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Friday, April 4, 2014

Thoughts about patch notes

I know, I still have to get a Liebster award post done. I've been tagged by both Navi and Van. I will get to it this weekend! That was what I was going to work on first but then I saw that there was a first wave of patch notes! So much to comment on! Since it's such a long list I'm just going to pull out sections that I find interesting. This is by no means a complete list. I'm just going though and pulling out small pieces that I felt had a particular interest to me and provided new information. This will unfortunately be a very long post. So without futher ado, the first round of alpha patch notes:


  • All characters now learn a few important Major Glyphs automatically as they level up.
  • This is exciting! But I'm really starting to wonder how Blizzard is going to be able to keep inscription meaningful. It seems each expansion there's something new that makes glyph buying less important.

  • Vengeance has been redesigned and renamed Resolve. Resolve does not increase outgoing damage, but does now  increase tank self-healing and absorption based on damage taken.
  • It's been established that Blizzards hasn't liked where Vengeance is going and I think Resolve will fit well with the idea of tanks being very active with their mitigation.

  • Facing requirements (character position) on some prominent abilities have been loosened or removed.
  • Yeah! Yes! A million times horray! One of the biggest pains I've had with my kitty druid was getting behind stuff to kill it. Fights were there was no way to get behind like Kologon were a major pain in my rear. Now that I'm leveling a rogue I get really frustrated at the maneuvering I have to do to get a good backstab in.

  • Professions no longer have combat benefit perks tied to them.
  • I like this! I will no longer feel guilty for having mining on my hunter. And engineering. 

    Racial Traits

    We decided to bring down the couple high outliers, then establish a fair baseline and bring everyone else up to that. We achieved that by improving old passives, replacing obsolete ones, and occasionally adding new ones where needed. Our goal with these changes is to reach parity amongst races.
    It's about time! Some racials are really awesome and some are pretty meh. I'm not including all of them. Just the ones that I thought required some comment
    • Blood Elf
      • Arcane Acuity is a new racial passive ability that increases Critical Strike chance by 1%.
      • Arcane Torrent now restores 20 Runic Power for Death Knights (up from 15 Runic Power), 1 Holy Power for Paladins, or 3% of mana for Mages, Priests, and Warlocks (up from 2% of Mana). Other parts of the ability remain unchanged. 
    Crit by 1%... that's the new racial... I really got upset by that at first when I saw that Dwarfs Critical Strike is 2% until I realized that the dwarfs have 2% increase to crit and healing bonus. I think it means that blood elves have an extra 1% chance to crit. While dwarfs have no extra chance to crit but when they do it does more damage. I'm still think the changes for blood elves is uninteresting but the gain to runic power, holy power, and mana could be bigger in the next expansion with all the other mana return going away and dk's losing their runic power boost from horn of winter. I think it could be especially good for paladins because of the mana gain and the holy power gain. 
    • Draenei
      • Heroic Presence has been redesigned. It no longer increases Hit by 1%, and instead increases Strength, Agility, and Intellect, scaling with character level.
      • Gift of the Naaru now heals for the same amount over 5 seconds (down from 15 seconds).
    Draenei are looking good. A boost to primary stats is impressive and gift of the naaru might be useful. It's a free heal anyway so no complaints.
    • Dwarf
      • Might of the Mountain is a new racial passive ability that increases Critical Strike bonus damage and healing dealt by 2%.
      • Stoneform now also removes magic and curse effects in addition to poison, disease, and bleed effects, along with reducing damage taken by 10% for 8 seconds. It remains unusable while the Dwarf is under the effects of crowd control.
    Wow! That's an impressive dispel. I think that's anything that can be dispelled plus removing bleeds. Wow. And reduces magic damage. That's looking to be a really impressive damage cooldown.
    • Human
      • The Human Spirit has been redesigned. It no longer increases Spirit by 3%, and instead now increases 2 secondary stats by an amount scaling with character level. You can choose which 2 secondary stats it increases. This has not yet been implemented.
    Holy cow. This is awesome! Sure, secondary stats aren't quite as awesome as primary but you get to choose which stats you want! That's the ultimate in flexibility. And I'll be interested in if you'll be able to change what those stats are and what you'll be required to do to change them. I wonder if it'll be set to class spec so if you change it you'll have to change your stats. It'll be interesting to see anyway.
    • Night Elf
      • Quickness now also increases movement speed by 2% in addition to increasing Dodge chance by 2%.
      • Touch of Elune is a new passive ability which increases Haste by 1% at night, and Critical Strike chance by 1% during the day.
    I like the change to quickness. But I can see where there will be some bitching about night elves always being just a little bit faster. My pvp server druids will be really excited because I'll be able to run away just that much easier. Touch of Elune seems liked it'd be interesting but I think it's a bit of a headache. It should be made very clear when day and night are for min/max planning.

