Talenty z wotlk (alpha) |
Autor |
Wiadomość |
Ranghar
soup is good food
Dołączył: 07 Kwi 2008 Posty: 402 Skąd: Wrocław
|
Wysłany: 2008-08-26, 08:34
|
|
|
http://forums.worldofwarc...236465192&sid=1
Cytat: | With the release of Wrath of the Lich King approaching, we wanted to provide you with some important information. In preparation for the expansion, we will be issuing a new content patch in the coming weeks.(...)
New class spells and talents |
Niespodzianka! Chyba sie mozemy spodziewac czegos fajnego, moze nawet we wrzesniu. Odpalajcie kalkulatory talentow i do roboty :)
Nie moge sie juz doczekac, wreszcie solidne AoE, CC we wnetrzach i niezle buffy dla grupy/rajdu. |
_________________ IMMA CHARGIN MAH LAZER!
◑` ◔
|
|
|
|
|
Strasia
Straszyk not ded
Dołączył: 14 Lip 2007 Posty: 811 Skąd: The Barrens
|
Wysłany: 2008-08-26, 11:39
|
|
|
Pew Pew 5k dps! |
_________________ tup tup :< |
|
|
|
|
Undet
Pijak i Zlodziej
Dołączył: 05 Lis 2007 Posty: 473
|
|
|
|
|
Ranghar
soup is good food
Dołączył: 07 Kwi 2008 Posty: 402 Skąd: Wrocław
|
Wysłany: 2008-08-26, 15:18
|
|
|
Harr harr! Mana mana? A tak na powaznie nowy moonkin (na aktualna chwile) da innym:
* +3% hit dla calego rajdu (bylo 3% physical hit).
* do 6% bonusu arcane i nature dla calego rajdu
* ulepszona aura dla party (lub rajdu, to jeszcze nie jest pewne) dajaca 20% spell haste na 8s gdy osobnikowi wejdzie crit (30s cooldown na osobe)
Dla siebie bedzie mial miedzy innymi:
* AoE bez cd
* 2% mana regen per crit
* korzonki dzialajace wszedzie |
_________________ IMMA CHARGIN MAH LAZER!
◑` ◔
|
|
|
|
|
Undet
Pijak i Zlodziej
Dołączył: 05 Lis 2007 Posty: 473
|
Wysłany: 2008-08-26, 17:08
|
|
|
to prawie tak fajnie jak ja. ;) no nie mam korzeni, ale za to lepszy bonus spell dmgu i aoe bez cd tyz :)
a tak btw to mana mana bedzie d.pryszcz nie ja :P |
_________________ Kwintesencja Szadoł Pryszczowania |
|
|
|
|
Semthril
Knight of the Ebon Blade
Dołączył: 25 Lip 2007 Posty: 277 Skąd: Kraków
|
Wysłany: 2008-08-27, 11:58
|
|
|
Jest ogolnie wielki hype co do tego ile utility dostaje kazda klasa i ile to buffow rajdowych mamy :)
Tylko, ze buffy tego samego rodzaju nie beda sie stackowac.. (np. te dodajace +hit, czy +crit). Rozne klasy dostaja ta sama role (np mana-mana i retro pala)
Ma byc latwiej skladac grupy na mniejsze rajdy (10 man), ale imho rajd liderzy beda i tak mieli ciezki orzech do zgryzienia z setupem ;)
Pozdrawiam!
Cytat: | As we've suggested a few times, we are currently taking a serious look at all of the various buffs and debuffs classes can bring to parties and especially raids. A few of these changes have shown up in the recent build, and more are on the way. I'll first explain why we're doing this and then what generally we are doing.
Why we think this change is necessary:
1) We are adding a new class in Wrath of the Lich King as well as improving some specs that were previously viewed as inferior for PvE. Yet because the raid size is remaining at 25-players (and we expect many people with raid with 10), it may be hard to fit more people into your raid.
