Elune's Grace (Night Elf Priest Racial)effect changed to reduce chance to be hit by melee and ranged attacksby 20% for 15 seconds. There is now only 1 rank of the spell.
+ pain supression = qq from rogues, warriors and hunters
And on Fear Ward; being castable on a target, 3m cooldown and being proactive rather than reactive balances it with WotF in my eyes. Completing a 2s cast because you just resisted a fear is a lot different than casting 1.5s, getting feared, breaking it .5-1s later, and starting the cast again.
This screws over *good* players who need the gear (geared night elf priest plays the 7 games, his dwarf priest reroll plays the other 3, for example) but don't yet have it.
Even if the above scenario is a good thing (and that's debatable, even though I use it to gear my feral druid with my MS warrior), if you are looking for a system that eliminates point buying, how would you differentiate between your *good* player and a *bad* player who is paying for points?
we can hold off on 2v2 until purchasing the weapons/shoulders, and instead purchase those rewards once our 3v3 has worked it's way to 1850/2000.
I'm pretty sure it will just go off of your highest ranking, and that playing on a bad team in another bracket woln't hurt you.
Not only to they not add a healing version of the s1 dps cloaks.
It is kind of ridiculous that there is no healing version of the honor reward cloak. However, there are some easy solutions to getting a decent cloak (albeit, without resilience), but your options are the (1) first boss of normal Steamvaults, (2) cloak off Prince, (3) cloak from badges, and (4) cloak from the Opera event.
And on Fear Ward; being castable on a target, 3m cooldown and being proactive rather than reactive balances it with WotF in my eyes. Completing a 2s cast because you just resisted a fear is a lot different than casting 1.5s, getting feared, breaking it .5-1s later, and starting the cast again.
This was exactly my point, Fear Ward was balanced WITH WoTF being around, however when you combine the two, there is NO balance that exists there.
This was exactly my point, Fear Ward was balanced WITH WoTF being around, however when you combine the two, there is NO balance that exists there.
Er, not sure you fully read my post, or at least misunderstood it.
I said a 3 minute duration and cooldown castable fear prevention buff is balanced with a self only 5s duration 2 minute cooldown fear break. A 10m duration, 30s cooldown castable fear prevention buff is not balanced, no one thought so, even the multitude of alliance priests who rerolled just to be dwarf. And Blizzard agrees.
In 2s, 3s and 5s, what is the big deal of having the Fear Ward buff on an undead player? You only get to cast it once every 3m now, with a 3m duration. Please explain how this has thrown off the balance of the game? It sucks being nerfed, but you're being pretty dramatic.
The ability was overpowered, they nerfed it. After nerfing it, they distributed it to all priests in its nerfed form. Stoneform and Desperate Prayer are still amazing PvP abilities, the new holy-based CC you're getting is to ease the sting honestly, not that you need it for balancing purposes. The fact that I've had to endure both Dwarf and Draeni priests in 2 seasons of the arena is plenty to make me feel pretty happy about this change.
Er, not sure you fully read my post, or at least misunderstood it.
I said a 3 minute duration and cooldown castable fear prevention buff is balanced with a self only 5s duration 2 minute cooldown fear break. A 10m duration, 30s cooldown castable fear prevention buff is not balanced, no one thought so, even the multitude of alliance priests who rerolled just to be dwarf. And Blizzard agrees.
In 2s, 3s and 5s, what is the big deal of having the Fear Ward buff on an undead player? You only get to cast it once every 3m now, with a 3m duration. Please explain how this has thrown off the balance of the game? It sucks being nerfed, but you're being pretty dramatic.
The ability was overpowered, they nerfed it. After nerfing it, they distributed it to all priests in its nerfed form. Stoneform and Desperate Prayer are still amazing PvP abilities, the new holy-based CC you're getting is to ease the sting honestly, not that you need it for balancing purposes. The fact that I've had to endure both Dwarf and Draeni priests in 2 seasons of the arena is plenty to make me feel pretty happy about this change.
