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12/27/10, 8:57 PM
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#21901
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Von Kaiser
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Has anybody been using an addon or is there perhaps a macro available to monitor/micromanage the <35% health of mobs for switching to BS?
On bosses, it's not all that essential but for encounters where targets are changing frequently, it would be nice to see a quick and clean visual indicator of when the target is at <35% health for BS rotations.
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12/27/10, 9:01 PM
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#21902
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Human Warrior
Arathor (EU)
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That 0.20% overall avoidance is negligible...parry is much better because of Hold the Line.
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12/27/10, 11:04 PM
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#21903
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Hello ...
I wanna know how much dps I gain when I use glyph of Incinerate instead of glyph of felguard ?
also at what mastery rating my glyph of felguard > glyph of Incinerate ...
ty
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12/27/10, 11:39 PM
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#21904
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Glass Joe
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landslide > mongoose > hurricane
Is this proper order if/when the simulator is working properly?
-Arrakus
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12/27/10, 11:43 PM
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#21905
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Glass Joe
Human Death Knight
Garithos
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GC announced today that DW Unholy will be nerfed, as they want Unholy to focus on 2 handers.
"We want to make sure Unholy DKs prefer two-handed weapons."
Also Mastery won't suck as a stat anymore.
"Unholy DKs are another spec for whom mastery just isn’t working out. Our current intent is to redesign their mastery so that their attacks cause more damage to diseased targets (in a similar manner to the Restoration druid mastery)."
Source: Upcoming Class Changes
Last edited by Rankochan : 12/27/10 at 11:48 PM.
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12/27/10, 11:58 PM
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#21906
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Glass Joe
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* Arcane, Marksman, and Beastmaster damage is too low.
GC posted - Source
Alot of other buffs/nerfs on the way for all
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12/28/10, 1:13 AM
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#21907
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Gnome Warlock
Smolderthorn
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Volcano
anyone have any input on the darkmoon volcano card? is it worth it at all? I was thinking about buying this if anyone has any input. thanks!
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12/28/10, 1:27 AM
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#21908
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Glass Joe
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There's been a blog post by Blizzard on upcoming class changes! Here's the relevant Ret Pally ones.
Link to Post: Upcoming Class Changes - World of Warcraft
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Retribution, Shadow, and Fire and Frost mage damage might be too low, but we’re still watching them.
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For example, the Retribution mastery, Hand of Light, is fun, but it doesn’t contribute enough damage. To make it contribute enough damage, the proc would need a very high chance, which then can cause paladins to devalue other sources of Holy Power. Instead, we are redesigning Retribution mastery to add a percentage of the damage of Templar’s Verdict, Crusader Strike, and Divine Storm as Holy damage (which also plays better with Inqusition). Because Hand of Light is fun, however, we are going to change Divine Purpose as a chance to proc Hand of Light instead of a chance for extra Holy Power (which will also remove a little of the randomness from the rotation).
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* Censure will no longer break Repentance.
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12/28/10, 3:38 AM
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#21909
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Blood Elf Death Knight
Dalaran (EU)
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So....It seems we can expect big changes coming our way.

We have a lot of players at 85 now doing everything from Heroic dungeons to rated Battlegrounds, and the class design team is starting to prepare our list of items to investigate for our next patch.
Before you dive down into the meat below (not really a pleasant image, that), be advised that we’re still early in the preliminary stages. The patch isn’t coming out tomorrow. I wrote this before the end of the year and other things may have cropped up in the meantime. Just because your class or pet problem isn’t mentioned below doesn’t mean we won’t address it.
PvE
We’re happy with damage overall. We have very few traditional tank and spank fights (even Argaloth likes to parry melee) so it’s hard to get consistent numbers without very large data sets. Still, we see Survival hunters and Unholy DKs on top of a lot of single target fights. Arcane, Marksman, and Beastmaster damage is too low. Retribution, Shadow, and Fire and Frost mage damage might be too low, but we’re still watching them. We aren’t seeing a lot of Subtlety rogues in PvE yet, so that sample size is still small. On fights where there is a lot of area damage, Demonology warlocks, Frost DKs and possibly Survival hunters are all too high. Shadow priest AE, mostly due to a weak Mind Sear, feels too low.
Healing in PvE is working out pretty much as intended. There are some Heroic dungeon bosses that are probably tougher than the required item level average permits. In general, you might have a tough time upon zoning into a Heroic dungeon with a bunch of strangers as soon as Dungeon Finder permits, especially if your group isn’t willing to communicate and work together. We want Heroics to be challenging -- if you want to zerg the content, stick to normal dungeons.
Tank balance overall seems good at this point in time. Threat seems to be in a good place -- good tanks don’t have much of a problem, but they can’t “phone it in” either. We’re seeing all four tanks get a lot of use, even on Heroic raid fights. That could change as more guilds are able to make serious heroic attempts.