    Ability Pruning

    • Death Knight
      • Army of the Dead now deals 75% less damage and is only available to Blood Death Knights.
      No!!!! That's why I like death knights! I need my army!
      • Dual Wield is now only available to Frost Death Knights.
      meh. If you knew what you were doing, only frost used dual wield anyway.
      • Horn of Winter no longer generates Runic Power, has no cooldown, and lasts 1 hour
    • Now how am I going to generate the rp to raise someone from death? people can sometimes get cranky when they have to wait a minute so I can generate all the rp needed for a rez.
      • Necrotic Strike is now learned only by Frost and Unholy Death Knights.
    • I'm trying to remember which one that is... an unholy rune one. Fine with me.
      • Raise Dead is now only available to Unholy Death Knights, summons a ghoul as a permanent pet, and has a 1-minute cooldown.
    • What is frost going to do for burst? No Army and not ghoul... all I've got is a percentage increase to damage that isn't a very big increase because it's got a really short cooldown... frost just doesn't get any of the cool toys...

    • I'm crying inside because I won't have all my ghouls anymore... except for an army as a blood death knight... so weird.
    • Druid
      • Enrage has been removed.
      aww... druids will have to start without rage. I will miss our druid yelling at us for not pulling and causing her to waste her enrage.
      • Innervate has been removed. Mana costs for Druids have been adjusted accordingly.
      I'll miss you innervate! ... maybe not. I always forgot about it.
      • Mangle (Cat Form) has been removed. Mangle (Bear Form) remains unchanged.
      • Shred is now available to all Druids.
    • Mangle... I shall miss mangle. But it hasn't been the same since it lost it's ability to increase bleed damage on a target. Dear mangle, I shall miss you. I know that at one time I prayed to raid with bear druids just so I didn't have to use you but I didn't do it because I hated you. I just liked shred more. <3 Tyle
    • Hunter
      • Arcane Shot is no longer available to Marksmanship Hunter
      • Thrill of the Hunt now also reduces the cost of Aimed Shot when active, to preserve its value to Marksmanship Hunters.
    • As a nonmarksmanship hunter, I have nothing to say to these changes
    • Aspect of the Hawk has been removed.
      • Aspect of the Iron Hawk has been renamed to Iron Hawk, and now passively provides 10% damage reduction.
    • Not a big surprise there. And doesn't really change much about hunters
    • Cower has been removed as a pet ability.
    • I can't for the life of me figure out what cower is.
    • Distracting Shot has been removed.
    • I actually no what this one does but I have no idea if it's even on my action bar.
    • Hunter’s Mark has been removed.
    • I haven't used it in forever since it currently is applied with some of the different shots. I wonder if this means it's being removed entirely or just the button. It does do more than increase damage. It's a good target marker and it prevents stealth... at least I think it does.
    • Kill Shot is no longer available to Survival Hunters.
    • aww... why?... meh whatever
    • Lock and Load has been removed.
    • what!?!!!!! OMG!!! I need my explosive shot combos!
    • Black Arrow now naturally has a chance to cause the Lock and Load effect. oh... Explosive shot!!! I guess maybe it means I can't proc it with my ice traps anymore? I think I'll need more information about this because it doesn't sound like it's being changed at all. Black Arrow already has the chance to cause lock and load... although I think it's a talent later on, it's a passive one. It's curious.
      • Stampede is now a level-75 talent, replacing Lynx Rush.
      • Lynx Rush has been removed.
    • I don't remember what Lynx Rush is... But Stampede as a talent instead of an ability... to compete with crows and blink... I won't lie, I hate crows and usually take blink but Stampede as another option... it's tempting.
    • Rabid has been removed as a pet ability.
    • Rapid Fire has been removed.
    • Rapid Recuperation has been removed.
    • I think Rapid Fire is a BM ability... but otherwise... meh. no biggies here.
