Kai_SanCommonly known as Klineshrike!Registered Userregular
edited April 2010
Well, That makes the choice of my offspec a little more solid.
I dont want two healers so I was hoping to keep my shaman my healer and that boomkin would become interesting enough to make it an offspec. Seems golden now.
But the new skills seem the most boring of all the classes. AOE bleed for tanking lol? Aoe movement speed burst? Nothing terribly exciting.
Also seems to be the first class without a new skill that really screams PVP to me. Mushrooms I guess? The idea of placing mines does seem a little interesting I guess but I dunno, they make it seem like it might be a pretty big source of damage but with no CD and manually activatable I cant see it being that big.
The new base eclipse seems.... I dunno. Its better than before and alleviates the movement kill the bonus deal, but at the same time it doesn't seem as exciting.
Also while I dont have to deal with it now, the lack of any kind of low level help is baffling. Im pretty sure druids needed something to help leveling early on MUCH MUCH more than shaman and hunters did. Christ I didn't even find hunters that difficult, but I cant even count the number of druids I made that never reached 20...
Well, That makes the choice of my offspec a little more solid.
I dont want two healers so I was hoping to keep my shaman my healer and that boomkin would become interesting enough to make it an offspec. Seems golden now.
But the new skills seem the most boring of all the classes. AOE bleed for tanking lol? Aoe movement speed burst? Nothing terribly exciting.
Also seems to be the first class without a new skill that really screams PVP to me. Mushrooms I guess? The idea of placing mines does seem a little interesting I guess but I dunno, they make it seem like it might be a pretty big source of damage but with no CD and manually activatable I cant see it being that big.
The new base eclipse seems.... I dunno. Its better than before and alleviates the movement kill the bonus deal, but at the same time it doesn't seem as exciting.
Also while I dont have to deal with it now, the lack of any kind of low level help is baffling. Im pretty sure druids needed something to help leveling early on MUCH MUCH more than shaman and hunters did. Christ I didn't even find hunters that difficult, but I cant even count the number of druids I made that never reached 20...
Honestly? You think the current eclipse sounds like more fun than the upcoming version?
Druid preview is disappointing for Resto. I was hoping for a much stronger return to classic and early TBC Resto, which spent only about half the time actually healing. The rest was spent shifting back and forth between bear, cat, and caster to lock down enemy targets so that the HOTs alone were enough healing. That swift shapeshifting, to me, was the druid class. This nourish/HOT-spamming class that Resto is now doesn't feel anywhere near as versatile and reactive as what I used to be able to do.
edit: I'm referring only to PvP. It was never like that in PvE, of course (except maybe Magisters's Terrace). Resto Druids in PvE have continued to improve, and Nourish was a welcome addition there. They seem to be in a good position in PvE now, which explains why they're not getting anything new.
I just ordered an authenticator, and I'm trying to figure out how in god's name it works? As far as I can tell, there's no connection between it and the computer, so how does WoW know what code popped up on the authenticator?
simple explanation: your authenticator has a pre-set series of keys and when you link your account to the authenticator you enter in the code that they know your authenticator is displaying. like, say you have authenticators A, B, and C, and each one will display 1, 2, and 3 and then begin counting up at intervals. well, if you link your account with authenticator B, they already know that it will display the number 4 after two intervals.
simple explanation: your authenticator has a pre-set series of keys and when you link your account to the authenticator you enter in the code that they know your authenticator is displaying. like, say you have authenticators A, B, and C, and each one will display 1, 2, and 3 and then begin counting up at intervals. well, if you link your account with authenticator B, they already know that it will display the number 4 after two intervals.
that's the very oversimplified version
no offense, but that's a terrible explanation, even oversimplified.
the authenticator has a unique key associated with it, and an internal clock.
blizzard knows the authenticator key associated with your account and your authenticator, they also have a clock.
when you log in, you press the button and get a code which is your unique key and the current time meshed together in some super secret way. Blizzards server does the same thing. You enter it on the wow screen and if it matches what blizzard has, then you're in.
