This place has music that gives a very clear signal that something bad is most likely here and not to mention the Upside Down Sinners is downright creepy.
I saw the 6th harry potter movie cause the gf took me and when I was in there I immediately though of this when I was down there:
that scene where they are in that cave to get a locket? and those dead bodies come out of the water to go OM NOM NOM on their brains.
Quote from: Eyonix (Source)
Last week, we gave you an early look at the changes we’re making to the stat system in World of Warcraft: Cataclysm, and explained how these changes will ultimately provide players with more interesting gear choices and make stats easier to understand. Today we’d like to go into more detail about a brand-new feature that’s an integral part of this overhaul: the Mastery system, a set of new game mechanics designed to allow players to become better at what makes their chosen talent tree cool or unique. With this system, we want to accomplish three things: give players more freedom in how they allocate talent points, simplify some of the “kitchen sinky” talents that try to do too much at once, and add a new stat to high-level gear that makes you better at your chosen role.
Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree -- meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.
One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up “mandatory” but uninteresting talents, such as passive damage or healing. (For examples of the kinds of powerful but boring talents we’re talking about, take a look at the talent tier just above the 51-point talent in many of the existing trees.) In a sense, Mastery makes it so every talent in (just for example) a rogue tree essentially has an invisible additional bullet point that says “???and increases your damage by X%.” This way, if you choose a talent like Elusiveness (which reduces your chance to be detected while stealthed) or Fleet Footed (which affects movement), you won’t feel like you’re giving up damage in exchange for utility.
There will still be talents that boost damage, of course, but those talents will also affect the way you play. For example, you can still expect to see talents like Improved Frostbolt, which reduces the cast time of the Frostbolt spell; it increases DPS, but it also affects the mage’s rotation. Piercing Ice, however, is just “6% more damage” and is the kind of talent we’re trying to eliminate by implementing the Mastery system.
As we get closer to Cataclysm’s release, we’ll go into more detail about the changes coming for each class, including individual talent-tree adjustments and how Mastery will affect them. In the meantime, here are a few examples to demonstrate the three kinds of passive bonuses we described above. Please keep in mind that we're still working on this system, and the handful of examples we're providing here are, of course, subject to change.
Holy Priest
For each talent point spent in the Holy tree, the priest also gets:
Healing – Improves your healing by X%.
Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent from the Discipline tree, which many Holy priests consider to be a “must-have.” Regeneration will also probably be determined by whether you are in or out of combat, and not the “five-second rule.
Radiance – Adds a heal-over-time effect to direct heals, such as Flash Heal. Mastery on gear would boost this bonus, and no other talent tree would grant it.
Discipline Priest
For each talent point spent in the Discipline tree, the priest also gets:
Healing – Improves your healing by X%.
Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent.
Absorption – Improves the amount of damage absorbed by spells such as Power Word: Shield and Divine Aegis. Mastery on gear would boost this bonus, and no other talent tree would grant it.
Frost Death Knight
For each talent point spent in the Frost tree, the death knight also gets:
Damage – Improves your melee and spell damage by X%.
Haste – Improves your melee Haste by Y%. This might allow us to remove some of the Haste in the Icy Talons line of talents.
Runic Power – Improves the rate of runic power generated by abilities. While all death knights want runic power, Frost death knights would generally have more runic power than Blood or Unholy death knights (who would receive a different benefit from their respective trees). An Unholy death knight who sub-specs into Frost would still be able to benefit from this bonus, though because they’re investing fewer talent points, they’d benefit to a smaller degree. Mastery on gear would boost this bonus, and no other talent tree would grant it.
A couple other things to note: Currently, we’re not planning to retrofit the Mastery stat onto current level-80 gear when we roll out the stat-system changes prior to Cataclysm’s release. However, Mastery will begin appearing on select quest and dungeon items. You will also gain a small amount of Mastery by wearing gear of your intended armor type (such as plate for paladins). For players with dual specs, when you change between your two chosen specs, the Mastery bonuses and the benefit you receive from the Mastery stat on gear will adjust automatically based on your new spec.