    • Serpent Sting and Improved Serpent Sting have been removed.
    • It's the end of the world!!!!!!!
    • Serpent Spread has been renamed Serpent Sting, and remains a passive for Survival Hunters. It causes Multi-Shot and Arcane Shot to also apply the Serpent Sting poison, which does instant and periodic damage.
    • Huh... well... I think I like this. Serpent sting is usually set and forget. Except recently because with all my load and load, explosive shot 4-piece bonus procs I get so caught up in explosive shots I forget to use my focus regenerating shot and so my serpent sting drops. Oops.. Heh. But Explosive shot!!!! I like that this means Survival hunters will be the only spec that deals with dots. But I wonder what they'll be doing with BM hunters to keep things interesting.
    • Widow Venom has been removed.
    • Revive Pet and Mend Pet now share one button, which toggles based on whether you have a live pet.
    • Cool... that's going to reduce space a little bit.
    • Mage
    • I know little of mages. So I don't have any comment.
    • Monk
      • Avert Harm has been removed.
      A situational spell... I suppose if your raid group was able to make good use of it you'll miss it but really can't see this being a big deal.
      • Clash has been removed.
    • Sadness... I like charges... or sorta-charge -death grip combo.
      • Healing Sphere (the spell, not any other sources of healing spheres) has been removed. Mistweavers' Gift of the Serpent, Brewmasters' Gift of the Ox, and Windwalkers' Afterlife still summon healing spheres.
    • This I do use! My WW monk needs something to heal herself with!
      • Surging Mist is now available to all Monk specializations. It costs 30 Energy in Ox or Tiger Stance, and continues to cost mana in Serpent Stance and Crane Stance. However, it only generates Chi for Mistweaver Monks.
    • Oh! Heh, and there we go. I'm fairly happy with this change. I still like the spheres better because they were instant but since they also had to be targeted they were still a pain... A plain ol' heal will be pretty good.
      • Stance of the Spirited Crane now replaces Stance of the Fierce Tiger for Mistweaver Monks (see Monks below for details).
      • Stance of the Sturdy Ox now replaces Stance of the Fierce Tiger for Brewmaster Monks.
    • I wonder if this will get removed from the stance bar and made passive than...
    • Paladin
      • Avenging Wrath is now only available to Retribution Paladins.
      No more dps increase for prot or healing increase for holy. I need wings!
      • Devotion Aura is no longer available to Protection Paladins.
      I could seem some raids being disappointed by this but I'm not really surprised by this change. There wasn't anything the other tanks could provide that was quite like this.
      • Divine Light has been renamed Holy Light.
      • Divine Plea has been removed. Mana costs for Paladins have been adjusted accordingly.
      • Guardian of Ancient Kings is now only available to Protection Paladins.
    • No more little angry man for ret? That's sad. And I'll miss him for my holy pally. The angry man helped my paladin with healing quite a few 5-mans... Stupid snakes and poison.
      • Hand of Salvation has been removed.
    • I used it a little on my Ally paladin but my new horde one hasn't touched it
      • Holy Light has been removed.
      • Inquisition has been removed.
    • Does Ret have anything left besides avenging wrath for cooldowns? Although I think Inquisition was just a really awful version of druid's savage roar. It just didn't last long enough to really work very well. I'm not upset to see it leave but I really wonder what ret pallys will be left with.
    • Priest 
      • Binding Heal is no longer available to Shadow Priests.
      Good. Binding heal is a really good heal but for a dps to be able to heal two for one is a bit unfair. I think just having heal would be good. Should be focused on dps instead of healing anyway.
      • Renew is now available only to Holy Priests.
    • I'll miss it on my shadow priest. That combined with a shield was enough to keep my priest going though most questing.
    • Rogue
      • Disarm Trap has been removed.
      Lol. I can't say I'm surprised
      • Rupture is no longer available to Combat Rogues.