2) We are moving almost every buff to affect the entire raid. There are only a few exceptions, and these tend to be short-term, bursty abilities. Most buffs from Battle Shout to Leader of the Pack will affect the raid.
3) While we are likely to increase the debuff limit on bosses, this is a problem we keep running into. Furthermore, it asks a lot of players to be able to parse bosses with 30, 50, 100 debuffs on them. At some point, we need to stop the madness.
4) Stacking a raid in order to get the right buffs has started to feel a little like a crutch, much like stacking consumables felt not so long ago. Because some of the buffs scale so well and have so much synergy with other classes, you may sometimes feel that you should pass over a really skilled player in order to pick up a buff that will bring more to you group. We'd rather get back to bringing good players or, gasp, even your friends.
5) We want the challenge of the encounter to be the fight itself, not collecting all of the buffs and debuffs you need to succeed. Buffs are fun. We don't want to cut them or nerf them significantly. But we do want to make benefiting from them less of a burden.
Some changes you're going to see:
1) Ease and flexibility in getting all of the major buffs in the group, while still having a few spare slots to take the people you want to take.
2) More parity in which classes can raid. While it's probably not realistic to get 2.5 of every class in a 25-player raid, we can get a lot closer than we are today.
3) More overlap in buffs and debuffs and very few unique buffs. If you can't get player X to bring the melee haste buff, maybe you can get player Y.
4) No two classes should have the same set of buffs. This is to make sure that one class can't completely replace another. If you have two players both bringing melee haste, there is a good chance one of them also brings something else you need. Again, the goal is flexibility.
A few examples:
1) To get a spell damage vulnerability debuff on a boss, you can bring a a warlock for Curse of Elements or a death knight for Ebon Plague. They don't stack, but both classes also bring additional benefits in case you want to run with both. The lock brings Curse of Recklesness, Demonic Pact, Curse of Weakness, Blood Pact and Fel Intelligence (depending on spec). The death knight brings Abomination's Might, Improved Icy Talons, various Auras, and a new Str + Agi buff you haven't seen yet (again depending on spec).
2) To get a 5% melee crit bonus, you can bring a Feral druid for Leader of the Pack or a Fury warrior for Rampage.
3) While having a mana battery feels essential in many cases, you can now bring a Shadow priest, Retribution paladin or Survival hunter to fill the role.
4) You can improve health of the entire raid with Commanding Shout or Blood Pact. You don't need both, so perhaps the warrior can Battle Shout or the lock can bring out another pet instead.
I want to stress that none of this is set in stone. A change like this is going to take some iteration until it feels right. While we are pretty happy with the plan, it is certainly possible that some class or spec is going to be hurt by a change more than we anticipated. We don't want to hurt anyone's viability while soloing, in small groups, or in PvP with this change. We aren't trying to slap anyone in the face -- we're trying to make the game more fun.
The goal is to get more people into raids and to let you bring the people you want. Ultimately, that should benefit everyone. Please try and keep that in mind as you start to see the changes.
And of course, please share your feedback on them with us. :) |
http://forums.worldofwarc...610738&sid=2000 |
|
|
|
|
Vegelus
RAAAAAGE!!!
Dołączył: 14 Lip 2007 Posty: 1104
|
Wysłany: 2008-08-29, 07:23
|
|
|
With the release of upcoming content patch players will see a change in the way we allow buffs and debuffs to stack exclusively in a raid. For the most part, what this change means is that many buffs and debuffs that were previously allowed to stack together no longer can, and that many buffs and debuffs that only a single talent specialization could bring can now be brought by multiple different specializations. The philosophy behind this change shows up in many of the changes we have made in Wrath of The Lich King, such as when we made almost all buffs raid-wide. We want players to be able to form raids and parties based on who they want to play with, rather than who has the correct talents and abilities to min-max their raid performance.