We’ll have more details to share about these and other changes we’re making in Cataclysm in the future, and we’ll do our best to answer your questions about the Mastery system here on the forums. For information on many of the stat changes being made in Cataclysm, please check out our earlier update at -
Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree -- meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.
Wonder how that'll work for feral druids? I guess Agility works for cats and bears. Not sure what the other bonuses would be.
Thing is, you can't make "utility" talents equally attractive without feeling like you're missing out somehow for taking the "wrong" one. Because there is still very much a wrong answer.
In the example he quoted, Fleet Footed is a nearly calculable DPS boost, while Elusiveness is not. They are both theoretically just fun things that make your life easier, but one would be considered more of a waste in a raid environment.
Plus they've gotten rid of a lot of the true utility talents and made them learnable abilities or rolled into the class somehow. There isn't much in any tree that is superfluous and/or "just fun."
It'll increase stat X for bears and Y for cats. Not too complicated.
But, then again, Frost gets no defensive benefits. So either Frost Presence will be buffed or we'll see some interesting tanking talents.
Sterica on
0
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
edited March 2010
increased runic power is a boon to tank threat
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
I put a very special word between "no" and "benefits". It's key to my point.
Sterica on
0
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
edited March 2010
Yes and my point is that feral does not need to have a 'defensive' minded boost
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
Forgive me if I say something stupid because I don't know anything about priests or locks, but does anyone use wands anymore?
I realize that hunters don't use their melee weapons and warriors don't use their bows, but casters were always meant to use their wands when they were oom. The game seems to have been designed such that nobody will ever go oom, which makes it kind of a shame to even have damage on wands anymore.
That is, unless they do something about it - make brief wanding a part of people's rotation. An Innervate-like buff that translates wand damage into mana returned. Make wanding a threat reducer or transfer, or perhaps it applies a one minute attack speed debuff. Or a personal buff that briefly lets you wand while casting, or occasionally fire off a wand shot in addition to a normal spell.
But wanding is boring. Why would you want to wand?
shadowane on
0
GrobianWhat's on sale?Pliers!Registered Userregular
edited March 2010
Priests and locks also never wand. I think I did it sometimes <80 while healing on my priest when I had some time, but had to conserve mana.
I think they said that they don't want casters to worry about their mana, so wands are purely a leveling thing now.
Grobian on
PoGo friend code: 7835 1672 4968
0
reVerseAttack and Dethrone GodRegistered Userregular
edited March 2010
At level 60 raiding wanders used to wand to do a bit of damage and get mana back from JoW, but like many other terrible aspects of tedious and horrible game design, this has been done away with it.
With Mastery not appearing on Pre-Cata gear, it looks like a lot of your raid stuff may be shelved again once the expansion hits, depending on how much and how powerful those mastery points are.
As someone who's only played recently since TBC, it is weird seeing mana and threat pretty much be non-issues. I've only done 5mans though, so maybe it changes in 10/25 mans?
As someone who's only played recently since TBC, it is weird seeing mana and threat pretty much be non-issues. I've only done 5mans though, so maybe it changes in 10/25 mans?
I wouldn't say these are non-issues in raiding.
Five mans are very different from the longer raid fights. In a five man, your longest fight is going to be three minutes, max? Compare that with a raid encounter that can last 10 or 15. Mana seems more of an issue for healers, than DPS, but that's dependent on the fight and how good your group is. You definitely have to manage your mana to avoid going OOM, but if you do that well, it shouldn't be too much of a problem.
Threat can be an issue. At higher levels, you can have classes doing obscene DPS, and when things get bursty, especially during the start of an encounter, or during a tank swap, agro management is something you need to be aware of.
So yes, they become important. Hopefully, you won't find yourself in a situation where you're constantly ripping agro off the tanks, or going OOM every fight. But it's something you definitely need to be aware of in raiding.
There's a huge difficulty jump now between five mans and raiding, so you need to be aware of that when you do start your 10 and 25 mans.
