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Post  Nodden Tue Nov 04, 2008 10:07 am

Happy Electoral Tuesday! Free bus rides are cool! CapMetro going on stike tomorrow not so cool!

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Post  Nodden Tue Nov 04, 2008 10:13 am

NTO! WOR POSTS!

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Post  gravin Tue Nov 04, 2008 10:19 am

COMING AT YA!

PART1

__________________________________________________________
WotLK Beta ended, Patch 3.0.3, Talent Reset, Blue Posts

Wrath of the Lich King Beta ended

Quote from: Crygil (Source)

We would like to thank everyone who has participated in the Wrath of the Lich King beta test. We greatly appreciate all of the feedback and you have given us during this critical phase of World of Warcraft's development. In preparation for the launch of the game next Thursday, November 13, we will be bringing down our beta realms at 12:00 AM PST. Thanks again, and see you soon in Northrend!



Druid - Talent Reset in 3.0.3

Quote from: Wryxian (Source)

Due to changes in the Druid talent tree, all Druids will receive a free talent reset when patch 3.0.3 goes live.



Blue Posts

Patch 3.0.3 being deployed on live realms (Live Patch Notes)
All realms will be going offline for scheduled maintenance for approximately 8 hours beginning at 3:00am PST.
Date: November 4, 2008 (November 5 for Europe)
Time: 3:00am - 11:00am PST (src)

Achievements - Champion of the Frozen Wastes
The Champion of the Frozen wastes achievement currently has a bug. There is a "hidden" criteria to kill Malygos in the achievement that is not displaying to characters. This can result in a player thinking that he has completed all of the necessary requirements to fulfill the achievement but not receive credit.

Please be advised that killing Malygos is required for the achievement. In an upcoming client patch (we're unable to hotfix this and it cannot be done for 3.0.3), the Malygos criteria will display properly. (src)

Achievements - A Simple Re-Quest
As an update, there seem to be additional bugs with this particular achievement. 3.0.3 fixes some but not all. We'll continue to research a fix. Apologies once again. (src)
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Post  gravin Tue Nov 04, 2008 10:19 am

PART 2


Druid
Feral - Shapeshifting cost break to be added
We are probably going to add an additional shapeshifting cost break somewhere in deep Feral. It would be 50% off cat and bear form (probably not travel) and would stack with Natural Shapeshifter, for 80% off total. This would allow a Feral druid, especially a PvP-focused one, to be able to reduce shifting costs down quite a bit for an appropriate talent cost.

While you still wouldn't have a ton of mana available for healing, you would be able to shift a lot more often than you're doing now, and of course your mana will still regen in cat or bear form.

I'll announce it for sure when we've thought a little bit more about where we'll put the talent, but I wouldn't tease you with this unless we were fairly positive that we're going to do it. (src)

Starfall changes
We don't have a problem with Starfall breaking stealth. There are plenty of other spells that do so and Starfall is hard to spam.

However, Starfall is an unusual spell in that it isn't channeled and can even follow the druid around. So we are going to change it so that shifting cancels the spell. Having a druid run around in cat or travel form with Starfall raining down in an attempt to break stealth is not really what we had in mind for the spell.

Yes, we would also remove (or possibly suppress) the spell on mounting. It isn't intended to be used as a minesweeper. If you want to cast it in caster or Moonkin form to try and catch a stealther, that's fine. (src)

Priest
Circle of Healing being watched
Circle of Healing and Wild Growth are definitely on our radar. This would be a good time to discuss them.

Our concern is that they are turning two classes with a large arsenal of healing spells into single-button healers. Meanwhile, ironically, the other two healing classes have fewer heals to use in the first place.

We have seen raid parses where 75 to 90% of a priest's healing is through CoH. It's a good spell, useful in a variety of situations. But I think you can understand our concern.

A priest said to us the other day "Please nerf Circle of Healing so I can push another button!" He's even thinking of going Disc. (src)

Rogue
Developer Q/A (src)
Hunger For Blood is a very lackluster PVP talent that very few rogues go for and for PVE all it does is serve as another button we need to throw into our rotation. While the 9% damage is great, it feels like the new Rampage and it's not really fun because all it does is create something for us to push before every encounter and add in the GCD to press this button to refresh it.
The tree was balanced around the original, much more powerful (and in retrospect TOO powerful) Hunger for Blood. We think it is a little lackluster in PvP and are talking about ways to juice it without overhauling the tree. We can overhaul the tree if that's what it takes, but it will just take that much longer and Assassination seems to be okay in PvP and PvE for the moment.