Raid composition will still matter to some extent, but without this change, it would have overwhelmed every other aspect of raid planning (as we added new capabilities to each of 30 different talent trees). You no longer need to rigidly control the melee/spellcaster balance of your raid, or make sure every group has all the critical buffing classes, etc. This change has many class balance implications.
IMPORTANT! Before we are done, we will thoroughly test the performance of every class. It should not be assumed that one class' current performance relative to others in beta is final. Some classes (and specializations) will need to be reduced in power and some increased. Many may feel the change has more impact on class X than class Y. We will address all of those concerns via our internal testing and community feedback.
There are thirty or so different categories into which buffs and debuffs fit. Here you will find a comprehensive list of the changes made broken down by category and which spells/talents are in that category.
Armor Debuff (Major): Acid Spit (exotic Hunter pet), Expose Armor, Sunder Armor
Armor Debuff (Minor): Faerie Fire, Sting (Hunter pet), Curse of Recklessness
Physical Vulnerability Debuff: Blood Frenzy, (2nd Talent Spec TBA)
Melee Haste Buff: Improved Icy Talons, Windfury Totem
Melee Critical Strike Chance Buff: Leader of the Pack, Rampage
Attack Power Buff (Flat Add): Battle Shout, Blessing of Might
Attack Power Buff (Multiplier): Abomination's Might, Trueshot Aura, Unleashed Rage
Ranged Attack Power Buff: Hunter's Mark (only Hunters benefit, so no need to exclude against other class abilities)
Bleed Damage Increase Debuff: Mangle, Trauma
Spell Haste Buff: Wrath of Air Totem
Spell Critical Strike Chance Buff: Moonkin Aura, Elemental Oath
Spell Critical Strike Chance Debuff: Improved Scorch, Winter's Chill
Increased Spell Damage Taken Debuff: Ebon Plaguebringer, Earth and Moon, Curse of the Elements
Increased Spell Power Buff: Focus Magic, Improved Divine Spirit, Flametongue Totem, Totem of Wrath, Demonic Pact
Increased Spell Hit Chance Taken Debuff: Improved Faerie Fire, Misery
Percentage Haste Increase (All Types): Improved Moonkin Aura, Swift Retribution
Percentage Damage Increase: Ferocious Inspiration, Sanctified Retribution
Critical Strike Chance Taken Debuff (All types): Heart of the Crusader, Totem of Wrath
Melee Attack Speed Slow Debuff: Icy Touch, Infected Wounds, Judgements of the Just, Thunderclap
Melee Hit Chance Reduction Debuff: Insect Swarm, Scorpid Sting
Healing Debuff: Wound Poison, Aimed Shot, Mortal Strike, Furious Attacks
Attack Power Debuff: Demoralizing Roar, Curse of Weakness, Demoralizing Shout
Stat Multiplier Buff: Blessing of Kings
Stat Add Buff: Mark of the Wild
Agility and Strength Buff: Strength of Earth Totem, Horn of Winter
Stamina Buff: Power Word: Fortitude
Health Buff: Commanding Shout, Blood Pact
Intellect Buff: Arcane Intellect, Fel Intelligence
Spirit Buff: Divine Spirit, Fel Intelligence
Damage Reduction Percentage Buff: Grace, Blessing of Sanctuary
Percentage Increase Healing Received Buff: Tree of Life, Improved Devotion Aura
Armor Increase Percentage Buff: Inspiration, Ancestral Healing
Cast Speed Slow: Curse of Tongues, Slow, Mind-numbing Poison.
In each category, you can only benefit from the most powerful spell granting that effect. For example, Fel Intelligence grants spirit and intellect, both weaker than Arcane Intellect and Divine Spirit. If a player has Fel Intelligence and receives a stronger Arcane Intellect buff, he will gain the intellect value from Arcane Intellect and the spirit value from Fel Intelligence.