      • Shadow Blades has been removed.
    • This is a tiny list. But I can't really say I'm surprised. Rogues have a really tight toolkit.
    • Shaman
      • Ancestral Awakening has been removed.
      All I can think about is the hearthstone card. A smart heal, no surprise it's going away.
      • Feral Spirit no longer has the Spirit Bite ability.
      So they can't attack anymore?
      • Flametongue Weapon is no longer available to Restoration Shaman.
      sadness. Now how will they increase dps?
      • Frostbrand Weapon is now available only to Enhancement Shaman.
      What is this one again?
      • Greater Healing Wave has been renamed to Healing Wave.
      • Healing Tide Totem is now available only to Restoration Shaman.
      • Healing Wave has been removed.
      • Lava Burst now replaces Primal Strike for Elemental and Restoration Shaman.
      No big surprise
      • Magma Totem is now available only to Enhancement Shaman.
      aww... oh well. they were usually the only ones who were in range to be placing it anyway.
      • Rockbiter Weapon has been removed.
      Now how will I tank?
      • Static Shock has been removed.
        • Stormstrike and Stormblast now deal 30% more damage when Lightning Shield is active. 
      Probably warranted. It's done some awful things such as letting our enhancement shaman pull off as much healing as our healers. But that was before changes to one of the talents. Now he only does half as much healing as the healers. It's insanity.
      • Stormlash Totem has been removed.
      • Searing Flames has been removed.
        • Flametongue Weapon damage has been increased by 40%, and Lava Lash damage has been increased to 280% weapon damage (up from 140%) to compensate.
      This is nice. It makes totem upkeep a little less damaging. It's still good to do but you won't loose so much damage if you forget to refresh your totem.
      • Water Shield is now available only to Restoration Shaman and replaces Lightning Shield.
    • I don't see this as a problem. Although it's interesting that only shamans have mana regen spells now.
    • Warlock
      • All of the various Soulburn effects are learned together with Soulburn, instead of at different levels.
      • Curse of Exhaustion and Curse of the Elements now affect all enemies within 10 yards of the target.
        • Metamorphosis: Cursed Auras has been removed.
        • Curse of Exhaustion and Curse of the Elements no longer gain a benefit from Soulburn.
        • Fire and Brimstone no longer applies to Curses.
      • Drain Life no longer gains a benefit from Soul Burn.
      • Drain Soul has been removed.
      • Fel Flame has been removed.
      • Health Funnel no longer gains a benefit from Soul Burn.
      • Metamorphosis: Void Ray has been removed.
      • Metamorphosis: Carrion Swarm has been removed.
      • Pyroclasm has been removed. The altered behavior it granted for Chaos Bolt is now baseline to Backdraft.
      • Seed of Corruption now replaces Rain of Fire for Affliction Warlocks.
      • Soulshatter has been removed.
      • Unending Breath no longer gains a benefit from Soul Burn.
    • I can't understand this! I don't remember what any of these things are! I don't think I qualify for warlock membership anymore. :'(
    • Warrior
      • Battle Shout now lasts 1 hour and no longer generates Rage.
      • Berserker Rage no longer generates Rage or increases Physical damage dealt.
      • Berserker Stance has been removed.
      • Cleave has been removed.
      • Commanding Shout now lasts 1 hour and no longer generates Rage.
      • Demoralizing Banner has been removed.
      • Hamstring is now a passive ability that causes Mortal Strike, Bloodthirst, Revenge, and Raging Blow to also reduce the target’s movement speed by 50% for 15 seconds.
      • Rallying Cry is no longer available to Protection Warriors.
      • Recklessness is now available only to Fury and Arms Warriors.
      • Skull Banner has been removed.
      • Throw has been removed.
      • Thunder Clap is no longer available to Fury Warriors.
      • Whirlwind is now available only to Fury Warriors.
    • One day I'm going to have to level a warrior. One day. Until then all the warrior talk looks like Greek to me.