Because an Undead player already runs around with their own version of Fear Ward, which is on a longer cooldown (now shorter,) can't be dispelled, and can be used for other purposes too. The only reason the spell would have been nerfed is because I don't it would have been balanced in any form possible in PVP if Undead would have had it in it's current form. But hey, it's cool when any class that uses fear as a defensive or offensive spell always has a 100% chance of having their performance reduced due to someone being Undead
They just nerfed Escape Artist too it would seem, fingers crossed for WOTF
Because an Undead player already runs around with their own version of Fear Ward, which is on a longer cooldown (now shorter,) can't be dispelled, and can be used for other purposes too.
I already went into how it was balanced, but you see to be ignoring one MAJOR aspect Fear Ward versus Will of the Forsaken. Proactive versus Reactive, this is HUGE. Like I said, spending 2s on a 2.5s cast, resisting a fear due to fear ward is a LOT different than spending 2s on a cast, being feared, breaking fear, then casting it again. If you don't see the difference, you might want to saunter over to the shaman forums and bitch about how powerful Tremor Totem is, I mean, it's infinite fear breaks! You don't even have to dispel it, the buff has 1hp you can wand down.
Fear Ward + Wotf is only going to effect smaller brackets, ones where Warlocks have dominated late season 1 and all of season 2. With all the changes going in, it's pretty clear warlocks are going to have their work cut out for them repeating this kind of performance.
Tower, you're right that it is nice to Immune something rather than have it interrupt your cast but you are forgetting that getting feared and then popping WotF puts you on diminishing returns for fears (so the next only lasts 5 seconds). This is a pretty huge deal and makes WotF better than FW (if cooldowns were equal, etc).
I already went into how it was balanced, but you see to be ignoring one MAJOR aspect Fear Ward versus Will of the Forsaken. Proactive versus Reactive, this is HUGE. Like I said, spending 2s on a 2.5s cast, resisting a fear due to fear ward is a LOT different than spending 2s on a cast, being feared, breaking fear, then casting it again. If you don't see the difference, you might want to saunter over to the shaman forums and bitch about how powerful Tremor Totem is, I mean, it's infinite fear breaks! You don't even have to dispel it, the buff has 1hp you can wand down.
Fear Ward + Wotf is only going to effect smaller brackets, ones where Warlocks have dominated late season 1 and all of season 2. With all the changes going in, it's pretty clear warlocks are going to have their work cut out for them repeating this kind of performance.
Just a second, last time I played arena I don't think I played a Rogue bad enough who would use it reactively, but hey, maybe that's just the quality of the players I play with? As for the ones who get hit by my Psychic Scream, they'll be out in 0.1-0.5 seconds, like I / they would be in their trinket, at which point globals are still up and it makes zero difference whether it's reactive or proactive to either party due to how far they have moved.
As for Warlocks, I couldn't really give one when I play on my alt, I'm concerned where on my main class I have my fear as my ONLY defensive spell. Maybe more of an issue with the Priest class itself than WOTF, but as it currently stands, it's going to be dumb if I don't even have the opportunity to dispel on one of the 3 rolls I make removing it.
And yeah, by the time Warlocks get their first fear off without a guaranteed break, they're going to be using their 2.5 second fear... comical.
You have to be within 100 personal rating points within a team to join it.
This has to be wrong. We know that leaving a team and rejoining another will reset your personal rating to 1500. We're this to be implemented it would mean a team with a 1601 or higher rating could NEVER replace a player without creating a brand new team. You really think Blizzard is going to implement something that doesn't allow a team to replace players for legitimate reasons without forfeiting their entire season?
Just a second, last time I played arena I don't think I played a Rogue bad enough who would use it reactively, but hey, maybe that's just the quality of the players I play with?
You have rogues using Wotf before you burn Psychic Scream? Uh, that's your own damn fault for not waiting then. I can, and have used, CloS for that purpose, but having a player predict what you're going to do and simply playing your hand as they would have you isn't the sign of a good player.