Killing Spree is great but many rogues complain that since it doesn't return us to the original target it can actually be a DPS loss when used.
We do hear that complaint a lot. It's not supposed to be the ultimate AE ability. It's supposed to be decent at AE and really good vs. single targets. I do think screwing up your facing is a little annoying though and is something we'll try to fix.

Shadow Dance is still pretty much a headache to deal with. I know you removed the cooldown aspect on it but is that really enough? When Sap can't be used if the target is in combat, we're left with Cheap Shot, Ambush and Garrote. I don't think anyone fears those three abilities being used in rapid succession as much as say, a Warrior with Bladestorm or Titan's Grip.
I agree it can be a headache from the UI standpoint, but it's an neat ability overall IMO. The multiple Ambushes alone can add up. As far as the UI goes, we are trying to implement either a true stealth bar or some kind of pseudo steal bar to make it easier to use.

Hunger For Blood's PVP viability was completely removed so Mutilate has to rely on Vanish to break snares and Fleet Footed doesn't really help when we're being kited around so easily by just about every ranged or caster class that exists in the game.
Mutilate is in a little bit of a place in PvP where you rely more on your team, but in return you get really high damage. So you don't have as many CC breaks, but you do tend to kill things faster as a trade-off. One change that will help is increasing the proc rate of Crippling Poison to 50%.

Shadowstep's viability was nerfed with 3.0, but for what reason? We were never given a reason or justification for the removal of using this ability while rooted. I don't think I'm exaggerating when I say that our 41 point talent is vastly inferior to a Warrior's Intercept which is trainable or a Feral Druid's Charge, which is only a 21 point ability.
We think Shadowstep made rogues too dominant in PvP (similar to the Cloak change). Of course at the same time everyone got new tools to counter the pre-nerf version of the rogue, so it's possible we went too far. We do caution you not to make too much of comparisons in abilities between different classes -- you need to look at your abilities within the context of other tools (e.g. Cloak, Vanish, Crippling Poison, etc.)

Sprint is an old, outdated ability that has no place in modern WoW. Ask Rogues when they use this ability effectively and you'll get some ridiculous answers. If you're not Combat, you need to wait while you're not snared to use it...,
I think there is some truth here, but we did lower the base cooldown to try and compensate. Part of being a good rogue is knowing when you can safely use your abilities to get the most out of them, and that includes Sprint. That's just part of the kit of the class. But we can keep an eye on it.

3) On Beta and on Live, many Rogues feel that Stealth is very weak compared to what it was before 3.0, as well as enemies targeting us while Vanished. Is there a bug with stealth again?
There are some mob abilities that seem to be causing stealth to break prematurely, but you seem to mostly be talking about PvP here, so I assume that's not it. It's always hard to figure out the state of Vanish and stealth because there are always so many players quick to say "LOLZ VANISH NEVAR WORKS," so we can't always detect if anything has changed. We are definitely hearing more mumblings than usual lately (though usual is also typically really high) so we're looking to see if there are any new problems.

4) Is Relentless Strikes going to remain as it is currently? This change is still not sitting well with a large number of rogues.
Based on its power, the alternatives where nerfing the talent or getting rid of it. At least having to take 5 points in every tree is better than having to go fairly deep into a couple of them.

5) I understand that the development team didn't want tanks to rely on avoidance as they have in the past but the recent change to the Agility : Dodge ratio has left rogues with very little dodge and at 80 we're only seeing about 15%.
This is something we're talking about a lot. Melee in general seem to be better at countering rogues, and we probably haven't seen much of the hardest hitting one yet. Rogues won't typically tak mitigation talents that aren't also bundled with dps (except Cheat Death), so we may need to rework a few talents here and there. We definitely don't want rogues just ignoring players that are attacking them so that they can burst down a target. We don't want them to feel like clothies either. Definitely something we have concerns about and we'll watch and see what happens when we get level 80 death knights.

6) Hemorrhage is not an ability that is not supposed to replace Sinister Strike but it's not useful as it is currently and the Subtlety tree as a whole could use some work. Why does Devastate replace Sunder Armor for Warriors?
Hemo doesn't replace Sinister Strike. Backstab does. We have talked about a talent that applies the Hemo debuff to Backstab (like your Sunder example) just so there's no confusion about which is the right button to push in PvE. We added Hemo to Surprise Attacks mostly for alternate hybrid specs, if that makes sense.