    Buffs and Debuffs

    All specializations provide some common buffs and debuffs. These are important to the game because they encourage cooperation, make you stronger when you work together with others, and promote Raid composition diversity. However, we saw room to revise these buffs and debuffs. We also spread around some of the harder-to-find Raid buffs/debuffs, especially for specializations that brought relatively few.
    Horray! Less buffs! Less pets I should try and make sure I have... although since all I'm allowed to bring is a sporebat I suppose that's not much of an issue for me.


    • Spell Haste and Attack Speed
      • The following abilities now provide a 5% increase to melee, ranged, and spell Haste to all Party and Raid members (previously they only increased spell Haste).
        • Druid (Balance): Moonkin Form
        • Hunter Pet (Sporebat): Energizing Spores
        • Priest (Shadow): Mind Quickening
        • Shaman (Elemental): Elemental Oath
      • The following abilities now provide a 5% increase to melee, ranged, and spell Haste to all Party and Raid members (instead of a 10% increase to only melee and ranged attack speed).
        • Death Knight (Frost, Unholy): Unholy Aura
        • Shaman (Enhancement): Unleashed Rage
        • Rogue: Swiftblade’s Cunning
      • The following Hunter pet abilities have been removed.
        • Hyena: Cackling Howl; Serpent: Serpent's Swiftness
    • Dear Blizzard, please, please please, let me be able to use some pet other than my sporebat. I love Eoda, honestly but I really want to use something else! Like my serpent! Is it really too hard to ask? At least my raid  usually runs with a rogue and an enhance shaman so the buff will be covered but if they are gone I'm going to have to use Eoda. /cry

    Tank Vengeance and Resolve

    The changes to tanking made in Mists of Pandaria turned out quite well, overall. But there were a few rough parts that we're going to smooth over. The biggest one is the offensive capabilities of Vengeance. We like that tanks can provide meaningful DPS to their group, however, it swung wildly based on the fight, even surpassing the dedicated damage dealers occasionally. To solve this, we're going to remove the offensive value of Vengeance, but preserve the defensive value, by making it increase the effect of your active mitigation buttons, instead of Attack Power.
    • General
      • Vengeance has been removed and replaced with a new passive ability, Resolve. 
        • Resolve: Increases your healing and absorption done to yourself, based on Stamina and damage taken (before avoidance and mitigation) in the last 10 
    Horray! It's nice to have attack power increased by gear and not how hard the boss is smacking you. We might finally get our vengeance whore of a dk tank to stop pulling all the trash at once and dying in a vain attempt to do more damage. Good thing for feign 