In most cases, fully-talented players will have exactly equal power on the strength of these buffs and debuffs. Fel Intelligence is an example of where one ability is weaker than others. The buffs in the "Increased Spell Power Buff" category are also not all the same potency, as they scale and grow in radically different ways. In virtually every other case, however, the buffs are equal. This means, for example, that fully-talented Battle Shout and Blessing of Might now grant the exact same amount of attack power.
In addition to this change, we also needed to address the "mana battery" roles in a raid. The mana regeneration effect they grant is no longer limited to their own party, and it no longer depends on the amount of damage they deal. Each time they trigger the mana regeneration effect, 10 people in their raid group will receive a buff which causes them to regenerate 0.5% of their maximum mana each second. This buff, Replenishment, will be given preferentially to raid members with the lowest mana, but will re-evaluate which raid members receive it each time it is fired. Replenishment is provided by Shadow Priests, Survival Hunters, and Retribution Paladins.
Finally, we have modified Heroism and Bloodlust to affect the entire raid. However, all affected raid members will be unable to cast or benefit from Bloodlust/Heroism for 5 minutes.
Below you will find a list of the changes to abilities which exhibit new behavior regardless of the exclusive categories. The changes usually mean the old behavior was removed and replaced by the new behavior. Numbers listed are for maximally-talented versions. Here is that list of changes:
Improved Scorch: Increases spell critical strike chance against the target.
Winter's Chill: Also increases spell critical strike chance against the target.
Elemental Oath: Grants 5% spell crital strike to raid members.
Improved Moonkin Aura: Grants 3% haste of all types.
Earth and Moon: Increases spell damage taken from all schools by 13% on the target.
Misery: Causes spells cast at the target to have +3% spell hit.
Shadow Weaving: Buffs only self.
Improved Shadow Bolt: Buffs only self.
Expose Weakness: Buffs only self.
Shadow Embrace: Buffs only self.
Blood Pact: Grants health instead of Stamina.
Fel Intelligence: Has replacement ranks that grant flat values of Intellect and Spirit.
Frost Aura: Excludes properly against all other resistance buffs.
Grace: Reduces damage taken by target by 3%.
Rampage: Increases melee and ranged critical strike chance by 5% for the raid.
Improved Faerie Fire: No longer benefits melee and ranged hit chance, only spell hit.
Hunter's Mark: No longer increases attack power bonus from attacks against the target.
Improved Hunter's Mark: No longer grants melee attack power.
Sting (Hunter pet): Now acts as a minor armor debuff.
Waylay: Attack speed reduction changed to 20%.
Icy Touch: Only slows melee attack speed (not ranged or spell).
Tree of Life: No longer grants healing based on spirit, grants 3% increased healing received to raid.
Demonic Pact: Now buffs raid instead of debuffing monsters.
Focus Magic: Now buffs raid instead of debuffing monsters.
Totem of Wrath: Now grants a flat amount of spell damage, and all enemies in its radius have an increased chance of being struck by criticals.
Heroism: Cannot be recast while caster has Exhausted debuff, and those with Exhausted debuff cannot be affected by it.
Bloodlust: Cannot be recast while caster has Sated debuff, and those with Sated debuff cannot be affected by it.
Vampiric Touch: Grants Replenishment mana regeneration buff to up to 10 raid members on dealing damage.
Hunting Party: Grants Replenishment mana regeneration buff to up to 10 raid members on specified shots.
Judgements of the Wise: Grants Replenishment mana regeneration buff to up to 10 raid members on Judging.
http://forums.worldofwarc...336795321&sid=1 |
_________________ Incredible! You have managed to screw up the screw up! |
|
|
|
|
Kwinto
Piąte koło u wozu
Dołączył: 13 Lip 2007 Posty: 1866
|
Wysłany: 2008-08-29, 08:30
|
|
|
Wegu popraw mnie, jeśli źle sobie to tłumaczę, ale wychodzi mi, że teraz, ponieważ większość buffów/debuffów będzie raid-wide i ten sam efekt będzie rzucać więcej niż jedna klasa, zmniejszy się ilość klas "niezbędnych" (do utility typu owca/żelki), bo zawsze jakoś braki w jednej klasie będzie można załatać innymi klasami. Pewnie najmniej będzie to dotyczyć healu, bo tam każda klasa leczy inaczej, ale na pewno dps-u - większe znaczenie dla przydatności na rajdach będzie mieć pure-dps. Mam rację, czy nadinterpretuję? |
|
|
|
|
Vegelus
RAAAAAGE!!!
