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01/06/11, 2:03 PM
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#22381
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Glass Joe
Blood Elf Priest
Doomhammer
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Official Blue Posted PTR Notes: (Taken from MMO)
* The duration of Levitate has been increased to 10 minutes, up from 2.
* The mana cost of Power Word: Fortitude has been reduced by approximately 68%, making it roughly equal to the cost of Mark of the Wild.
* The mana cost of Power Word: Shield has been increased by approximately 31%, but its effect has been increased by 208%.
* The mana cost of Renew has been reduced by 24%.
* The mana cost of Shadow Protection has been reduced by approximately 65%, making it roughly equal to the cost of Mark of the Wild.
Talent Specializations
Discipline
* Focused Will now procs when the priest is critically hit, in addition to its current effect.
* Improved Power Word: Shield now also increases the amount absorbed by an additional 15/30% when cast on oneself.
* Pain Suppression is no longer dispellable.
Holy
* Blessed Resilience will now proc when the priest is critically hit, in addition to its current effect.
* Chakra states now last 1 minute, up from 30 seconds.
* Desperate Prayer now heals the priest for 30% of their total health, up from a very subpar value.
* Holy Concentration now increases the amount of mana regeneration from Spirit while in combat by an additional 15/30%, down from 20/40%.
* Holy Word: Chastise now has a 30-second cooldown, up from 25. In addition, it properly breaks from damage.
* Lightwell's health has been increased by 50% (for PvP purposes).
* Serendipity now has Spell Alert and Floating Combat Text feedback support.
* Surge of Light can now also proc from Flash Heal and Greater Heal, and can now also critically hit.
Glyphs
* Glyph of Mind Flay no longer requires Shadow Word: Pain to be on the target.
* Glyph of Pain Suppression has been renamed Glyph of Desperation and now allows Guardian Spirit to be cast while stunned, in addition to Pain Suppression.
* Glyph of Psychic Horror now reduces the cooldown of Psychic Horror by 30 seconds, down from 60.
* Glyph of Spirit of Redemption has been converted into Glyph of Prayer of Mending, which increases the healing done by the first charge of Prayer of Mending by 60%.
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01/06/11, 2:33 PM
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#22382
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Glass Joe
Goblin Hunter
Emeriss (EU)
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Originally Posted by Corwyn
The answer to your question is contained in your quote.
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You're right. You are absolutely right. Blind fool I am.
Although, my question was more, how important is haste as survival?
Looking at my dps output, I guess it would benefit me getting a tiny bit more haste, but it still doesn't seem that important.
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01/06/11, 2:40 PM
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#22383
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Macros For Arcane
Would it be possible to list some useful Arcane macros with a description of what they do? I'd also like to suggest each mage compendium add a list of macros at the end of each compendium based on spec, as I've seen with some other classes listed on EJ.
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01/06/11, 3:11 PM
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#22384
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Von Kaiser
Orc Shaman
Lightning's Blade
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Originally Posted by initium
I did some math using these numbers, and here's what it shows. Please correct any math on this, it's my first time doing anything like this for wow.
800 mana per hit would work out to 1900 mana per crit. (5500 * 1.5 = 8250 * .4 = 3300 - 1400 cost of LB)
Assuming a 17% miss rate on raid bosses (I don't think anyone is wearing hit gear), and a 17.11% crit chance (based on my armory) I come up with a net gain of 820.2143 mana for 2/2 TC
here was my formula in excel:
(800 * .83) + (1100 * .1711 * .83 )
Edit: had wrong math on mana from crits
This look right to everyone?
Seeing as we won't be adding hit as gear improves, but we will be adding spell power and crit, i figured i would graph out how TC would scale.
here is what it looks like as crit chance improves, very linear. Every point of crit (at this amount of spell power) is worth 9 mana per LB, more as spell power increases
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Now to convert that number to an actual mp5 value and say that you get 820 mana per cast with a cast time of ~2.2 seconds, then that comes out to ~1864 mp5. I'm not sure on the exact calculation from Spirit/Int to MP5, but you would need to subtract off half of your Spirit-based regen that you won't be getting while spamming LBs as opposed to not casting anything.
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01/06/11, 3:16 PM
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#22385
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King Hippo
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Honestly with how bad state melee is on heroic encounters, and how warriors generally perform worse then other specs, those changes feel like a sick joke. Im all for the HS nerf - it makes sense, and will put stop to the nonsense of hit stacking. But I expected some real compensation. Right now for mastery to be competitive it would need to be buffed to 10%. At current buff level we still wont have any mastery on gear ... so all that will change is basically we get 1-2 "free" points of mastery (from the base 8).
Lets put stuff together
Heroic strike does 69% of previous damage. So with around 20% dmg from it, we are looking at losing 6% or so of our total dmg.
Raging blow (9% around) will do 20% more (counting mastery buff) so we get back 2% here.
Mastery - we get around 200 "free" mastery rating if we are properly (as in zero mastery) geared - thats equivalent to around 54 STR - so around 0.7% buff.
Another thing is cleave nerf. Cleaving already was hardly a dps increase on multi target situation due to lower dmg then HS and often higher rage cost (adds are usually boss levels, you cant really aoe them from behind, parried cleaves actually cost rage), lack of debuffs on target , lower crit rate (3 pts incite adds around 25% effective crit to HS) and not affected by colossus smash as much. Right now I seriously dont see much point in cleaving.
Well we will see how it goes, right now my comment is "wth is Blizzard smoking". Im fine with nerfs, but buffs are far from enough.
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01/06/11, 3:27 PM
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#22386
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I'm experiencing the same issue trinket-wise.