    Class Changes


    Death Knight

    Diseases now do enough damage on their own to warrant using them, so having them act as multipliers on the damage of other abilities was extraneous, and just cluttered up the tooltips of those abilities.
    This is going to be awesome!
      Blood
    • Heart Strike now only cleaves 1 additional target (down from 2).
    • a little sad but I hope that means heart strike will hit each target a bit harder.
    • Death Strike now causes healing that scales in effectiveness with attack power, instead of based on damage taken in the last 5 sec. This healing is affected by Resolve.
    • Oh! I think that makes it more like how it used to be.
    • Blood Rites now causes Death Strike to also cause an absorb for 50% of the amount healed.
    • Nice! Blood bubbles!
    • Rune Tap now grants an absorption shield that scales in effectiveness with Attack Power, instead of a heal based on a % of maximum health. It also now has 2 charges, with a 30-second recharge time. 
    • Nice! Rune tap wasn't terrible before but it was definitely more of a dps cooldown than a tank one. I like how these absorbs and heals are tied into attack power.
      • Will of the Necropolis now grants an immediate charge, and makes your next Rune Tap free. However, its damage reduction buff now only lasts 4 sec (down from 8sec).
    • Mastery: Bloody Shields now increases the effectiveness of Blood Shield and Rune Shield by 16% (percentage increased by mastery), instead of adding the Blood Shield effect.
    • I think I understand this change. Before the mastery gave certain skills the ability to create a shield, now those abilities already make a shield but mastery increases the effectiveness of those shields. It's actually really similar to how it is now but still sufficiently different.
    • Riposte has been redesigned.
      • Riposte: After getting a Critical Strike with an Auto Attack or Rune Strike, you gain +100% Parry chance until you Parry an attack. This can stack up to 2 times.
    • I still see mastery being the king of the tanking stats. But without reforging that could make getting the right gear really imperative.
    • Dancing Rune Weapon’s summoned Rune Weapon now remains fixated on the Death Knight’s target at the time of summoning, and copies the effects of Talents that are tied to the Death Knight, such as Blood Boil, Frost Fever, or Asphyxiate. Should the original target be dead or otherwise unavailable, the Rune Weapon will switch to assist with the Death Knight’s current target.
    • Death Pact no longer requires an undead minion, and instead places a heal absorb on you for 50% of the amount healed.
    • I'm not sure I like this. Yes, it's a great heal but if you need to use it, it could put you in danger if you don't get the healing you need to get out of the heal absorb hole. It seems rather risky to me.

    Druid

    Druids have seen a few significant changes. The loss of Symbiosis (see Ability Pruning above) will primarily impact druids’ survival, as many of the abilities received through Symbiosis were defensive cooldowns. To compensate for that change, we buffed Survival Instincts significantly and the ability is now available for all specializations.
    • Survival Instincts is now available to all Druid specializations. Survival Instincts now reduces damage taken by 70% (up from 50%) with a 2-minute cooldown (down from 3), and for Feral and Guardian specializations can have up to 2 charges (up from 1).
    It's not much of a surprise that Symbiosis is going. I can still remember the predictions that it would never actually make it into the game. I like that survival instincts change. It'll be nice for druids to have more survivability at their disposal.

    Guardian Druids have had increased Armor as their Mastery for a while now. However, one of the new secondary stats available to all tanks is Bonus Armor. We didn't feel that the difference of being additive vs. being a multiplier was significant enough to warrant keeping their Mastery around. Additionally, active mitigation hasn't played out as well for Guardians as it has for some other tanks. We decided to redesign the Mastery for Guardian Druids to something that compliments the Avoidance-heavy nature of Savage Defense, and also to improve the usability of Tooth and Claw for more consistent damage reduction. Note that Primal Tenacity's calculation uses the damage before any other absorbs you have, and before Tooth and Claw's effects, so that it isn’t negatively affected by any of those. We also slightly reduced the power of Primal Fury, in order to better balance secondary stats for Guardians.
    • Guardian Druids' Mastery (Nature’s Guardian) has been replaced with a new Mastery: Primal Tenacity. 
      • Mastery: Primal Tenacity causes the Druid to gain a Physical absorb shield equal to 16% of the attack’s damage when they are hit by a Physical attack. Attacks which this effect fully or partially absorbs cannot trigger Primal Tenacity.
    • I'm super excited by this! I need a druid at max level, and I need her now! This! This! This! The return of the bear bubbles! Anyone else remember them from Wrath? Ok... they didn't look like bubbles but the old savage defense used to take the damage that a bear did and make little absorb shields. Please, someone, tell me I'm not delusional and imagining things? This is a much more interesting mastery than plain ol' armor.