Dołączył: 14 Lip 2007 Posty: 1104
|
Wysłany: 2008-08-29, 09:41
|
|
|
Ma to zapobieć stackowaniu konkretnych klas/speców w rajdzie i to osiągnęli kilkoma debuffami, zmiana buffów na raid-wide. Na pewno taka zmiana jak ta, to kolejny plus dla rogali (i wg kilku opinii równiez dla hunterów). Czyli w sumie masz rację.
Część zmian i wzajemne nadpisywanie się efektów niektórych buffów/debuffów jest jednak imo przegięta. A i coś mi się zdaje, że teraz będzie sporo zabawy z ustalaniem kto czym buffuje w zależności od składu.
Mam tylko nadzieję, że ta część buffów/debuffów opisana jako melee okaże sie psychical. Ciekawie też może w praktyce wyglądać to, jak będą wybierani ludzie przez Replenish palka, huntaha i priesta. |
_________________ Incredible! You have managed to screw up the screw up! |
|
|
|
|
Kwinto
Piąte koło u wozu
Dołączył: 13 Lip 2007 Posty: 1866
|
Wysłany: 2008-08-29, 09:47
|
|
|
I BoM kłócący się z Battle Shoutem... huh... |
|
|
|
|
Wilk
Dołączył: 24 Lis 2007 Posty: 358 Skąd: Tomaszów Maz.
|
Wysłany: 2008-08-29, 09:48
|
|
|
Kolejna fajna sprawa z tym zwiazana, to wieksza elastycznosc przy ukladaniu buildow raidowych.
np feral w kocie z 3/3 infected wounds (feralowy thunderclap) moze pozwolic wojkowi na impr demo shout na przykład itp :) |
|
|
|
|
Semthril
Knight of the Ebon Blade
Dołączył: 25 Lip 2007 Posty: 277 Skąd: Kraków
|
Wysłany: 2008-08-29, 10:48
|
|
|
Wyglada na to,e ze czesciej beda pojawiac sie propozycje nie do odruczenia od szefostwa co do zmiany speca..
Plus jest taki, ze o ile przed TBC 50 g to godzina farmienia, teraz to pare daily questow, to pewnie w WotLK beda to drobne. |
|
|
|
|
Repcak
Hunta Masta :)
Dołączył: 27 Cze 2008 Posty: 32 Skąd: Koszalin
|
Wysłany: 2008-08-29, 11:00
|
|
|
Hunters... Expose weakneas.. Tylko dla wlasciciela :( |
|
|
|
|
Gemm
Dołączył: 11 Wrz 2007 Posty: 161
|
Wysłany: 2008-08-29, 12:17
|
|
|
Semthril napisał/a: | Wyglada na to,e ze czesciej beda pojawiac sie propozycje nie do odruczenia od szefostwa co do zmiany speca.. |
Eee? Wiecej klas/spekow moze dac danego buffa wiec bedzie wiecej naciskow na zmiane speca? Chyba na odwrot :-) |
_________________ Gemm |
|
|
|
|
Vegelus
RAAAAAGE!!!
Dołączył: 14 Lip 2007 Posty: 1104
|
Wysłany: 2008-08-29, 12:18
|
|
|
Jak się przyglądniesz bliżej to nie do końca. |
_________________ Incredible! You have managed to screw up the screw up! |
|
|
|
|
|
|
|
|