Live Patch 3.0.3 Notes

Patch 3.0.3 is being deployed on US (November 4) and EU (November 5) realms. Below are the live patch notes.

General

o Removed "A Mask for All Occasions" as criteria for the "Hallowed Be thy Name" meta achievement.
o Replenishment: Players below level 50 can now benefit from this effect.
o Resilience: The damage reduction component of resilience has been increased from 2 times the critical strike chance reduction to 2.2 times the critical strike chance reduction. In addition, the maximum damage reduction to a critical strike from resilience has been increased from 30% to 33%.

Racial

o Blood Fury: No longer triggers global cooldown.
o Shadowmeld: The cooldown will now start on use instead of on break.

Druid

o Druid talents points have been refunded. Players will need to visit a class trainer to relearn spells and abilities.
o The Swift Flight Form is now available on the trainer at level 71, requiring 300 riding skill, and Flight Form learned.
o Bash: The interrupt from this ability will now work on targets that are immune to the stun.
o Berserk: Now clears the cooldown on Mangle Bear.
o Earth and Moon and Moonfury (Balance) reduced from 5 ranks each to 3 ranks each.
o Eclipse: Buff duration extended to 15 sec and bonuses doubled. The cooldown has been increased to 40 seconds.
o Growl: Cooldown changed to 8 sec.
o Insect Swarm: Tooltip corrected to indicate it does not affect hit chance with spells.
o Moonkin: Only single target spell critical strikes can trigger the mana gain from this talent.
o Nature's Swiftness: This ability will no longer give chances to trigger Omen of Clarity.
o Omen of Clarity: Will no longer be triggered by the Honorless Target buff gained when entering the world.
o Survival Instincts will no longer be on the Global Cooldown.
o Swiftmend: now benefits correctly from Genesis talent.
o Tiger's Fury: Ranks 5 and 6 have had their damage bonus decreased.

Hunter

o Aimed Shot: Added to Barrage and Improved Barrage talent.
o Animal Handler: Now increases your pet's expertise by 5/10. (No longer increases the pet's chance to hit.)
o Aspects now have a shared cooldown category of 1 sec and no longer have a start cooldown.
o Aspect of the Dragonhawk: New aspect added that combines the benefit of Aspect of the Monkey and Aspect of the Hawk, available at level 75 and 80.
o Aspect of the Monkey: The Dodge chance has been increased from 8% to 18%.
o Aspect of the Viper: The per attack mana regeneration has been reduced by 50% but this ability now generates 4% of maximum mana every 3 sec. In addition, the per attack regeneration now also works on melee attacks.
o Disengage now fails if you're rooted and is no longer on the global cooldown.Cooldown reduced to 25 seconds and no longer requires a target, though the hunter has to be in combat.
o Hunter vs. Wild: The attack power bonus from this talent now applies properly to Hunter pets. In addition, the bonus attack power will now be recalculated properly from equipping items.
o Improved Aspect of the Hawk: This talent no longer causes incorrect mana costs when interacting with the Rapid Recuperation and Improved Steady Shot talents.
o Mana cost of Disengage has been lowered to 5% of base mana, down from 14%.
o Pets
+ Rake (Cat), Scorpid Poison (Scorpid): Lowered damage of all ranks.
+ Stampede (Rhino): Lowered the knockback to 10 yards.
+ Raised the damage of exotic attacks: Spirit Strike, Lava Breath, Froststorm Breath, Acid Spit, and Stampede.
+ Lowered the cost of pet specials from 25 to 20.
o Thrill of the Hunt: The mana gained from using this talent with Explosive Shot is now 1/3 of the normal amount per critical strike (but gets 3 opportunities per cast.)
o T.N.T.: Explosive Shot can now only trigger this talent when it is initially fired.
o Windfury Totem and Improved Icy Talons no longer affect ranged haste.
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Post  gravin Tue Nov 04, 2008 10:20 am