    Hunter


     Overall, Hunters should see a drastic reduction in the number of active buttons, and have a clearer distinction between the different specializations. With some of these changes, you may find yourself favoring a different specialization. Keep in mind that Draenor Perks, earned from levels 91 to 99, will serve to further distinguish the different specializations.
    More distinction between specs... That'll be nice... if I ever play anything but survival. Or it could be awful because nothing else is quite like survival. I might be a bit obsessed with explosive shot. Just a bit. But favoring a different spec? nah. I don't see that happening.

    There were also a few other changes, primarily for quality of life and rotational consistency.
    • Aimed Shot now deals 20% more damage and no longer interrupts Auto Attacks.
    • Nice. I might actually cast it more without my 4-piece awesomeness of 10 explosive shots in a row.
    • Dismiss Pet now ignores line of sight.
    • Horray! You have no idea just how awesome this is.
    • Hunter Pets now have a 1 second global cooldown.
    • I think this means I'm going to have to push buttons faster. Uh-oh
    • Black Arrow’s periodic effect now has a chance each time it deals damage to cause the next 2 Explosive Shots to cost no Focus and not trigger a cooldown. This effect is guaranteed to activate at least once.
    • I think that's what it already does... hmm...
    • Explosive Trap now places a periodic-damage effect on each target within the radius of the explosion, rather than a persistent effect on the ground.
    • Yes!!! No more jerk dk dragging mobs away from my trap just so I'll do less damage. Not like I do that much aoe damage anyway. But this is awesome!

    Mage

    I should get leveling Gastalon. Than I might understand what these mage changes are about. Meh... I'll probably still have no clue.

    Monk

    • Stance of the Spirited Crane is a new ability for Mistweaver Monks, which replaces Stance of the Fierce Tiger.
      • The Spell-Power-to-Attack-Power conversion effect has been moved from Stance of the Wise Serpent to Stance of the Spirited Crane.
      • The Eminence effect has been moved from Stance of the Wise Serpent to Stance of the Spirited Crane.
    • Interesting. This will be interesting. I think I could see problems with this though. It's starting to sound a bit like the old feral druid spec or the original death knight. You know, the ability to tank as bear and dps as cat in one spec. Only now it's like having both priest healing specs available, the holy and the smite disc, in one just as long as you switch stances. I'm just playing conjecture. It could work amazingly well and be a future thing for other healers or it could be a balance nightmare and just require splitting into two specs.
    It's an interesting change. Definitely worth keeping an eye on it.

    • When a player runs through multiple Healing Spheres at once, only as many as needed to heal the player to full health will be consumed (instead of all of them if the player is injured at all).
    • Healing Spheres from Gift of the Serpent now heal an injured ally within 12 yards (up from 6 yards) for 100% (up from 50%) of their normal effect, when they expire.
    • Afterlife’s Healing Sphere now heals for the same amount as other Healing Spheres (instead of healing for 15% of maximum health).
    • People run though spheres? I remember hearing the yell for "run though the green balls!" quite a bit. Ahh... good times.

    Paladin

    • Divine Favor now also increases all of the Paladin’s healing by 100% for its duration.
    • It's nice but they need to give it wings. Just saying...
    • Stay of Execution (the Holy version of Execution Sentence) now deals its healing in a large burst at first, and then decreasing over time (reversed from before).
    • Nice! I think it will be easier to get more benefit from it now.
    • Eternal Flame now deals 100% of the direct healing of Word of Glory (up from 70%), but only 50% as much periodic healing as before. Additionally, Bastion of Glory no longer affects the periodic healing.
    • I like. Tracking hots is such a druid thing. I like the satisfaction of healing someone and actually seeing their health go up.

    Priest.