Some of our priests used to wand on XT when we were going for his hard-mode. I haven't seen anyone wanding in a long time though.
I dunno how I feel about homogenization of healers either. With the holy changes it looks like they are giving them earthliving. If another class gets chain healing I'm going to be pissed.
But wanding is boring. Why would you want to wand?
Except I just listed some things that would make wanding not-boring, and/or reasons why you would want to wand.
You gave me reasons why to wand, not why wanding is not soul crushingly boring. Wanding sucks. It's a simple as that. While you are wanding you can't be casting the spells you are supposed to be casting.
I wouldn't be upset at the chain heal thing. Hopefully it would mean shaman were getting some new toys to play with in return. I'd trade chain heal for wild growth on my shaman. :P
But wanding is boring. Why would you want to wand?
Except I just listed some things that would make wanding not-boring, and/or reasons why you would want to wand.
You gave me reasons why to wand, not why wanding is not soul crushingly boring. Wanding sucks. It's a simple as that. While you are wanding you can't be casting the spells you are supposed to be casting.
You must not have read it because that was exactly what I suggested: have a Berserk-like buff that temporarily puts wanding on a separate cooldown so you can do it while casting. Or, Blood DKs have a chance to launch a free Death Coil while casting their usual spells, why not do that with wands too? Anything to elevate them above Relic or Libram status.
I wouldn't be upset at the chain heal thing. Hopefully it would mean shaman were getting some new toys to play with in return. I'd trade chain heal for wild growth on my shaman. :P
You shut your mouth :P. I tried healing on my druid, it just wasn't my cup of tea. I really don't think I could play another healer at this point, I've tried druid and my buddies paladin for a bit.
RedDawn on
0
ZampanovYou May Not Go HomeUntil Tonight Has Been MagicalRegistered Userregular
edited March 2010
So far as I'm concerned, wanding is for leveling disc or holy priests pre-40 or if you don't feel like ponying up the dough to get dual spec.
Edit: I also wand in instances when no one needs healing.
You must not have read it because that was exactly what I suggested: have a Berserk-like buff that temporarily puts wanding on a separate cooldown so you can do it while casting. Or, Blood DKs have a chance to launch a free Death Coil while casting their usual spells, why not do that with wands too? Anything to elevate them above Relic or Libram status.
I must have missed that part, sorry. I just don't know why they shouldn't be elevated above Relic or Libram status I guess. Ranged slots for everyone else is the same way too except for hunters obviously.
You must not have read it because that was exactly what I suggested: have a Berserk-like buff that temporarily puts wanding on a separate cooldown so you can do it while casting. Or, Blood DKs have a chance to launch a free Death Coil while casting their usual spells, why not do that with wands too? Anything to elevate them above Relic or Libram status.
I must have missed that part, sorry. I just don't know why they shouldn't be elevated above Relic or Libram status I guess. Ranged slots for everyone else is the same way too except for hunters obviously.
Exactly. why shoudl they be better than relics or librams?
You must not have read it because that was exactly what I suggested: have a Berserk-like buff that temporarily puts wanding on a separate cooldown so you can do it while casting. Or, Blood DKs have a chance to launch a free Death Coil while casting their usual spells, why not do that with wands too? Anything to elevate them above Relic or Libram status.
I must have missed that part, sorry. I just don't know why they shouldn't be elevated above Relic or Libram status I guess. Ranged slots for everyone else is the same way too except for hunters obviously.
Exactly. why shoudl they be better than relics or librams?
The amount of people that miss wanding is pretty low.
Plus you'd have to add some kind of buff or talent to all 3 classes, and try to make them different, instead of making a new, cool, spell.
L Ron HowardThe duckMinnesotaRegistered Userregular
edited March 2010
So they're getting rid of weapon skills. They're trying to streamline the trees any more so there isn't so much cookie-cuttering. They're also doing this new "Mastery" thing to avoid that. How much longer until they get rid of talents altogether?