PvP
The larger health pools, decreased impact of Mortal Strike debuffs, and slower healing are all having the desired effect in PvP. Burst damage has its place, but doesn’t determine the outcome of every encounter. There are several individual abilities that we aren’t happy with in PvP.
We’re keeping a close eye on dispels. We still like the design of making dispels more of a commitment rather than liberally sprinkling around dispel resistance or consequences for every class. Defensive dispels (removing a debuff) generally feel good, but we think offensive dispels (removing an enemy buff) feel too powerful, especially for DPS specs. In particular, Purge and Spellsteal will probably get nerfed.
We’re also looking at crowd control, interrupts, and self-healing in PvP. It’s possible we’ll reduce the durations of some crowd control effects, especially the area effect ones, and decrease the duration of interrupts.
Priests are a little weak in PvP, especially at mobile healing. We have made some changes to glyphs and talents to enhance their survivability and instant healing.
We also want to make sure the epic PvP gear isn’t too easy for just anyone to obtain, given that the PvE endgame content is more challenging than it was in Lich King. We don’t want the player base to just migrate to the most efficient epic delivery mechanism; we want you to participate in what you find most enjoyable.
Stats
We’ll make a pass to make stats that aren’t attractive (but are supposed to be) more attractive. For example, we don’t want Assassination rogues to dismiss crit or Feral tanks to dismiss haste. We are considering making some physical attacks such as Lacerate, Steady Shot, and Slam scale with haste.
Mastery is a new stat for us, and there are a few specs that don’t value it enough. In some cases (e.g. Combat rogues), the design for mastery is fine and we just need to buff the effects to make it more desirable. In others, we don’t think it’s possible to buff mastery enough in its current form. For example, the Retribution mastery, Hand of Light, is fun, but it doesn’t contribute enough damage. To make it contribute enough damage, the proc would need a very high chance, which then can cause paladins to devalue other sources of Holy Power. Instead, we are redesigning Retribution mastery to add a percentage of the damage of Templar’s Verdict, Crusader Strike, and Divine Storm as Holy damage (which also plays better with Inqusition). Because Hand of Light is fun, however, we are going to change Divine Purpose as a chance to proc Hand of Light instead of a chance for extra Holy Power (which will also remove a little of the randomness from the rotation). Unholy DKs are another spec for whom mastery just isn’t working out. Our current intent is to redesign their mastery so that their attacks cause more damage to diseased targets (in a similar manner to the Restoration druid mastery).
Potpourri
Some additional class-specific tweaks (keeping in mind this is not the full list):
General
We’re making some additional buffs, such as Pain Suppression and Barkskin, undispellable.
We think we overnerfed Every Man for Himself, and are reverting it back to a 2-minute cooldown again. We might evaluate other racials after we’ve seen more PvP.
Death Knight (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
We want to make sure Unholy DKs prefer two-handed weapons.
Necrotic Strike needs to be affected by resilience.
For Cataclysm, we changed Death Strike almost completely into an ability for Blood DK tanks, which is a bit unfortunate. We want to make sure it is still a useful button for Frost or Unholy DKs who need healing.
We also want to address DK mobility in PvP.
Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Even after we fixed their mastery, Feral druid bleeds still do a lot of damage and are undispellable. We plan to shift some of that damage back to main attacks. They are also a little too hard to control. Given that they are already hard to root, snare, or polymorph, we think the fear immunity from Berserk is too much.
We’re buffing Wild Mushroom. It’s a cool spell that isn’t getting enough play.
Empowered Touch will now benefit from Regrowth as well. We’re also buffing the Glyph of Regrowth.
We are looking at Holy Concentration (after our most recent buff) and Omen of Clarity to make sure they don’t account for too much mana savings.
Hunter (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
As part of the Marks and Beastmaster buffs, we’re buffing Aimed Shot, Kill Shot, Chimera Shot, and Kill Command.
Mage (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
To reduce mage control, we are discussing reducing the duration of Frost Nova and Ring of Frost.
Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Censure will no longer break Repentance.
Priest (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
For Holy priests, we’re increasing Chakra’s duration and changing Surge of Light so it can now from Flash Heal and Greater Heal and can crit.
Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
We want to make it clear that Combat is intended to use fast off-hand weapons. We also want to polish Revealing Strike a bit.
Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
We want to make sure Enhancement shaman avoid caster weapons.
Warlock (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
We are probably going to remove Drain Mana from warlocks. It is incredibly situational in PvE but causes problems in PvP. This might mean we need to evaluate Mana Burn as well.
Inferno will no longer increase the radius of Hellfire.
Shadow and Flame can now proc from Incinerate in addition to Shadow Bolt.