I really didn't expect so many people to squawk over the silly tree form change. The official forums are so silly.
Personally, I'd like them to make moonkin form into a cooldown as well. It's nice and such in the beginning, but having to stare at that damn level 10 mob every time you want to do anything gets tiring.
Flame Orb (available at level 81): Inspired by Prince Taldaram’s abilities in Ahn'kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it’s cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.
Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.
Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.
Changes to Abilities and Mechanics
In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.
Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior’s Overpower works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.
We are planning to remove spells that don't have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.
The ability to conjure food and water will not become available until higher levels (likely around level 40), as we're making changes to ensure mages generally won’t run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.
Scorch will provide a damage bonus to the mage's fire spells. Our goal is for Scorch to be part of the mage's rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.
New Talents and Talent Changes
Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.
The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.
Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.
The Burnout talent will allow mages to cast spells using health when they run out of mana.
Mastery Passive Talent Tree Bonuses
Arcane
Spell damage
Spell Haste
Mana Adept
Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.
Fire
Spell damage
Spell Crit
Ignite
Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.
Frost
Spell damage
Spell Crit damage
Deathfrost
Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won't be affected by this buff is Frostbolt.
We hope you enjoyed this preview, and we’re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
In World of Warcraft: Cataclysm, we’ll be making lots of changes and additions to class talents and abilities across the board. In this preview, you’ll get an early look at what's in store for the mage class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.
New Mage Spells
Flame Orb (available at level 81): Inspired by Prince Taldaram’s abilities in Ahn'kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it’s cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.
Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.
Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.
Changes to Abilities and Mechanics
In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.
* Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior’s Overpower works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.
* We are planning to remove spells that don't have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.
* The ability to conjure food and water will not become available until higher levels (likely around level 40), as we're making changes to ensure mages generally won’t run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.
* Scorch will provide a damage bonus to the mage's fire spells. Our goal is for Scorch to be part of the mage's rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.
New Talents and Talent Changes
* Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.
* The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.
* Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.
* The Burnout talent will allow mages to cast spells using health when they run out of mana.
Mastery Passive Talent Tree Bonuses
Arcane
Spell damage
Spell Haste
Mana Adept
Fire
Spell damage
Spell Crit
Ignite
Frost
Spell damage
Spell Crit damage
Deathfrost
Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.
Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.
Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won't be affected by this buff is Frostbolt.
We hope you enjoyed this preview, and we’re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
It's one of the more potent comps in 3s. I'd say the best but I've been out of PvP for a good season now. They do absolutely nothing to stop it from gaining more synergy so I have no idea what will stop it from dominating in Season 9. I know we're still far out from that, but this is a comp that has been at least good since Season 1.
They've got a pretty big hardon for their new LoS-anywhere tech. That's like the third class to get something using it.
Opty on
0
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
edited April 2010
I doubt wall of fog will stay in as it is currently described.
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited April 2010
Does the wall spell shoot out from where the mage is standing, or is it a targeted line horizontal from the mage's view? Hopefully the latter because the former would make it a bitch to lay out.
Arcane damage being based on how much mana you have left is REALLY WEIRD.
Posts
I dont want two healers so I was hoping to keep my shaman my healer and that boomkin would become interesting enough to make it an offspec. Seems golden now.
But the new skills seem the most boring of all the classes. AOE bleed for tanking lol? Aoe movement speed burst? Nothing terribly exciting.
Also seems to be the first class without a new skill that really screams PVP to me. Mushrooms I guess? The idea of placing mines does seem a little interesting I guess but I dunno, they make it seem like it might be a pretty big source of damage but with no CD and manually activatable I cant see it being that big.
The new base eclipse seems.... I dunno. Its better than before and alleviates the movement kill the bonus deal, but at the same time it doesn't seem as exciting.