PART 3


Mage

o Arcane Potency: The additional crit bonus is now consumed immediately on cast of a travel time spell, so it is no longer possible to make two spells benefit from one charge. (Ex. Fireball followed by Fireblast.)
o Blast Wave: no longer receives double the intended critical strike bonus from Combustion.
o Burnout: Now consumes extra mana as intended when Living Bomb gets a critical strike.
o Brain Freeze: Now only frost spells that can chill can trigger the mana gain from this talent.
o Cold as Ice: No longer reduces the cooldown on Deep Freeze.
o Deep Freeze: Now consumes a charge of Fingers of Frost when used.
o Focus Magic: Now works properly when mages with this talent use the ability on each other.
o Frostfire Bolt: The periodic damage effect from Rank 2 of this spell now benefits from spell power gains.
o Living Bomb: Mana cost reduced to be the same as Arcane Explosion.. It no longer causes the caster to stand up when the final explosion occurs and it is now possible for each mage to have Living Bomb active on a target.
o Master of Elements: Now works with Living Bomb.
o Molten Fury: This talent no longer prevents Ice Lance ranks 2 and 3 from dealing triple damage against frozen targets.
o Reduced the mana cost of Fireball, Frostbolt, Frostfire Bolt, Arcane Blast, Arcane Missiles, and Arcane Explosion.
o Torment the Weak: Now works correctly when the Mage also knows the Molten Fury Talent.

Paladin

o Art of War: No longer increases critical strike damage on Judgements, Crusader Strike, and Divine Storm, instead increases all damage done by those abilities by a smaller amount.
o The Avenger's Shield bounce distance has been reduced to 10 yards (from 15).
o The epic ground mount is now available on the trainer at level 61, requiring 150 riding skill, and the non-epic mount learned.
o Blessing of Might: Rank 8 points increased slightly to prevent from being overwritten by Battle Shout 8 that has a shorter duration (also applies to Greater Blessing of Might 3.)
o Blessing of Sanctuary: It is no longer possible to have both Blessing of Sanctuary and Greater Blessing of Sanctuary active on a target at the same time.
o Crusade: No longer applies damage bonus twice to critical strikes.
o Divine Plea: This spell's duration is no longer affected by haste.
o Divine Purpose: Rank 1 of this ability will now correctly determine its chance of remove stun.
o Enlightened Judgments now increases range by 15/30 (was 10/20).
o Eye for an Eye: No longer breaks crowd control effects.
o Hammer of Justice: The interrupt from this ability will also be redirected when the stun is redirected. In addition, the interrupt will now work on targets immune to stun.
o Hammer of the Righteous: Tooltip corrected to indicate it does 4 times weapon dps instead of 3.
o Hammer of Wrath: Now can't be used until the target is below 20% health.
o Infusion of Light (Holy) now affects Flash of Light too, reducing its cast time down to zero and can be used while moving.
o Judgements: The debuffs from Judgement of Light, Judgement of Wisdom, and Judgement of Justice will no longer be applied if the Judgement spell itself misses.
o Judgements of the Pure: Haste increased to 3/6/9/12/15%.
o Judgements of the Wise: Mana gained reduced from 33% to 15% of base mana.
o Judgement of Wisdom: Mana gained reduced to 1% of maximum mana and proc frequency cut by 50%.
o Repentance PvP duration reduced to 6 sec.
o Righteous Defense cooldown has been lowered to 8 sec (was 15 sec).
o Righteous Vengeance: No longer increases critical strike damage on Judgements and Divine Storm, instead applies a DoT effect similar to Deep Wounds.
o Seal of the Martyr: Tooltip for Judgement damage was incorrect and has been fixed.
o Sheath of Light: Now correctly benefits Judgements of Command, Blood, and The Martyr.
o Shield of the Templar now also reduces all damage taken by 1/2/3%.

Priest

o Binding Heal: Now only consumes one charge of Holy Concentration per cast.
o Borrowed Time: Charge no longer consumed by spells with a base cast time that is instant.
o Devouring Plague: The bonus coefficient has been increased to be on par with other DoT spells. Base damage on ranks 7,8,and 9 decreased to partially compensate for better scaling.
o Divine Providence: This talent now also reduces the cooldown of your Prayer of Mending spell by 6/12/18/24/30%. With 5 points applied, it takes Prayer of Mending's cooldown from 10 sec to 7 sec.
o Divine Spirit: Now can be refreshed properly on self after logging in and out or zoning. (Also applies to Prayer of Spirit.)
o Guardian Spirit: A target may now have only one Guardian Spirit active.
o Healing Focus: Now works properly with Penance.
o Improved Divine Spirit: No longer improves Divine Spirit after untalenting sometimes.
o Inner Focus: Now works properly with Mind Flay, Mind Sear, and Penance.
o Prayer of Spirit: Will no longer stack with other raid spell power buffs.
o Shadowform: Devouring Plague, Shadow Word:Pain, and Vampiric Touch cast in Shadowform deal increased damage percentage equal to the player's chance to get a spell crit on their target.
o Shadow Word:Death: The self-damage from this spell can no longer be reflected or redirected.
o Vampiric Touch: The Spell power coefficient has been doubled and no longer triggers Replenishment when other priests cast Mind Blast.

