Glyph of Raise Ally is now Glyph of Death Gate, and makes Death Gate cast 60% faster. - That's kind of stupid. What they should do is make it a glyph that doesn't require you to go to the fucking DK area to Runeforge past level 85.
There was a mouse-over:able runeforge at the entrance of ICC wich I found pretty sweet for making the tank/dps transition when pug raiding... Too bad you couldn't fucking use it.
Spells bound to a key now start to be cast when the button is pressed down by default, instead of waiting for the key to go up. This is an option that can be turned off in the Interface menu under Combat. Mouse clicking has not changed and operates on mouse click up. - This is actually pretty sweet.
I'm glad that this is a toggle, because I play by holding down the buttons, then releasing them to cast. I feel like it gives me more control for some reason.
Yeah, also that sometimes you push something that will fuck the situation up, but then you can awkwardly hold down the button and "play around" it for a few seconds before releasing the spell in a more favourable condition
I don't know why they don't take that magic reduction they're putting in Shield Block and instead put it into Spell Reflect. There are a ton of non reflectable spells in the game, to the point where it's a surprise when something *can*. If you make Spell Reflect at least reduce magic damage on non reflectable spells, you could eventually train people to hit hit on every spell, and have it accomplish something every time.
Shield Bash vs Pummel: Eh, about time they realized this. They both do the exact same thing. One just has a fancy name and a stance restriction.
No more Gag Order: Well, that kinda sucks, but I used the Heroic Throw version a lot more anyways. And besides, Gag Order also reduces Heroic Throw to a 30s cooldown. Still more than good enough for me to keep it.
The Wolfman on
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
I don't understand what you guys are referencing for the comments about LFD. And the issues with building threat on a mob before people rip it away from you.
The Spell Reflect Cooldown is probably a PvP change. Prot Warriors are awesome members in a Rated BG Team, their utility rises exponentially in correlation to the amount of enemies present. They can lock down a lot of stuff, and most casters are completely useless against them. Only Frost and Fire(really good Fire) mages can deal with them, everything else just has to stand there and slowly die.
Raping the cooldown on spell reflect allows casters to actually do something against prot warriors, and cuts down on Arms/Fury survivability. It usually took 1-2 cyclones for a druid to figure out it is impossible to Cyclone me, and to try it will just result in him floating in the air. After 4.1? Warriors are going to be sitting in a shit ton more CC.
Plus I don't have to cast shield bash.
The other explanation is that they designed a Raid encounter that is really heavy on magic damage, and through their testing Warrior tanks were doing horrible against. So they gave a magic reduction to shield block. Then they were like Holy shit, Warriors are retarded strong against spell casters, so lets make Spell Reflect less useful.
I'm going with the PvP option, because all 1000 people that do rated BGs are what really matter to this game.
I'm not referencing spell reflect, but shield bash. Spell reflect pretty much is a lol mechanic anyways, except in PvP. I do remember timing a drain life reflect in Old Kingdom that pretty much raped the boss' face so that was rad, but other than that I think the only other time I used it was KT in Nax10 for the luls.
Plus I don't have to cast shield bash.
bowen on
not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
For those of you who have played since vanilla or TBC, are they messing with things more these days? I'm always reading about patch notes and hotfixes. Didn't they have a beta or something to balance things? It's pretty annoying that after you spend some time learning your spec, Blizz goes and changes things, sometimes drastically.
This is a dead horse topic but I never can quite grasp why, in a game where the epitome of skill is little more than being awake and slapping ones genitals on the keyboard, people can suck so infinitely.
That said, I enjoy tanking LFD because I can feel superior to the plebians I'm running with and inform them in excruciating detail how I can tell they are bad based on how recount data and watching them. I think it's maybe a telling thing that the only people left to tank LFD are awful, elitist bastards like myself.
I swing the opposite way, where I'm nice to a fault. I end up tolerating terrible DPS and generally the meanest thing I can muster is a passive aggressive votekick. There has to be above and beyond stupid before I finally snap and am like WHAT IN THE BLOODY HELL ARE YOU DOING?
At least when they're my friends and/or guildies I can threaten to gkick them if they stand in stuff.
Not really more.... You have to remember that they did sweeping changes to each of the classes which persisted for months. Back then you languished in obscurity until it was "your turn" and it never ended. Not sure about Wotlk, though.
For those of you who have played since vanilla or TBC, are they messing with things more these days? I'm always reading about patch notes and hotfixes. Didn't they have a beta or something to balance things? It's pretty annoying that after you spend some time learning your spec, Blizz goes and changes things, sometimes drastically.