I can't really speak for your opponents, but your 2012 2v2 team shows you with 0 games played and only 30 for your 3v3, which has almost 200 total. So I guess I'm just a bad rogue, on a competitive US battleground, with a 2099 rating who uses Wotf reactively (most of the time). There's proactive moments where I have a lock /focused and I see an incoming fear, where being off my target for even a second likely means I'm going to be kited. But to burn WOTF at the start of the match, proactively, with a priest at 70%+ health is putting a lot of faith in him not being smart enough to having enough PvP knowledge to see I've already used my fear break without him even using scream.
This is far offtopic now, we both disagree, however you're still getting balanced, so you should probably adapt to a changing arena-scape that doesn't feature Undead Rogues using wotf proactively.
You have rogues using Wotf before you burn Psychic Scream? Uh, that's your own damn fault for not waiting then. I can, and have used, CloS for that purpose, but having a player predict what you're going to do and simply playing your hand as they would have you isn't the sign of a good player.
I can't really speak for your opponents, but your 2012 2v2 team shows you with 0 games played and only 30 for your 3v3, which has almost 200 total. So I guess I'm just a bad rogue, on a competitive US battleground, with a 2099 rating who uses Wotf reactively (most of the time). There's proactive moments where I have a lock /focused and I see an incoming fear, where being off my target for even a second likely means I'm going to be kited. But to burn WOTF at the start of the match, proactively, with a priest at 70%+ health is putting a lot of faith in him not being smart enough to having enough PvP knowledge to see I've already used my fear break without him even using scream.
This is far offtopic now, we both disagree, however you're still getting balanced, so you should probably adapt to a changing arena-scape that doesn't feature Undead Rogues using wotf proactively.
Ermm, that depends on how much pressure those players are able to exert, and if that is my only chance of survival (Don't worry, I wouldn't use it on the single rogue, I would be by their team mate.)
Now as for my ratings, imagine if I jump around teams to help my friends? My normal 2v2 was 2.2k before I got bored and quit it, my 3v3 teams hover around 2.2-2.3k, and my 5s team before it disbanded in the 2.2k-2.3k range, as for the competition, we have the best 5s team in Europe, best 2v2 team in the world, and obviously people who can keep up with them in all 3 brackets (myself being included from the outcome of our encounters). So less of that before someone falls short again ^.-
But hey, I've played my HWL UD Priest and I've played my Dwarf Priest, on both sides of the coin, and I can tell you right now that this will be rather immense.
Your arguments make no sense. Rogues will kill you, undead or not, because they trinket out of your fear and now you're done. Adding fear ward, or ten fear wards, or no fear wards, on top of that is of zero consequence.
Moreover, Blizz is now _also_ giving you yet another buff, as if equalizing the priest racials was somehow causing excessive discomfort to alliance, by giving you a two second ranged stun that also does damage. Because apparently there weren't enough ranged stun/interrupt classes in the game, or something.
Your arguments make no sense. Rogues will kill you, undead or not, because they trinket out of your fear and now you're done. Adding fear ward, or ten fear wards, or no fear wards, on top of that is of zero consequence.
Moreover, Blizz is now _also_ giving you yet another buff, as if equalizing the priest racials was somehow causing excessive discomfort to alliance, by giving you a two second ranged stun that also does damage. Because apparently there weren't enough ranged stun/interrupt classes in the game, or something.
Yes they're going to kill me regardless, but if I die 30 seconds into the game (extreme example I know,) Instead of 2 minutes into the game, this determines my output in regards to my teams survivability and normally who wins or loses the game, this part was quite fucking obvious, but hey.
As for the stun, no real details are out about it yet, the damage is most likely going to be a none-factor though.
The detect magic change is insignificant. The fact that you can see opposing buffs is not.
You see a lock and stealth. Is it lock/druid or lock/rogue (lock/rogue is the latest FotM it seems)? The right strategy is completely different depending on that. We lost a game yesterday because I thought it was lock/druid when after a long time there was no sap.