We want to redesign Improved Soulfire.
Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Arms warrior burst damage might still be too high in PvP, while we don’t have a great way to adjust their sustained damage for PvE. The Lambs to the Slaughter talent is a good place to address this. We also might nerf warrior stuns.
We think Arms and Fury warriors are getting too much damage out of Heroic Strike. We want it to be clear that it’s a rage dump and not make it the hardest hitting ability.
“GC, is this the final list of changes? Does this mean I can expect no changes for my class? Does this mean you don’t care about me?”
No. This is some stuff we are looking at so that you’ll have some context if you see changes on a future PTR. The final list of class patch notes for the next patch will doubtless be much longer.
- Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He uses words like “potpourri.”
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tl;dr :
-They're finding our damage too high right now.
-They don't want DW Unholy to be working, they want us to use two-handed weapons.
-They intend to change our mastery so that it adds damages to our attacks on diseased targets.
-They want Death Strike to be a reliable self heal for DPS DKs.
While the last two points are really welcomed, I can't help but be scared about the first two...
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12/28/10, 3:57 AM
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#21910
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Glass Joe
Draenei Death Knight
Alleria
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Originally Posted by Nyarlha
So....It seems we can expect big changes coming our way.
tl;dr :
-They're finding our damage too high right now.
-They don't want DW Unholy to be working, they want us to use two-handed weapons.
-They intend to change our mastery so that it adds damages to our attacks on diseased targets.
-They want Death Strike to be a reliable self heal for DPS DKs.
While the last two points are really welcomed, I can't help but be scared about the first two...
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Barring an absolutely bonecrushing nerf, depending on how much of an improvement the new Unholy mastery is in the old one, it may merely be a nerf we get through with gear. It's certainly much better than what we have as the current mastery which is probably one of the worse weighted stats in the game
Plus, they've stated since beta and even before that Frost was intended to be the DW tree, I'm not exactly sure how someone didn't see changes coming to DW Unholy.
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12/28/10, 3:59 AM
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#21911
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Glass Joe
Orc Death Knight
Twisting Nether
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Originally Posted by Nyarlha
-They're finding our damage too high right now.
-They don't want DW Unholy to be working, they want us to use two-handed weapons.
-They intend to change our mastery so that it adds damages to our attacks on diseased targets.
-They want Death Strike to be a reliable self heal for DPS DKs.
While the last two points are really welcomed, I can't help but be scared about the first two...
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Agreed, I really really liked DW UH! Now they're nerfing it, and our damage. =S Sooo not fair, we're the "hero" class after all. =P
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12/28/10, 4:47 AM
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#21912
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Banned
Undead Mage
Sunstrider (EU)
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I have made a fair amount of gold on AH using this little trick:
Get the addon Auctionator.
It show every items disenchant value. Now you just search AH for greenies that has a higher disenchant value than they are sold for on AH.
Alot of items are on AH for 3g and can be dissenchanted and sold for 20g.
Last edited by smoug : 12/28/10 at 4:55 AM.
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12/28/10, 6:44 AM
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#21913
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Von Kaiser
Pandaren Monk
Outland (EU)
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Originally Posted by Consider
Spells have a 16% chance to miss against boss level mobs. At 102 hit rating per 1% spell hit, it takes 1632 hit rating to become spell hit capped. For those specced into it, Virulence reduces the chance to 7%, meaning you need 714 rating to then be spell capped.
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Virulence now reduces chance to miss by 9% as you surely know but probably just forgot to update at the main post.
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12/28/10, 7:53 AM
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#21914
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Orc Death Knight
Aggramar (EU)
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Question considering macros and presences
Hello Jerks,
Forumdweller since 4 years already maxing my chars with your awesomesauce work, but this time I actually have to post something. I haven't been able to locate a definite answer to the following question using the normal means (google, forumsearches etc). I am hoping someone here can finally answer this question.
I'm trying to create a macro that automagically switches me to Frost Presence when I Blood Boil to max the AoE output. I tend to forget the switch when having to do it by hand, so I wanted to automate it.
The things I tried until now didn't work, or didn't completely do what I expect from it.
- /castsequence is ugly, costs an extra gcd when the presence is reapplied, and how many BB's should follow on the Presence select?
- Stance tag doesn't work since presences aren't considered stances
- "/cast !Frost Presence" recasts the presence every time and ignores the spell that follows it in the macro
Is there a solution for this, or is manual presence switching the only option?
Thanks guys!
PS: My sincere apologies should this question be asked before. Since I wasn't able to locate a post using EJ search and Googling I saw no other option than to post the question.
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12/28/10, 8:14 AM
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#21915
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Glass Joe
Dwarf Warrior
Runetotem (EU)
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Can anyone confirm that taunt resist was removed?, i can't seem to find it anywhere :-/
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