This is pretty standard since TBC. Blizz is always changing and tweaking things, especially since with each new expansion they are adding in new elements that mess with the way things were. In general it had been steady progress since the travesty that was Vanilla. they have been weeding out archaic elements as they implement more streamlined fun elements.
And any "Drastic" changes usually don't take more than an instance run or two to get used to to be honest. People tend to get really melodramatic about anything that changes the way they played their class initially.
Delphinidaes on
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0
Warlock82Never pet a burning dogRegistered Userregular
edited March 2011
At this point I've been kind of skipping random heroics some days when I can't get a decent number of guildies to come. The LFD buff *helps*, but the chance for stupidity is still too high. I just don't have the patience to deal with that crap anymore, esp after sitting in a 40 min queue.
Besides which, I have almost all of my valor stuff already. I can grab two more set pieces and then I have nothing really left to buy, and frankly, the set pieces aren't big upgrades (I'm not even sure if the chestpiece is even an upgrade now that I have the one off Maloriak or whoever dropped it last week).
Edit: It's not exactly standard (frequency-wise). This is by far the most hotfixing they've ever done. They've done it in the past but usually only for real significant issues. New philosophy by a new dev team I'm sure. It's possible Cataclysm also re-engineered some things that make hotfixing more issues possible.
This is a dead horse topic but I never can quite grasp why, in a game where the epitome of skill is little more than being awake and slapping ones genitals on the keyboard, people can suck so infinitely.
That said, I enjoy tanking LFD because I can feel superior to the plebians I'm running with and inform them in excruciating detail how I can tell they are bad based on how recount data and watching them. I think it's maybe a telling thing that the only people left to tank LFD are awful, elitist bastards like myself.
I swing the opposite way, where I'm nice to a fault. I end up tolerating terrible DPS and generally the meanest thing I can muster is a passive aggressive votekick. There has to be above and beyond stupid before I finally snap and am like WHAT IN THE BLOODY HELL ARE YOU DOING?
At least when they're my friends and/or guildies I can threaten to gkick them if they stand in stuff.
I've been votekicking a lot of people since I hit TBC.
One hunter had rez sickness, then when he caused us to wipe because he facepulled 3 groups and trained them to the tank, he rezzed again, then ran to the instance.
Then there was the 8 DKs who are just retards who refused to stop pulling when not tanking, or just following the group and looting.
Then there was the 67 shaman who queued for ramps who almost soloed the first boss after wiping the group with a chain lightning on 3 groups and caused us to miss exp,loot,items.
What the fuck level 60s?
bowen on
not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
I don't know why they don't take that magic reduction they're putting in Shield Block and instead put it into Spell Reflect.
I have to admit I'm a little surprised by this; there was a lot of discussion about how some abilities would reduce all damage and some were limited to physical prior to the big Cataclysm revamp, and the conclusion Blizzard seemed to have come to was that it was okay that spells couldn't be blocked because there was lots of physical reduction elsewhere to compensate for it (at least, if I remember right)
This change is going back on that somewhat. I wonder if this means there's something similar in the wings for paladins, or if our newly-CDed Word of Glory is intended to fill that approximate role.
Not really more.... You have to remember that they did sweeping changes to each of the classes which persisted for months. Back then you languished in obscurity until it was "your turn" and it never ended. Not sure about Wotlk, though.
Hey, kids! Remember when Blessing of Kings was a 31-point talent in the retribution tree?
Not really more.... You have to remember that they did sweeping changes to each of the classes which persisted for months. Back then you languished in obscurity until it was "your turn" and it never ended. Not sure about Wotlk, though.
Hey, kids! Remember when Blessing of Kings was a 31-point talent in the retribution tree?
Hey, Holy Nova with a cooldown was the crowning glory of Holy
Not really more.... You have to remember that they did sweeping changes to each of the classes which persisted for months. Back then you languished in obscurity until it was "your turn" and it never ended. Not sure about Wotlk, though.
Hey, kids! Remember when Blessing of Kings was a 31-point talent in the retribution tree?
Hell, I remember when Paladins had a blessing that gave health back on attack. That was freaking SICK on a Rogue This was in beta of course
I remember when seals lasted 1 minute, judgments used the seal, and paladin buffs were 5 minutes.
Heh this was the last time I actually played a paladin so sadly that's ALL I remember.. I don't think I even know how it works now :P Judging Kobolds was fun tho :P
I remember when seals lasted 1 minute, judgments used the seal, and paladin buffs were 5 minutes.
Heh this was the last time I actually played a paladin so sadly that's ALL I remember.. I don't think I even know how it works now :P Judging Kobolds was fun tho :P
Buffs last an hour now, judgments don't use seals. And we don't have to run a mana seal/judgment anymore. Other than that, nothing, they just made it less brainfucky.