The detect magic change is insignificant. The fact that you can see opposing buffs is not.
You see a lock and stealth. Is it lock/druid or lock/rogue (lock/rogue is the latest FotM it seems)? The right strategy is completely different depending on that. We lost a game yesterday because I thought it was lock/druid when after a long time there was no sap.
It's not significant for the Mage, however this is very nice for Paladins
As for the Buff detection, this is going to be Huuuuge.
Detect change is huge for paladins. Poly spam will become much less annoying when paladins are the prime dispeller.
All arena mages will just put 5/5 in winters chill. What comes to WotF and EA, well 3min cd versus 1min cd? About time blizzard increased the cd of EA.
What comes to balancing, it will keep going on blizzard fixes unfixes etc it wont stop and individual players have their own opinnions about is it a nerf or buff. Heck most of the warlocks were crying about resilience migitation. Justified? Were the locks (besides spriest) that felt it was uncalled for? Think so.
I apreciate blizzards intentions and if the 2.3 comes out as it is its a great buff for pvp-scene. The idea is that in the end horde and alliance would be more or less equal, not like in WSVG where all the teams played alliance, I do wonder why.
Oh and if you havent seen yet, in MMO blizz is bringing more healer love New 2.3 items, 2.2.2 Going live, BG changes
No tanking gear, what I allways wanted. It seems that blizzard is atleast taking a step to treat pvp players equally compared to pvers.
I already went into how it was balanced, but you see to be ignoring one MAJOR aspect Fear Ward versus Will of the Forsaken. Proactive versus Reactive, this is HUGE. Like I said, spending 2s on a 2.5s cast, resisting a fear due to fear ward is a LOT different than spending 2s on a cast, being feared, breaking fear, then casting it again. If you don't see the difference, you might want to saunter over to the shaman forums and bitch about how powerful Tremor Totem is, I mean, it's infinite fear breaks! You don't even have to dispel it, the buff has 1hp you can wand down.
Fear Ward + Wotf is only going to effect smaller brackets, ones where Warlocks have dominated late season 1 and all of season 2. With all the changes going in, it's pretty clear warlocks are going to have their work cut out for them repeating this kind of performance.
It's not that WotF is more powerful than Fear Ward or vice versa, it's that Undead players will have access to BOTH. IMO, that is overpowered.
All arena mages will just put 5/5 in winters chill.
yeah but in my experience mages' favorite target to sheep is warriors who they often haven't been DPS'ing and won't have much of a winter's chill stack on them.
Does Lance apply WC? If so what would be different? Frost mages try to lance Warriors before they can charge, at least in my experience they do. My experience is limited to 2on2 / 3on3 so maybe that's different in 5on5 but I wouldn't know why. So essentially it won't be as easy as before and you will not be able to use the "poly safety" global cooldown after sheeping someone but before you sheep someone.
p.s. I love dict.cc ! essentially.. never would have gotten it right^^.
An indirect warlock nerf (yes it affects other too, i know) and a good reason to replace your skillherald. Personally i am pretty impressed, smartest move they made in a long time. Discuss!
Does Lance apply WC? If so what would be different? Frost mages try to lance Warriors before they can charge, at least in my experience they do. My experience is limited to 2on2 / 3on3 so maybe that's different in 5on5 but I wouldn't know why. So essentially it won't be as easy as before and you will not be able to use the "poly safety" global cooldown after sheeping someone but before you sheep someone.
p.s. I love dict.cc ! essentially.. never would have gotten it right^^.
The difference is that we will no longer be able to keep a target in full duration poly by spamming detect magic on them if their only dispeller is a paladin. WC works, but you can't reapply WC while your target is sheeped. This is a big nerf for mages in group pvp.
What I really don't understand is why underwater breathing and see invisibility aren't being removed just like detect magic. They're also used by warlocks as dispel buffers, which, like detect magic, isn't what the spell was designed for. (you can spam those spells on yourself or a teammate to keep BoP from being dispelled)