Rogue

o Combat Potency: Now only works with auto attacks (no more Shiv.)
o Fan of Knives changed to be castable with no targets, further improved the visual affect and it no longer plays an impact on the caster. Now benefits correctly from the Find Weakness talent.Cooldown reduced to 10 sec.
o Killing Spree: Instead of making the rogue untargetable, now causes all players to lose targeting on the rogue and the rogue to be unstoppable during its duration.
o Riposte: Duration of this effect no longer reduced by other effects that reduce disarm duration.
o Shadow Dance: The cooldowns on Sap, Garrotte, Ambush, Cheap Shot, Premeditation, Pickpocket, and Disarm Trap are no longer increased while this ability is activated.

Shaman

o Bloodthirst: Percentage of damage from attack power raised from 45% to 50%.
o Flurry: Now grants the proper number of charges when it triggers.
o Improved Fire Nova Totem: Increases the damage done by your Fire Nova Totem by 10/20% and your Fire Nova totem has a 50/100% chance to stun all targets damaged by your Fire nova Totem for 2 sec.
o Lava Burst: The base damage has been increased by approx. 10%.
o Maelstrom Weapon: Tooltips corrected to correctly describe the chance for this talent to be triggered.
o Riptide: The initial heal amount has been increased on ranks 3 and 4 and periodic healing has been increased on all ranks.
o Stormstrike: Other shamans can no longer consume charges of your Stormstrike, and each shaman can have their own stormstrike on the victim.
o Storm Reach is now called "Elemental Reach" and now includes Lava Burst.
o Thunderstorm: Mana gain has been increased to 8%.
o Tidal Mastery: Now correctly applies its critical strike bonus to Earth Shield.
o Tidal Waves will now also proc with Riptide.

Warlock

o The epic ground mount is now available on the trainer at level 61, requiring 150 riding skill, and the non-epic mount learned.
o Demonic Sacrifice: The buffs from this ability will now be retained properly when logging out or zoning.
o Demonic Empowerment: This talent no longer gives excessive threat to the Warlock's Voidwalker and is no longer on the global cooldown..
o Demonic Tactics: Increased the critical strike bonus for both the Warlock and pet.
o Destructive Reach: Now properly reduces threat on Chaos Bolt and Shadowflame.
o Drain Soul: Rank 6 now properly deals additional damage to targets below 25% health.
o Emberstorm: Increased the fire damage bonus.
o Haunt: The cooldown has been changed to 8 sec, and refreshing the Haunt will trigger the heal from the existing Haunt.This ability will no longer heal for incorrect amounts or fail to heal when the Huaunt damage was the killing blow.
o Inferno: The Infernal is now useable indoors and the tooltip has been updated.
o Master Demonologist (Felhunter) will now also reduce damage taken by Holy.
o Ritual of Doom: Now works correctly even when the Warlock already has a pet (dismissed the existing pet.)
o Shadowflame: Damaged increased approx. 75%. Coefficients unchanged.
o Shadow Embrace: Now works on ranks 1-4 and stacks properly with multiple applications.
o Shadow Mastery: Increased the shadow damage bonus.
o Soul Link (Demonology): Increased from 15% to 20%.

Warrior

o Armored to the Teeth: Grants only attack power(as intended) and recalculates the bonus immediately upon learning any rank of the talent.
o Bladestorm: Now breaks all snares and roots on the warrior when activated.
o Bloodthirst: Cooldown reduced to 5 sec.Percentage of damage from attack power raised from 45% to 50%.
o Deep Wounds: Now works properly with Heroic Throw.
o Heroic Throw: No longer gains increased damage from the warrior's agility.
o Improved Rend changed to 10/20%.
o Rampage: Can now be triggered by off-hand Whirlwind damage.
o Rend: Damage has been adjusted to be less base and more weapon based.
o Rend: Ranks 9 and 10 now do 35% more damage when the target is above 75% health instead of 4 times damage when the target is enraged. Sudden Death: Now has 3/6/9% chance on hit instead of 10/20/30% chance on crit.
o Titan's Grip: Changed to 5% penalty.
o Vigilance: Now properly transfers threat generated by heals.