Healing is better, too, as far as I know, a lot more than 2 heals.
bowen on
not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
Not really more.... You have to remember that they did sweeping changes to each of the classes which persisted for months. Back then you languished in obscurity until it was "your turn" and it never ended. Not sure about Wotlk, though.
Hey, kids! Remember when Blessing of Kings was a 31-point talent in the retribution tree?
Hell, I remember when Paladins had a blessing that gave health back on attack. That was freaking SICK on a Rogue This was in beta of course
Hell, in the WotLK beta (and for a while on live), Blessing of Sanctuary was awesome for Prot Warriors. Hit Shield Block and presto! Full rage bar!
warlock change your sig, check the main G&T forum for details.
Anyways, back to my earlier post about the LFD, is there some news I was missing about a cooldown or something?
Warrior tanks get nerfed therefore implying you'd see less tanks in the LFD system.
I think it was implied rather jokingly that such a nerf was some kind of conspiracy to "ruin" the LFD system, as tanks if they get nerfed so that they are unable to cover the mistakes of others, are reluctant to use the LFD system on their own.
Have the patch notes been posted in the thread here and I'm just missing them? If not, can someone not stuck on a network with incredibly annoying filters post them please?
Decomposey on
Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
* x - Notes added in the 2nd notes update of the day.
General
* Flying mounts can now be used in Ghostlands.
* x Resilience scaling has been modified for linear returns, as opposed to increasing returns. Under the new formula, going from 30 resilience to 40 resilience gives players the same increase to survivability as going from 0 to 10. Resilience now scales in the same way armor and magic resistances do. A player with 32.5% damage reduction from resilience in 4.0.6 should see their damage reduction unchanged in 4.1. Those with less than 32.5% will gain slightly. Those with more will lose some damage reduction, increasingly so as their resilience climbs.
Classes
Death Knight (Forums / Cataclysm Talent Calculator / Skills/Talents)
* x Raise Ally has been redesigned to be a battle resurrection, analogous to Rebirth. It is instant cast, but costs 50 Runic Power to use, and has a 10-minute cooldown. It shares the same global battle resurrection cap with Rebirth and Soulstone.
Blood
* x Blood Shield now only works while in Blood Presence.
Frost
* x Frost Strike now deals 130% of weapon damage, up from 110%.
* x Howling Blast damage has been increased by 20%. To compensate, the area-of-effect splash now does 50% of the single-target damage, down from 60%. The net result of this change leaves the area-of-effect damage roughly the same as 4.0.6 numbers.
Glyph
* x Glyph of Raise Ally is now Glyph of Death Gate, and makes Death Gate cast 60% faster.
* Cyclone duration has been reduced to 5 seconds, down from 6.
* Lifebloom's bloom effect has been reduced by 20%. In addition, it now costs 11% of base mana, up from 7%.
* Stampeding Roar's duration has been increased to 8 seconds, up from 6. The movement speed effect has been increased to 60%, up from 40%.
* x Swipe (Bear) cooldown has been reduced to 3 seconds, down from 6.
Balance
* Starsurge damage has been reduced by 20%.
Restoration
* x Gift of Nature (passive) also reduces Tranquility’s cooldown by 2.5/5 minutes.
* Inner Will and Inner Fire now last until canceled.
Discipline
* It is now possible to remove Weakened Soul effects that were a result of another priest's Power Word: Shield through Strength of Soul.
* x Power Word: Barrier's cooldown has been increased to 3 minutes, up from 2, and its effect has been reduced to 25%, down from 30%.
* Haunt damage has been increased by 30%.
* x Shadow Mastery (passive) has been increased to 30%, up from 25%.
Demonology
* Mana Feed now restores more mana (four times as much) when the warlock is using a Felguard or Felhunter.
Pet
* Doomguard's damage has been increased by 50%. The Doomguard is intended to be the best guardian for single-target damage, and the Infernal the best when there are multiple targets.
* x Shadow Bite (Felhunter) damage and effect has doubled.
* Heroic Throw is now available from trainers at level 20.
* Pummel is now usable in all stances.
* Shield Bash has been removed from the game.
* Spell Reflection cooldown has been increased to 25 seconds, up from 10.
Arms
* Juggernaut no longer adds 2 seconds to the Charge stun, but instead lowers the cooldown of Charge by 2 seconds (to 13 seconds total without the glyph).
* Lambs to the Slaughter now causes Mortal Strike to refresh Rend in addition to its current effects.
Fury
* Flurry haste bonus has been doubled to 16/32/50%.