You say 5 man fights don't go past 3 minutes, but I seriously had a 15 minute Tyrannus fight recently. Our only 'good' DPS went nuts with the brand, killing me the tank, and then getting splattered himself moments later the old fashioned way. Druid healer picked me up off the ground and we proceeded to down him... eventually. I'm not sure the other DPS were even awake.
Posts
I saw the 6th harry potter movie cause the gf took me and when I was in there I immediately though of this when I was down there:
Last week, we gave you an early look at the changes we’re making to the stat system in World of Warcraft: Cataclysm, and explained how these changes will ultimately provide players with more interesting gear choices and make stats easier to understand. Today we’d like to go into more detail about a brand-new feature that’s an integral part of this overhaul: the Mastery system, a set of new game mechanics designed to allow players to become better at what makes their chosen talent tree cool or unique. With this system, we want to accomplish three things: give players more freedom in how they allocate talent points, simplify some of the “kitchen sinky” talents that try to do too much at once, and add a new stat to high-level gear that makes you better at your chosen role.
Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree -- meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.
One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up “mandatory” but uninteresting talents, such as passive damage or healing. (For examples of the kinds of powerful but boring talents we’re talking about, take a look at the talent tier just above the 51-point talent in many of the existing trees.) In a sense, Mastery makes it so every talent in (just for example) a rogue tree essentially has an invisible additional bullet point that says “???and increases your damage by X%.” This way, if you choose a talent like Elusiveness (which reduces your chance to be detected while stealthed) or Fleet Footed (which affects movement), you won’t feel like you’re giving up damage in exchange for utility.
There will still be talents that boost damage, of course, but those talents will also affect the way you play. For example, you can still expect to see talents like Improved Frostbolt, which reduces the cast time of the Frostbolt spell; it increases DPS, but it also affects the mage’s rotation. Piercing Ice, however, is just “6% more damage” and is the kind of talent we’re trying to eliminate by implementing the Mastery system.
As we get closer to Cataclysm’s release, we’ll go into more detail about the changes coming for each class, including individual talent-tree adjustments and how Mastery will affect them. In the meantime, here are a few examples to demonstrate the three kinds of passive bonuses we described above. Please keep in mind that we're still working on this system, and the handful of examples we're providing here are, of course, subject to change.
Holy Priest
For each talent point spent in the Holy tree, the priest also gets:
Healing – Improves your healing by X%.
Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent from the Discipline tree, which many Holy priests consider to be a “must-have.” Regeneration will also probably be determined by whether you are in or out of combat, and not the “five-second rule.
Radiance – Adds a heal-over-time effect to direct heals, such as Flash Heal. Mastery on gear would boost this bonus, and no other talent tree would grant it.
Discipline Priest
For each talent point spent in the Discipline tree, the priest also gets:
Healing – Improves your healing by X%.
Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent.
Absorption – Improves the amount of damage absorbed by spells such as Power Word: Shield and Divine Aegis. Mastery on gear would boost this bonus, and no other talent tree would grant it.
Frost Death Knight
For each talent point spent in the Frost tree, the death knight also gets:
Damage – Improves your melee and spell damage by X%.
Haste – Improves your melee Haste by Y%. This might allow us to remove some of the Haste in the Icy Talons line of talents.
Runic Power – Improves the rate of runic power generated by abilities. While all death knights want runic power, Frost death knights would generally have more runic power than Blood or Unholy death knights (who would receive a different benefit from their respective trees). An Unholy death knight who sub-specs into Frost would still be able to benefit from this bonus, though because they’re investing fewer talent points, they’d benefit to a smaller degree. Mastery on gear would boost this bonus, and no other talent tree would grant it.
A couple other things to note: Currently, we’re not planning to retrofit the Mastery stat onto current level-80 gear when we roll out the stat-system changes prior to Cataclysm’s release. However, Mastery will begin appearing on select quest and dungeon items. You will also gain a small amount of Mastery by wearing gear of your intended armor type (such as plate for paladins). For players with dual specs, when you change between your two chosen specs, the Mastery bonuses and the benefit you receive from the Mastery stat on gear will adjust automatically based on your new spec.