Professions

o The level requirements required to train gathering skills have been removed.
o Alchemy
+ Reduced the effect of Elixir of Mongoose and Elixir of Major Agility.
o Inscription
+ Glyph of Crusader Strike: Now reduces mana cost by 20% instead of increase damage on stunned and incapacitated targets.
+ Glyph of Flame Shock: Now extends duration by 6 sec and prevents Flame Shock from being consumed by Lava Burst.
+ Glyph of Lava: Glyph of Earth Elemental removed and replaced with this glyph. This glyph increases coefficient on Lava Burst by 0.1.
+ Glyph of Mind Flay: Now sets snare to 10% instead of removing it.
+ Glyph of Rejuvenation: Now works correctly when the target is not self.
+ Glyph of Shiv: Replaced with Glyph of Vigor, which increases maximum energy by an additional 10 for those with the Vigor talent.
+ Glyph of Shadow: Glyph of Mind Soothe removed and replaced with this glyph. This glyph increases spell power by 10% of spirit for 10 sec after critting while in Shadowform.
+ Glyph of Shadow Word: Pain: Increases damage done by Mind Flay when SW:P is present by 10%.
+ Glyph of Sinister Strike: Chance increased to 50%.
+ Glyph of Souls no longer removes soul shard cost. It instead reduces the mana cost of your Ritual of Souls spell by 70%.
+ Glyph of Spirit of Redemption: Tooltip corrected to 4 sec. extra when the glyph triggers.
+ Glyph of Strength of Earth: Replaced with Glyph of Lava Lash, which increases the bonus from having Flametongue Weapon by 10%.
+ Glyph of Trueshot Aura: Now increases Aimed Shot crit chance instead of increasing attack power bonus.
+ Glyph of Totem of Wrath: Replaced with Glyph of Elemental Mastery, which decreases the cooldown on Elemental Mastery by 30 sec.
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Post  gravin Tue Nov 04, 2008 10:20 am

PART 4

User Interface

o For additional notes on Lua and XML changes please visit the UI & Macros forum.

Items

o The war against spelling errors continues: many items have had typos removed or their functionality clarified.
o The item quality on several quest rewards was incorrect and has been altered.
o The phoenix summoned by Ashes of Al'ar has had his flame trails restored.
o Guardian's Band of Subjugation now correctly grants universal haste.
o Girdle of the Warrior Magi now has a socket bonus.
o Some one-hand spell power weapons are now main hand only.
o Heart of the Dragon should now provide a consistent amount of Ranged Attack Power.
o Loatheb's Shadow should now provide a consistent amount of Ranged Attack Power.
o Spirit-World Glass now correctly has a cooldown.
o Discerning Eye of the Beast procs should now be more obvious.
o Focusing Lenses now have a cooldown.
o The Horseman's Reins should again function in Dalaran.
o Haute Club Membership Card no longer prompts players to open it.
o The buff granted by Frenzyheart Insignia of Fury now has a correct tooltip.
o Harness of Carnal Instinct no longer has bonus armor.
o Boots of the Protector have been brought in line with protection paladin itemization changes.
o A tooltip error in the Glyph of Sprint has been corrected.
o Grilled Sculpin now correctly grants Ranged Attack Power.
o Libram of Souls Redeemed should now only affect Holy Light.
o Legacy items that had both melee and spell critical strike rating have been integrated to the unified rating.
o Held in hand books created by Inscription are now Bind on Equip rather than Bind on Pickup.