Protection
* Shield Mastery no longer affects the cooldown of Spell Reflection, however, it now allows Shield Block to reduce magic damage as well.
* Gag Order now only affects Heroic Throw.
Glyphs
* Glyph of Spell Reflection reduces the cooldown of Spell Reflection by 5 seconds, up from 1 second.
Dungeons & Raids
* The gold amounts on the following encounters have been substantially reduced: Flame Leviathan, Magtheridon, Gruul the Dragonkiller, Doom Lord Kazzak, and all encounters in Karazhan.
Items
Item Sets
* x The current damage-dealing death knight 4-piece raid set bonus now also grants increased attack power when Killing Machine triggers, as well as when the death knight gains Death Runes).
* x The current Holy paladin 4-piece raid set bonus now grants 540 Spirit for 6 seconds after casting Holy Shock.
PvP
Battlegrounds
* The Focused Assault and Brutal Assault buffs have changed.
o After 3 minutes of both teams having the flag, both flag carriers will get Focused Assault, which increases damage taken by 10%.
o Every minute afterward, an additional stack will be applied to increase damage taken by an additional 10%.
o After 7 minutes, Brutal Assault will be applied in place of Focused Assault. In additional to the damage debuff, this debuff also caps the player's movement speed at 100%. The damage taken debuff works the same and will add 10% to the debuff up to a maximum of 100% damage taken.
* The Battle for Gilneas
o Graveyard Changes
+ Players who die at a control point that they own will now be teleported to the next closest graveyard, instead of the one at which they died.
+ If a player's team owns the Mine and Waterworks, and dies at Waterworks, they will be teleported to the Mine.
+ If an Alliance player's team only owns Lighthouse, and dies at Lighthouse, they will respawn at their base.
+ If a Horde player's team owns Waterworks and Mine, and dies at Lighthouse, they will respawn at Waterworks.
Quests & Creatures
* A handful of quests have been added to Northern Barrens to provide more level 18-20 content. Look for new quests at Nozzlepot's Outpost and Darsok's Outpost.
User Interface
* Like the Focus Frame, the character Unit and Target Frames can now be unlocked and moved to one's content.
Nikolai on
0
Warlock82Never pet a burning dogRegistered Userregular
warlock change your sig, check the main G&T forum for details.
I already knew about that. I figured it was just broken, I didn't know they put a huge ass image in there instead -_- (can't actually see it from here, had to look on my phone). I just removed it for now.
I'm getting tired of Resto shaman stats. I can read 10 different pages and they say 10 different things. Some say stack haste, others say stack crit, while others still say stack mastery. Then there is the argument of spirit vs int.
I guess I'll just keep doing what I've been doing, but it just seems so convoluted. I thought they were trying to get away from this?
There were also talks of buffs for us, which I'm sure will make it all change again. I guess I'll wait and find out, but I have really no idea what is good or bad anymore.
EDIT: Well, stacking Mastery is like completely wrong. It's like a crit only it doesn't proc a goddamn thing that critting does, making it pretty much worthless.
It's nice that it's "guaranteed", but part of what makes bringing someone from the brink back so effective is that the Ancestral Spirit healed them, they're taking less damage, you gained some mana, etc.
I'm getting tired of Resto shaman stats. I can read 10 different pages and they say 10 different things. Some say stack haste, others say stack crit, while others still say stack mastery. Then there is the argument of spirit vs int.
I guess I'll just keep doing what I've been doing, but it just seems so convoluted. I thought they were trying to get away from this?
There were also talks of buffs for us, which I'm sure will make it all change again. I guess I'll wait and find out, but I have really no idea what is good or bad anymore.
IMO All healers should get to 2200-2500 spirit and then stack Int after that. Then you find out the first Haste Breakpoint that gives benefit to your spells, and decide if it is worth getting to. After that you have to make the decision of whether you like mastery over crit, and really I think this is mostly a personal preference thing. Although I reckon druids would prioritize mastery over crit. As a Disc Priest I am prioritizing Crit over Mastery now that they increased the cost of PW:Shield again, but IMO they are practicly dead even.
In the end your not going to have one stat be rediculously larger than the other. There is no class in the game anymore that gears like WotLK Tanks did.
I think Blizzard is trying to backtrack on the LFD tool if you ask me.
Uhhh okay, I'll bite.
What makes you say that?
yes please do tell
That's all I have to say really. It feels like the design choices in most areas tend to have a negative impact on the tool, and the incentive for guild runs are obviously better. Particularly the changes with the tanking system on each class seems to make tanks either stop tanking or simply only run with guilds, effectively killing the tool because ..well.. look at the queue times without tanks.