We’ll have more details to share about these and other changes we’re making in Cataclysm in the future, and we’ll do our best to answer your questions about the Mastery system here on the forums. For information on many of the stat changes being made in Cataclysm, please check out our earlier update at -
http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1
Wonder how that'll work for feral druids? I guess Agility works for cats and bears. Not sure what the other bonuses would be.
In the example he quoted, Fleet Footed is a nearly calculable DPS boost, while Elusiveness is not. They are both theoretically just fun things that make your life easier, but one would be considered more of a waste in a raid environment.
Plus they've gotten rid of a lot of the true utility talents and made them learnable abilities or rolled into the class somehow. There isn't much in any tree that is superfluous and/or "just fun."
But, then again, Frost gets no defensive benefits. So either Frost Presence will be buffed or we'll see some interesting tanking talents.
I realize that hunters don't use their melee weapons and warriors don't use their bows, but casters were always meant to use their wands when they were oom. The game seems to have been designed such that nobody will ever go oom, which makes it kind of a shame to even have damage on wands anymore.
That is, unless they do something about it - make brief wanding a part of people's rotation. An Innervate-like buff that translates wand damage into mana returned. Make wanding a threat reducer or transfer, or perhaps it applies a one minute attack speed debuff. Or a personal buff that briefly lets you wand while casting, or occasionally fire off a wand shot in addition to a normal spell.
I think they said that they don't want casters to worry about their mana, so wands are purely a leveling thing now.
Except I just listed some things that would make wanding not-boring, and/or reasons why you would want to wand.
I would get totally locked down on my mage or warlock it was the only option I had to do damage from afar
Or the obligatory I'm wanding you to death!
I wouldn't say these are non-issues in raiding.
Five mans are very different from the longer raid fights. In a five man, your longest fight is going to be three minutes, max? Compare that with a raid encounter that can last 10 or 15. Mana seems more of an issue for healers, than DPS, but that's dependent on the fight and how good your group is. You definitely have to manage your mana to avoid going OOM, but if you do that well, it shouldn't be too much of a problem.
Threat can be an issue. At higher levels, you can have classes doing obscene DPS, and when things get bursty, especially during the start of an encounter, or during a tank swap, agro management is something you need to be aware of.
So yes, they become important. Hopefully, you won't find yourself in a situation where you're constantly ripping agro off the tanks, or going OOM every fight. But it's something you definitely need to be aware of in raiding.
There's a huge difficulty jump now between five mans and raiding, so you need to be aware of that when you do start your 10 and 25 mans.
I dunno how I feel about homogenization of healers either. With the holy changes it looks like they are giving them earthliving. If another class gets chain healing I'm going to be pissed.
Rogues can now purchase Chain Heal Poison from all poison suppliers.
Rogues make the worst healers
You gave me reasons why to wand, not why wanding is not soul crushingly boring. Wanding sucks. It's a simple as that. While you are wanding you can't be casting the spells you are supposed to be casting.
You must not have read it because that was exactly what I suggested: have a Berserk-like buff that temporarily puts wanding on a separate cooldown so you can do it while casting. Or, Blood DKs have a chance to launch a free Death Coil while casting their usual spells, why not do that with wands too? Anything to elevate them above Relic or Libram status.
You shut your mouth :P. I tried healing on my druid, it just wasn't my cup of tea. I really don't think I could play another healer at this point, I've tried druid and my buddies paladin for a bit.
Edit: I also wand in instances when no one needs healing.
PSN/XBL: Zampanov -- Steam: Zampanov
Exactly. why shoudl they be better than relics or librams?
The amount of people that miss wanding is pretty low.
Plus you'd have to add some kind of buff or talent to all 3 classes, and try to make them different, instead of making a new, cool, spell.
edit: to be fair, weapon skill has always sucked and I'm mad that it took them this long to decide to get rid of it.
Streamlined.
Looks like I better get Master of Arms before it becomes a Feat of Strength.
- The Four Horsemen of the Apocalypse (2017, colorized)