.5 seconds? Any idea if it scales at all with gear? Is this at level 70?
Targetable frost nova = targetable like Blizzard, with a targeting circle?
Any utility features, like an aura or the like?
Finally, and perhaps most importantly, a pet bar? I'm assuming so, if it has a targetable spell.
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At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.
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09/22/06, 12:09 PM
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#22
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Von Kaiser
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hmm they also have the druid talents that multiple people said were in the latest alpha build posted.. im surprised they havent made their way over here yet!
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09/22/06, 12:35 PM
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#23
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King Hippo
Byashi
Gnome Warrior
No WoW Account
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Holy crap they nerfed divine illuminaton. I mean sure it was good, but three fold nerf?!
Eshula you can cast 5 holy lights with light's grace.
Edit:
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Originally Posted by enshula
Personally i dont care if 41 point holy sucks, means nothing is balanced around it being good and makes it easy to go with a 40/21/0 or 40/0/21 build.
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What are the 21 pointers on par with divine illumination in other trees? Sanctuary and unimproved sanctity aura? bleh
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09/22/06, 12:38 PM
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#24
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Von Kaiser
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Originally Posted by Kody
Great, now they need to make Surprise Attacks as good as the water elemental.
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Surprise attacks is good, 5% more damage on SS / BS / gouge? Technically the best point per damge ratio at around a 2.5% increase. Mutilate still looks pretty blase, trading damage for crit, just seems to make seal fate less useful, but I'll give the devs the benefit of the doubt and presume it'll work out such that it's better than BS if the target is poisoned.
Overall at the moment I'd say that if the goal was to no longer have the cookie cutter builds that are out now, that the devs have done a pretty good job, all the different builds I've looked at seem to do about the same damage overall, depending on your playstyle and of course gear. As far as damage goes, Sub gets you +10% agil, Combat gets you +5% on your SS's and BS's, Ass gets you Mutilate and Find weakness. And then all the trees have various survivability talents, depending on what you prefer.
And what would a rogue post be without a little whining? Seriously what's up with blade twisting, it's like crippling poison, except vastly worse in every manner other than it cannot be dispelled as easily.
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09/22/06, 12:41 PM
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#25
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Bald Bull
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Originally Posted by maxpowers
And what would a rogue post be without a little whining? Seriously what's up with blade twisting, it's like crippling poison, except vastly worse in every manner other than it cannot be dispelled as easily.
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It's a cross-class synergy talent. It seems other classes are getting them as well. A fire mage, for instance, has only one way to daze a target (Blastwave), but a higher-tier talent that boosts fire DPS against dazed targets. It seems other classes are also getting talents that either daze targets or work against dazed targets.
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At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.
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