And they aren't getting better.
See this is odd to me. I don't really like queueing as anything but a tank. I like to have the most impact on whether or not my group succeeds, and lets be honest the tank has the most impact with a healer as a close second. I really don't understand why more people don't play tanks, it boggles my mind.
I think Blizzard is trying to backtrack on the LFD tool if you ask me.
Uhhh okay, I'll bite.
What makes you say that?
yes please do tell
That's all I have to say really. It feels like the design choices in most areas tend to have a negative impact on the tool, and the incentive for guild runs are obviously better. Particularly the changes with the tanking system on each class seems to make tanks either stop tanking or simply only run with guilds, effectively killing the tool because ..well.. look at the queue times without tanks.
And they aren't getting better.
See this is odd to me. I don't really like queueing as anything but a tank. I like to have the most impact on whether or not my group succeeds, and lets be honest the tank has the most impact with a healer as a close second. I really don't understand why more people don't play tanks, it boggles my mind.
Two reasons:
1) Herp derp big numbers! A lot of people want to top DPS charts and play the "glass cannon" role.
2) Responsibility. A lot of people don't want to think, and certainly don't want to be responsible for the success of the run. They would much rather sit back, shoot things and watch TV.
I agree with you though. I like being in control, I like that I have to be on my game to make sure the boss doesn't blow up the rest of my group. But I don't believe that this is a common mindset for the majority of the playerbase.
Delphinidaes on
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I dunno, to me it's always been the quality of a healer that makes or breaks groups. Tanks really can't do anything about fixing others mistakes
I'm nowhere near that level in Cataclysm, but back in Wrath and to a lesser extent TBC, I could pretty much completely carry a group for anything less than Halls of Reflection. Admittedly, both those situations were late on when I had ample gear.
I think one of the laments about PuGs sucking in Cata is largely simply because it's the first expansion we've had with the dungeon finder in from the start, so lots of benefits we had by the time the Finder was available in Wrath (significant outgearing, lots of familiarity with the instances, cheaply-available top-quality gems and enchants) just aren't around yet.
I dunno, to me it's always been the quality of a healer that makes or breaks groups. Tanks really can't do anything about fixing others mistakes
I think it is a combination of the two. The Tank needs to position the boss correctly and interrupt really big bad stuff if possible. The Healer keeps the tank alive and heals up the stupidity of the DPS after they invariably stand in all the bad stuff.
The DPS mindlessly goes through their priority list with complete disregard to what is going on in the fight in order to maximize their "Deeps"
Worst case scenario of course.
In a perfect world I would explain to them that it is ok if the boss take an extra 30 seconds to kill if means the healer doesn't have to have an aneurysm in the process.
Delphinidaes on
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As long as the healer isn't a complete moron, a tank can easily carry a group too. Hold aggro on everything and be geared enough to not die very easily and you'd be amazed what you can drag a pack of mouthbreathing idiots through.
I've found it's actually harder to drag idiots through an instance as a healer. There's only so much healing output you can put out.
I tanked for a couple of the first months of cata's launch and I felt like I could help the underskilled average pug better than I could as a DPS and a little bit better than a healer. I think healers can definitely help quite a bit but as a tank I can help reduce the amount of healing I need by using my abilities well as well as having good gear so that the healer can focus healing the dumbass standing in the fire.
I can't wait for 4.1. I rely heavily on pugging heroics and the new gear is gonna make it so much easier:).
The only healer that can help an instance is a priest with life grip, and only for the 3 seconds it takes for them to get back to the group while you wait for the cooldown.
The tank on the other hand can move and position the boss in such a way that you can have your DPS avoid shit on the ground (excluding range). For instance, rogue can't do shit if he's 10 yards away from the boss when I moved it while he was standing in the fire.
Though, I loathe people that make me tank like that. So I just let them die now that I can pretty much do how much dps they're doing clocking in at 8-10k.
bowen on
not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
I actually played Warlock because I heard they had a lot of swiss army knife utilities, including picking up aggro if necessary, fear and stuns, etc. Sure, I could blow stuff up, but it's much more fun to CC two mobs and give the tank/healer a break.
Pretty much a combination of what bowen and sumwar said. You can often times position the mobs so dps cant get hit, and using your abilities properly is key. I can shut down groups of mobs and single mobs so often. Shockwave+Warstomp+intimadting shout(glyphed)+challenging shout+ single target stun(what the fuck is it called again)+ disarm+spell reflect. Plus if I am using demoralizing shout and thunderclap I can even further reduce dmg output of the mobs.
Basically what I am saying is that while a good healer can pick up the slack if a lot of extra dmg is being taken, a good tank can often times make it so that extra dmg is never taken.