    • Prayer of Mending from multiple Priests can now be on the same target, and can be on multiple targets from the same Priest.
    • Yes! I like, I like.
    • Holy Nova is no longer available via a Major Glyph, and is instead a Discipline specialization spell.  Its mana cost has been lowered and its healing increased.  It is intended as the efficient area-of-effect (AoE) healing spell for Discipline Priests.
    • Holy Nova, Holy Nova, Blizzard wants you to be loved but it's just not happening.
    • Cascade, Divine Star, and Halo no longer heal allies but are instant cast for Shadow Priests, or damage enemies for Discipline or Holy Priests.
    • That's a bit sad. But I think I get why.

    Rogue

    • Tricks of the Trade now has no energy cost and no longer increases damage caused by the target by 15%.
    • Good! My misdirect can't increase damage so your tricks shouldn't... I mean since your tricks does than mines should too! Blizzard is thinking backwards on this!
    • Assassin’s Resolve no longer requires daggers to function.
    • Dispatch can now be used with fist weapons or one-handed swords, dealing 331% weapon damage (instead of 480%) when used with those weapons instead of a dagger.
    • Mutilate can now be used with fist weapons or one-handed swords, dealing 137% weapon damage (instead of 200%) when used with those weapons instead of a dagger.
    • Woah!!! I can be an assassination rogue without daggers... Although dagger is still better. I see where this is an encouragement to use daggers but it's no longer a penalty if daggers never ever drop.
    • Sinister Strike now deals 188% weapon damage when used with a dagger (instead of 130%).
    • Use your daggers, damn you! LoL. Rogues...

    Shaman

    • Searing Totem: Searing Bolt damage increased by 65%.
    • Earth Elemental deals 90% less Auto Attack damage.
    • Good! I'm so sick of seeing that stupid thing in dungeon runs because it always taunts which takes away my purpose as a tank. Actually I think part of it is my current dislike of elemental shamans. I hate seeing them in my dungeons. I might rant about them some other time.
    • Primal Earth Elemental's Pulverize ability no longer deals damage.
    • Unleash Flame no longer deals direct damage, but now increases the damage of the Shaman’s next Fire spell by 40% (up from 30%).
    • Unleash Frost no longer deals direct damage, but now always snares the target by 70% (rather than only when the target is already snared by a Frost spell).
    • I'm assuming this is common in pvp because I don't think anyone uses it for pve... unless it's for some very special circumstances.
    • Unleash Wind no longer deals direct damage, but now increases attack speed by 60% (up from 50%).
    • Lightning Bolt is no longer castable while moving by default. Effects like Spiritwalker’s Grace can still make the spell castable while moving.
    • I think this is good. The casters being able to do competitive damage on the move made them too good. It's harder for melee to compete when the range don't have any real drawbacks. Of course if they remove hunter mobility I might be bitching :P
    • Shamanism no longer reduces the cast time of Chain Lightning, but instead now increases the damage of Chain Lightning by 100% (up from 70%).
    • Wind Shear no longer affects threat.
    • Windfury Weapon no longer has a 3-second internal 
    • Mana Tide Totem now increases the Spirit of allies by 50% (down from 200% of the Shaman's Spirit). It remains unchanged (200%) for the Shaman activating the totem, and it still ignores temporary Spirit 
    • I find it odd that for all of Blizzard's consolidate buffs and increase the classes and specs that have that buff that they would leave something so vital in a raid to just one very specific spec. I suppose it will depend on just how well other classes are able to maintain their mana but a well-timed mana totem is a game changer.

    Warlock

    • Healthstone's cooldown will now not reset until the player leaves combat. Healing from this ability can no longer be a Critical Effect.
    • sadness. I shall miss by healthstone heals. Maybe I should consider a new class that has a few heals of their own... who knows. I should now accept the fact that I seem to change characters at the drop of a hat.
    • Demonic Gateways no longer have charges (up from being limited to 5 charges). Every Party or Raid member can use them once every 90 seconds (up from 45 seconds). The maximum distance apart they can be placed is now 40 yards (down from 70 yards).
    • Does this mean I'm going to have to learn how to run though the cyclones? Oh 

    Warrior

    One of those classes I have yet to level. These changes mean little to me.

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