Also while I dont have to deal with it now, the lack of any kind of low level help is baffling. Im pretty sure druids needed something to help leveling early on MUCH MUCH more than shaman and hunters did. Christ I didn't even find hunters that difficult, but I cant even count the number of druids I made that never reached 20...
Gotcha.
Did you stop PvPing?
since feral has to remain one tree i wonder how it will be determined if your mastery will go towards cat or bear.
Honestly? You think the current eclipse sounds like more fun than the upcoming version?
Honestly?
edit: I'm referring only to PvP. It was never like that in PvE, of course (except maybe Magisters's Terrace). Resto Druids in PvE have continued to improve, and Nourish was a welcome addition there. They seem to be in a good position in PvE now, which explains why they're not getting anything new.
that's the very oversimplified version
no offense, but that's a terrible explanation, even oversimplified.
the authenticator has a unique key associated with it, and an internal clock.
blizzard knows the authenticator key associated with your account and your authenticator, they also have a clock.
when you log in, you press the button and get a code which is your unique key and the current time meshed together in some super secret way. Blizzards server does the same thing. You enter it on the wow screen and if it matches what blizzard has, then you're in.
Usually the code is only good for about 1 minute.
Personally, I'd like them to make moonkin form into a cooldown as well. It's nice and such in the beginning, but having to stare at that damn level 10 mob every time you want to do anything gets tiring.
Flame Orb (available at level 81): Inspired by Prince Taldaram’s abilities in Ahn'kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it’s cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.
Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.
Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.
Changes to Abilities and Mechanics
In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.
Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior’s Overpower works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.
We are planning to remove spells that don't have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.
The ability to conjure food and water will not become available until higher levels (likely around level 40), as we're making changes to ensure mages generally won’t run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.
Scorch will provide a damage bonus to the mage's fire spells. Our goal is for Scorch to be part of the mage's rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.
New Talents and Talent Changes
Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.
The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.
Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.
The Burnout talent will allow mages to cast spells using health when they run out of mana.
Mastery Passive Talent Tree Bonuses
Arcane
Spell damage
Spell Haste
Mana Adept
Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.
Fire
Spell damage
Spell Crit
Ignite
Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.
Frost
Spell damage
Spell Crit damage
Deathfrost
Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won't be affected by this buff is Frostbolt.
We hope you enjoyed this preview, and we’re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
New Mage Spells
Flame Orb (available at level 81): Inspired by Prince Taldaram’s abilities in Ahn'kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it’s cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.
Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.
Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.
Changes to Abilities and Mechanics
In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.
* Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior’s Overpower works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.
* We are planning to remove spells that don't have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.
* The ability to conjure food and water will not become available until higher levels (likely around level 40), as we're making changes to ensure mages generally won’t run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.
* Scorch will provide a damage bonus to the mage's fire spells. Our goal is for Scorch to be part of the mage's rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.
New Talents and Talent Changes
* Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.
* The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.
* Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.
* The Burnout talent will allow mages to cast spells using health when they run out of mana.
Mastery Passive Talent Tree Bonuses
Arcane
Spell damage
Spell Haste
Mana Adept
Fire
Spell damage
Spell Crit
Ignite
Frost
Spell damage
Spell Crit damage
Deathfrost
Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.
Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.
Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won't be affected by this buff is Frostbolt.
We hope you enjoyed this preview, and we’re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
EDIT: Well played, Rorus. Well played.
I'm sure that'll go over well with the Shaman community.
I must have missed the boat on this acronym, but is that P for Priest or P for Paladin?
(I don't arena.)
edit: pretty boring mage changes apart from the new frost spell
Sounds to me like some designer's pet project that is getting thrown up against a bunch of class "walls" and seeing if it sticks with any.
- The Four Horsemen of the Apocalypse (2017, colorized)
Arcane damage being based on how much mana you have left is REALLY WEIRD.
Wall of Fog or the one I suggested?