Posts
Yeah, also that sometimes you push something that will fuck the situation up, but then you can awkwardly hold down the button and "play around" it for a few seconds before releasing the spell in a more favourable condition
Shield Bash vs Pummel: Eh, about time they realized this. They both do the exact same thing. One just has a fancy name and a stance restriction.
No more Gag Order: Well, that kinda sucks, but I used the Heroic Throw version a lot more anyways. And besides, Gag Order also reduces Heroic Throw to a 30s cooldown. Still more than good enough for me to keep it.
I'm not referencing spell reflect, but shield bash. Spell reflect pretty much is a lol mechanic anyways, except in PvP. I do remember timing a drain life reflect in Old Kingdom that pretty much raped the boss' face so that was rad, but other than that I think the only other time I used it was KT in Nax10 for the luls.
Plus I don't have to cast shield bash.
I swing the opposite way, where I'm nice to a fault. I end up tolerating terrible DPS and generally the meanest thing I can muster is a passive aggressive votekick. There has to be above and beyond stupid before I finally snap and am like WHAT IN THE BLOODY HELL ARE YOU DOING?
At least when they're my friends and/or guildies I can threaten to gkick them if they stand in stuff.
This is pretty standard since TBC. Blizz is always changing and tweaking things, especially since with each new expansion they are adding in new elements that mess with the way things were. In general it had been steady progress since the travesty that was Vanilla. they have been weeding out archaic elements as they implement more streamlined fun elements.
And any "Drastic" changes usually don't take more than an instance run or two to get used to to be honest. People tend to get really melodramatic about anything that changes the way they played their class initially.
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Besides which, I have almost all of my valor stuff already. I can grab two more set pieces and then I have nothing really left to buy, and frankly, the set pieces aren't big upgrades (I'm not even sure if the chestpiece is even an upgrade now that I have the one off Maloriak or whoever dropped it last week).
Edit: It's not exactly standard (frequency-wise). This is by far the most hotfixing they've ever done. They've done it in the past but usually only for real significant issues. New philosophy by a new dev team I'm sure. It's possible Cataclysm also re-engineered some things that make hotfixing more issues possible.
I've been votekicking a lot of people since I hit TBC.
One hunter had rez sickness, then when he caused us to wipe because he facepulled 3 groups and trained them to the tank, he rezzed again, then ran to the instance.
Then there was the 8 DKs who are just retards who refused to stop pulling when not tanking, or just following the group and looting.
Then there was the 67 shaman who queued for ramps who almost soloed the first boss after wiping the group with a chain lightning on 3 groups and caused us to miss exp,loot,items.
What the fuck level 60s?
I have to admit I'm a little surprised by this; there was a lot of discussion about how some abilities would reduce all damage and some were limited to physical prior to the big Cataclysm revamp, and the conclusion Blizzard seemed to have come to was that it was okay that spells couldn't be blocked because there was lots of physical reduction elsewhere to compensate for it (at least, if I remember right)
This change is going back on that somewhat. I wonder if this means there's something similar in the wings for paladins, or if our newly-CDed Word of Glory is intended to fill that approximate role.
Hey, kids! Remember when Blessing of Kings was a 31-point talent in the retribution tree?
Hey, Holy Nova with a cooldown was the crowning glory of Holy
Hell, I remember when Paladins had a blessing that gave health back on attack. That was freaking SICK on a Rogue
Heh this was the last time I actually played a paladin so sadly that's ALL I remember.. I don't think I even know how it works now :P Judging Kobolds was fun tho :P
Buffs last an hour now, judgments don't use seals. And we don't have to run a mana seal/judgment anymore. Other than that, nothing, they just made it less brainfucky.
Healing is better, too, as far as I know, a lot more than 2 heals.
Hell, in the WotLK beta (and for a while on live), Blessing of Sanctuary was awesome for Prot Warriors. Hit Shield Block and presto! Full rage bar!
Anyways, back to my earlier post about the LFD, is there some news I was missing about a cooldown or something?
I remember at that time Druids had Innervate and Hurricane as top point talents... so it could have been worse for palis
Warrior tanks get nerfed therefore implying you'd see less tanks in the LFD system.
I think it was implied rather jokingly that such a nerf was some kind of conspiracy to "ruin" the LFD system, as tanks if they get nerfed so that they are unable to cover the mistakes of others, are reluctant to use the LFD system on their own.
At least, I think that's what was being said.
General
* Flying mounts can now be used in Ghostlands.