I've read that getting [Stump of Time] isn't so useful when you are already hitcapped, which I am, yet my current trinkets are [Sorrowsong] and [Talisman of Sinister Order]. Simcraft tells me not to bother with the Stump...is that because of the frontloaded int on the Talisman? Or am I doing something wrong? With reforging it tells me to get rid of Sorrowsong, but I've seen discussion that ameliorates the seemingly undervalued proc...
Until I see some epic drops these trinket decisions seem pretty difficult.
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01/06/11, 3:42 PM
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#22387
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Glass Joe
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From what I've seen with the calculations with Femaledwarf, is that haste can be largely ignored and reforged into hit/crit/mastery, depending on what your gear currently has on it.
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01/06/11, 4:09 PM
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#22388
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I honestly think the heroic strike nerf will be felt worse than the numbers you guys are punching up in terms of overall dps. I might be wrong but, it's not as if warriors were even any part of top encounter dps in Cataclysm. Another situation where pvp might have been responsible for the nerfs.
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01/06/11, 4:27 PM
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#22389
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Banned
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I'm a little confused on what percentages are accurate according to the default character screen. I have 3/3 netherwind presence and in my spell tab I show Haste: 12.63% with 1618 Haste, am I far over the haste cap? This is also assuming I will be raiding and have the 5% raid haste buff.
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01/06/11, 4:29 PM
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#22390
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Banned
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I think my favorite part of heroic raid encounters is hearing on mumble "Use personal cool downs" meaning of course personal damage reduction cool downs. I guess I should take solace in the fact that we can at least glyph out of the increased damage taken during Deathwish? I mean just adjusting the stupid talent and giving us "fun" and "interesting" glyphs, to use Blizzard's own terminology, would have been nice.
Is there a melee class at this point that doesn't have a free shield wall or immunity? I would trade my 52% of health regen over 10 seconds for a 10% damage reduction on a one minute CD that I could use in berserker stance and keep up my damage like every other class can.
They're so afraid of some oddball thing in PVP or for warrior tanks that making Shield wall baseline and 20% not requiring shields, and talented 40% in the prot tree, and 60% with glyph will seemingly never happen.
As for the DPS nerfs just eyeballing my damage on my top Atramaedes parse, it seems pretty devasting at first blush.
Edit: for above post
Originally Posted by Tetzlof
I honestly think the heroic strike nerf will be felt worse than the numbers you guys are punching up in terms of overall dps. I might be wrong but, it's not as if warriors were even any part of top encounter dps in Cataclysm. Another situation where pvp might have been responsible for the nerfs.
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I think you need to accumulate some gear before judging that, I can easily do 21-23k DPS on a single target fight, its just that every single fight seemingly has an AOE component, where we have classes that do so much damage its beyond comprehension. It is easy to see where somewhere in the near future warrior single target damage could possibly start to dominate as it has with every expansion and the original game. The issue being we sure as hell aren't there yet.
Last edited by Morsexy : 01/06/11 at 4:34 PM.
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01/06/11, 5:00 PM
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#22391
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Glass Joe
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Speaking of Mawgaw parasites (or any AoE pull) what I like to do for extra DPS is cast living bomb, spread it via ignite. It is then off your target (and on three random other targets). Pause a moment, then recast it on your current target. This will allow you to wait for the two living bombs that spread initially to go off, then you can spread the one you delayed with just a second left and you'll get three explosions from it, for a total of 5 explosions happening (almost) instantaneously.
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01/06/11, 5:14 PM
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#22392
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Glass Joe
Blood Elf Paladin
Bleeding Hollow
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Oh nice, yeah didn't see that that was updated three days ago, thanks for the heads up.
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01/06/11, 5:17 PM
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#22393
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Draenei Death Knight
Fizzcrank
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Howling Blast now deals 40% less damage to all targets other than the primary target of the spell.
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Will this change Frost to fall behind Unholy in all fights now, including fights like Magmaw where Frost has been able to pull ahead? Seems to me like this new patch will take away the remaining reasons to raid frost, unless I am missing something.
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01/06/11, 5:23 PM
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#22394
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MMO-cham screen grabs
Someone on MMO-champ droped some screengrabs from the PTR and it's showing our mastery pushing 35% instead of twenty.
rejoice!!
is this a bug?
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01/06/11, 5:24 PM
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#22395
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Von Kaiser
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Originally Posted by Vivisectia
As a new and low-level combat rogue my entire focus has been doing as much damage as possible. However, I frequently pull agro off my tanks.
Q: Is this my problem or the tank's problem?
Q2: The only tools I seem to have to undo agro kill dps - run-away (too late when under attack), stop attacking or vanish. Are there other options before Feint is available? Do stuns - Blind, Distract, Kidney Shot, Gouge – affect agro?
Q3: Does poison damage contribute to agro or is that non-specific damage?
Q4: Should I just not worry about it, make friends with the healer and bash away?
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Always use Tricks of the Trade on the tank before a pull. This way, you will have no aggro for the first 30 seconds, and when the extra threat that the tank gains falls off, he should have build up sufficient threat to keep aggro. So it is mainly your problem.
Otherwise, just wait a bit before you nuke, you do a lot of threat during the Envenom buff, especially at the beginning of a pull. Yes, your poisons contribute to your threat (unless I'm mistaken, which is possible - I've not tested this, but I highly doubt that I am wrong).
If you are having sustained aggro problems, I suggest using Glyph of Feint and using Feint on cooldown. This way you do not lose DPS from Feinting, you shouldn't have any sustained aggro issues and you will take a lot less AoE damage (Of which there is a lot at the moment, especially for melee (In raids primarily)).
Aggro issues are never to be ignored. If you have tried the above with no luck, talk to your tank about it. Assuming he is mature and able to take criticism, it will help you and your guild in the long run.
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