Bug Fixes

o Fixed an issue that was affecting terrain rendering on GeForce 3 and 4 Ti cards. Those that added the command Set fixedfunction 1 to their config.wtf file should remove it to avoid a decrease in performance.
o Glyph of Rupture: The tooltip has been corrected.
o Druid: Omen of Clarity now has a reduced chance to be triggered by Hurricane.
o Hunter: Ferocious Inspiration will now apply raid-wide, as intended.
o Hunter Pets
+ Sonic Blast (Bat): Will no longer ignore LoS.
+ Bad Attitude (Croc): Will no longer ignore the Longevity buff.
+ Thunderstomp (Gorilla): Will no longer have a physical coefficient instead of a magical one.
+ Gore (Bore): Fixed an issue where a wrong value was being applied.
+ Savage Rend: Corrected typos in the tooltip.
o Mage: Burning Determination will now work properly.
o Mage: Living Bomb's "explosion effect" will now be properly classified.
o Paladin: Judgement of Wisdom: Fixed a bug allowing one copy on target per paladin.
o Paladin: Judgement of Light: Fixed a bug allowing one copy on target per paladin.
o Priest: Holy Reach (Rank 2) will now increase the radius of Divine Hymn properly.
o Priest: Inner Focus will now properly increase the critical strike chance of the talent Penance.
o Rogue: Deadly Poison Rank 8 will now do less damage than Rank 9.
o Shaman: Totem of Wrath tooltip updated to reflect that it affects all crit chance and indicate that it increases Spell Power (instead of just damage).
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Post  Nodden Tue Nov 04, 2008 10:27 am

They must have been watching Mahon heal last night.

Priest
Circle of Healing being watched
Circle of Healing and Wild Growth are definitely on our radar. This would be a good time to discuss them.

Our concern is that they are turning two classes with a large arsenal of healing spells into single-button healers. Meanwhile, ironically, the other two healing classes have fewer heals to use in the first place.

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Post  gravin Tue Nov 04, 2008 10:31 am

haha
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Post  Nodden Tue Nov 04, 2008 10:48 am

Shadow Dance: The cooldowns on Sap, Garrotte, Ambush, Cheap Shot, Premeditation, Pickpocket, and Disarm Trap are no longer increased while this ability is activated.

I have to agree with the other rogues with this talent. The only benefit I can see from it would be Premed and Cheap Shot. And that's only after I reconfigure my bar mods so I can use those abilities when not in Stealth. At best, you'll get 3 Cheap Shots off to stop a whole group which will buy you some time. If used correctly, it could help you keep a person locked up longer. Possibly another 10s if all your CDs line up right.

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Post  gravin Tue Nov 04, 2008 11:05 am

Yeah, it has uses but it's pretty bleh overall. Honestly for BG pvp at least Combat was pretty good. Killing Spree + Blade Flurry vs a group does some impressive spread dmg and against a single target with AD + Killing Spree my burst dmg was crazy.

That being said... I'm pretty sure Mutilate was doing better PvE dmg for me last night than combat was.
Shocked


And in pvp Mut was kinda lackluster b/c it has so many preconditions. :\ That and Combat pvp/pve spec is basically the same. Mut pvp/pve specs are way different from one another. Sad
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Post  Nto Tue Nov 04, 2008 11:20 am

wtf i put it up on the site.
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Post  Nodden Tue Nov 04, 2008 11:34 am

Definitely need to play with Totten some more to see where he lands on dmg. Haven't gotten to touch him since I respec'd last week. Might just need to run some AVs to get a feel for it.

I had to hit refresh on your page to see it Cam. Sorry 'bout that.

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Post  Nto Tue Nov 04, 2008 12:15 pm

np. I may have something really cool for you soon.
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Post  Nto Tue Nov 04, 2008 12:42 pm

you going to make it to ZA monk?
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Post  Nodden Tue Nov 04, 2008 12:57 pm

Yeah, I'm signed up on Nodden. Want to see what his DPS will be like and hopefully get a drop or 5. Of course all the stuff from Totten/Athaan will drop tonight.

So whatcha buildin' me?

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Post  Nto Tue Nov 04, 2008 1:06 pm

its a super secret.
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Post  Nodden Tue Nov 04, 2008 2:08 pm

Well if it's so secret, it's going to be hard for me to use.

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Post  maebee Tue Nov 04, 2008 2:10 pm

hi! cherry
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Post  Nto Tue Nov 04, 2008 2:14 pm

MAEBEE!!! Smile Smile Smile Smile


I will let you know when the grand unveiling will be
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Post  Nodden Tue Nov 04, 2008 2:17 pm

M
A
E
B
E
E
!
!
!

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Post  gravin Tue Nov 04, 2008 2:29 pm

MAEBEE'S THE BOMB!
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Post  Nodden Tue Nov 04, 2008 2:46 pm

Is anyone else as bored as I am?

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Post  Nto Tue Nov 04, 2008 2:51 pm

Totally.
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Post  Nodden Tue Nov 04, 2008 3:21 pm

affraid RED ALERT! RED ALERT! affraid

My Daily Blue page is gone!

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Post  Nto Tue Nov 04, 2008 3:39 pm

The issue is being looked into.
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