* x Resilience scaling has been modified for linear returns, as opposed to increasing returns. Under the new formula, going from 30 resilience to 40 resilience gives players the same increase to survivability as going from 0 to 10. Resilience now scales in the same way armor and magic resistances do. A player with 32.5% damage reduction from resilience in 4.0.6 should see their damage reduction unchanged in 4.1. Those with less than 32.5% will gain slightly. Those with more will lose some damage reduction, increasingly so as their resilience climbs.
Classes
Death Knight (Forums / Cataclysm Talent Calculator / Skills/Talents)
* x Raise Ally has been redesigned to be a battle resurrection, analogous to Rebirth. It is instant cast, but costs 50 Runic Power to use, and has a 10-minute cooldown. It shares the same global battle resurrection cap with Rebirth and Soulstone.
Blood
* x Blood Shield now only works while in Blood Presence.
Frost
* x Frost Strike now deals 130% of weapon damage, up from 110%.
* x Howling Blast damage has been increased by 20%. To compensate, the area-of-effect splash now does 50% of the single-target damage, down from 60%. The net result of this change leaves the area-of-effect damage roughly the same as 4.0.6 numbers.
Glyph
* x Glyph of Raise Ally is now Glyph of Death Gate, and makes Death Gate cast 60% faster.
Druid (Forums / Cataclysm Talent Calculator / Skills/Talents)
* Cyclone duration has been reduced to 5 seconds, down from 6.
* Lifebloom's bloom effect has been reduced by 20%. In addition, it now costs 11% of base mana, up from 7%.
* Stampeding Roar's duration has been increased to 8 seconds, up from 6. The movement speed effect has been increased to 60%, up from 40%.
* x Swipe (Bear) cooldown has been reduced to 3 seconds, down from 6.
Balance
* Starsurge damage has been reduced by 20%.
Restoration
* x Gift of Nature (passive) also reduces Tranquility’s cooldown by 2.5/5 minutes.
Paladin (Forums / Cataclysm Talent Calculator / Skills/Talents)
Holy
* Aura Mastery: This ability no longer increases the benefit granted by Crusader Aura.
Priest (Forums / Cataclysm Talent Calculator / Skills/Talents)
* Inner Will and Inner Fire now last until canceled.
Discipline
* It is now possible to remove Weakened Soul effects that were a result of another priest's Power Word: Shield through Strength of Soul.
* x Power Word: Barrier's cooldown has been increased to 3 minutes, up from 2, and its effect has been reduced to 25%, down from 30%.
Warlock (Forums / Cataclysm Talent Calculator / Skills/Talents)
Affliction
* Haunt damage has been increased by 30%.
* x Shadow Mastery (passive) has been increased to 30%, up from 25%.
Demonology
* Mana Feed now restores more mana (four times as much) when the warlock is using a Felguard or Felhunter.
Pet
* Doomguard's damage has been increased by 50%. The Doomguard is intended to be the best guardian for single-target damage, and the Infernal the best when there are multiple targets.
* x Shadow Bite (Felhunter) damage and effect has doubled.
Warrior (Forums / Cataclysm Talent Calculator / Skills/Talents)
* Heroic Throw is now available from trainers at level 20.
* Pummel is now usable in all stances.
* Shield Bash has been removed from the game.
* Spell Reflection cooldown has been increased to 25 seconds, up from 10.
Arms
* Juggernaut no longer adds 2 seconds to the Charge stun, but instead lowers the cooldown of Charge by 2 seconds (to 13 seconds total without the glyph).
* Lambs to the Slaughter now causes Mortal Strike to refresh Rend in addition to its current effects.
Fury
* Flurry haste bonus has been doubled to 16/32/50%.
Protection
* Shield Mastery no longer affects the cooldown of Spell Reflection, however, it now allows Shield Block to reduce magic damage as well.
* Gag Order now only affects Heroic Throw.
Glyphs
* Glyph of Spell Reflection reduces the cooldown of Spell Reflection by 5 seconds, up from 1 second.
Dungeons & Raids
* The gold amounts on the following encounters have been substantially reduced: Flame Leviathan, Magtheridon, Gruul the Dragonkiller, Doom Lord Kazzak, and all encounters in Karazhan.
Items
Item Sets
* x The current damage-dealing death knight 4-piece raid set bonus now also grants increased attack power when Killing Machine triggers, as well as when the death knight gains Death Runes).
* x The current Holy paladin 4-piece raid set bonus now grants 540 Spirit for 6 seconds after casting Holy Shock.
PvP
Battlegrounds
* The Focused Assault and Brutal Assault buffs have changed.
o After 3 minutes of both teams having the flag, both flag carriers will get Focused Assault, which increases damage taken by 10%.
o Every minute afterward, an additional stack will be applied to increase damage taken by an additional 10%.
o After 7 minutes, Brutal Assault will be applied in place of Focused Assault. In additional to the damage debuff, this debuff also caps the player's movement speed at 100%. The damage taken debuff works the same and will add 10% to the debuff up to a maximum of 100% damage taken.
* The Battle for Gilneas
o Graveyard Changes
+ Players who die at a control point that they own will now be teleported to the next closest graveyard, instead of the one at which they died.
+ If a player's team owns the Mine and Waterworks, and dies at Waterworks, they will be teleported to the Mine.
+ If an Alliance player's team only owns Lighthouse, and dies at Lighthouse, they will respawn at their base.
+ If a Horde player's team owns Waterworks and Mine, and dies at Lighthouse, they will respawn at Waterworks.
Quests & Creatures
* A handful of quests have been added to Northern Barrens to provide more level 18-20 content. Look for new quests at Nozzlepot's Outpost and Darsok's Outpost.
User Interface
* Like the Focus Frame, the character Unit and Target Frames can now be unlocked and moved to one's content.
I already knew about that. I figured it was just broken, I didn't know they put a huge ass image in there instead -_- (can't actually see it from here, had to look on my phone). I just removed it for now.
I guess I'll just keep doing what I've been doing, but it just seems so convoluted. I thought they were trying to get away from this?
There were also talks of buffs for us, which I'm sure will make it all change again. I guess I'll wait and find out, but I have really no idea what is good or bad anymore.
It's nice that it's "guaranteed", but part of what makes bringing someone from the brink back so effective is that the Ancestral Spirit healed them, they're taking less damage, you gained some mana, etc.
You spoiled brat ;-)
IMO All healers should get to 2200-2500 spirit and then stack Int after that. Then you find out the first Haste Breakpoint that gives benefit to your spells, and decide if it is worth getting to. After that you have to make the decision of whether you like mastery over crit, and really I think this is mostly a personal preference thing. Although I reckon druids would prioritize mastery over crit. As a Disc Priest I am prioritizing Crit over Mastery now that they increased the cost of PW:Shield again, but IMO they are practicly dead even.
In the end your not going to have one stat be rediculously larger than the other. There is no class in the game anymore that gears like WotLK Tanks did.
See this is odd to me. I don't really like queueing as anything but a tank. I like to have the most impact on whether or not my group succeeds, and lets be honest the tank has the most impact with a healer as a close second. I really don't understand why more people don't play tanks, it boggles my mind.
Two reasons:
1) Herp derp big numbers! A lot of people want to top DPS charts and play the "glass cannon" role.
2) Responsibility. A lot of people don't want to think, and certainly don't want to be responsible for the success of the run. They would much rather sit back, shoot things and watch TV.
I agree with you though. I like being in control, I like that I have to be on my game to make sure the boss doesn't blow up the rest of my group. But I don't believe that this is a common mindset for the majority of the playerbase.
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I'm nowhere near that level in Cataclysm, but back in Wrath and to a lesser extent TBC, I could pretty much completely carry a group for anything less than Halls of Reflection. Admittedly, both those situations were late on when I had ample gear.
I think one of the laments about PuGs sucking in Cata is largely simply because it's the first expansion we've had with the dungeon finder in from the start, so lots of benefits we had by the time the Finder was available in Wrath (significant outgearing, lots of familiarity with the instances, cheaply-available top-quality gems and enchants) just aren't around yet.
I think it is a combination of the two. The Tank needs to position the boss correctly and interrupt really big bad stuff if possible. The Healer keeps the tank alive and heals up the stupidity of the DPS after they invariably stand in all the bad stuff.
The DPS mindlessly goes through their priority list with complete disregard to what is going on in the fight in order to maximize their "Deeps"
Worst case scenario of course.
In a perfect world I would explain to them that it is ok if the boss take an extra 30 seconds to kill if means the healer doesn't have to have an aneurysm in the process.
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I've found it's actually harder to drag idiots through an instance as a healer. There's only so much healing output you can put out.
I can't wait for 4.1. I rely heavily on pugging heroics and the new gear is gonna make it so much easier:).
The tank on the other hand can move and position the boss in such a way that you can have your DPS avoid shit on the ground (excluding range). For instance, rogue can't do shit if he's 10 yards away from the boss when I moved it while he was standing in the fire.
Though, I loathe people that make me tank like that. So I just let them die now that I can pretty much do how much dps they're doing clocking in at 8-10k.
Basically what I am saying is that while a good healer can pick up the slack if a lot of extra dmg is being taken, a good tank can often times make it so that extra dmg is never taken.