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WotLK Beta Build - 8885

#41 User is offline   Carrierz Icon

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Posted 30 August 2008 - 05:45 AM

Swiftfeet said:

Aspect Mastery changed: Reduces the damage penalty of Aspect of the Viper by 10%

What does that mean? Can someone please explain, thanks.

Aspect of the viper changed: The hunter takes on the aspect of the viper, instantly regenerating mana equal to 100% of the damage done by any ranged attack or ability, but reduces your total damage done by 50%. Only one Aspect can be active at a time.

Why even change this? Its probably better for mana regen but -50% damage too? I know we'd only use it for an autoshot or two before switching back to hawk, but still, don't think they needed to change it in the first place.

Oh and WOW to the new leatherworking enchants.

Edit: Actually, after thinking ablout how mages and pallas will be doing 0 damage during their evocate and we can still do 50%, and with a few lucky crits, this is in fact a nice BUFF. We'd never run oom and with the pot nerf its even better. :D


What the Aspect Mastery talent does for viper now is that instead of you dealing 50% damage while viper is active, with the talent you will deal 60% instead. And it's not a bad change really, it will be a bit like lifetap for a warlock now, but it works in another way. You will deal a lot less damage, but will gain an enormous amount of mana in just some seconds with some lucky crits.
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#42 User is offline   Stupefy Icon

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Posted 30 August 2008 - 05:48 AM

mih said:



what to do after i downloaded these? lol =D
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#43 User is offline   Dayraven Icon

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Posted 30 August 2008 - 08:07 AM

Druid changes are great tbh. I was getting worried about the armor nerf. But now it seems we get 20% dmg reduction with the mother bear talent. (4 friendly players in group), and an awesome rage generation and threat boost. Trust me, with the 5 rage procs on crits and 3 rage on every dodge we will have awesome threat. Im just wondering cus the text doesnt say physical damage, does it count for magic damage taken as well? (would be nice for tanking elemental dmg dealing mobs, like illidan flames)

The thing about the raid buff changes imo is that classes with good utility will have a nice advantage, but once all buff spots are filled. Wouldn't a raid leader want utility for the extra spots and the damage dealer that deals the best dps to fill up the rest etc. If rogues can top the meters then they dont need that extra utility to get spots.

Since you wont rly need druids for lotp for the melee group, it can cost us spots. (although rampage 20 yards may not reach hunters). The fact that druids have very good raid utility (Cres, innervate, hibernate, entangling roots) fixes this I think, unless they give other classes too much of this.
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#44 User is offline   Nath Icon

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Posted 30 August 2008 - 08:23 AM

Dayraven said:

But now it seems we get 20% dmg reduction with the mother bear talent. (4 friendly players in group)


And now where are you reading 20% reduction? It will be 12% with 4 group members, and there's no info yet whether this has any range, work with dead players (a druid MT would need his group updated in case of players deaths, especially on encounters where those are unavoidable - Vael in Vanilla, Teron and Azgalor in BC, which ones in WotLK?) and if there's any failsafe for disconnects.

Quote

although rampage 20 yards may not reach hunters


Rampage was buffed to 45y range, so with the addition of ranged crit, it is now nearly an exact copy of LotP, except for not being passive.
And one day a Tauren appears
With powers of crow, cat, cheetah, and bear!
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#45 User is offline   siliticx Icon

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Posted 30 August 2008 - 08:51 AM

wow calm down people, rogues were the most overlooked class in WoTLK, we just FINALLY had changes, and its finally for good. hell we even got nerfed a bit and i still dont care. Those changes finally bring something to the table for us rogues.
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#46 User is offline   Dayraven Icon

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Posted 30 August 2008 - 09:18 AM

Quote

And now where are you reading 20% reduction? It will be 12% with 4 group members, and there's no info yet whether this has any range, work with dead players (a druid MT would need his group updated in case of players deaths, especially on encounters where those are unavoidable - Vael in Vanilla, Teron and Azgalor in BC, which ones in WotLK?) and if there's any failsafe for disconnects.


I was reading the older patch note I guess... it showed 1/2/3/4/5% , it's 2/4/6% now. means it's been changed from a 5 point talent into a 3 point one. I didn't think yet of those things you've mentioned. As far as the tooltip says it mentiones "in your party" and not "near players". Might actually mean that if I have a group member in party in ironforge and i stand in sw I still might get the reduction. (feral tank in group 6 with 4 players outside on standby? :P).

The 12% reduction equals loads of armor rly, with the deminishing returns and all.

Quote

Rampage was buffed to 45y range, so with the addition of ranged crit, it is now nearly an exact copy of LotP, except for not being passive.


Still have the healing proc of 4% health, although it may not seem much. Giving other classes so much raid utility is nice, but it kind of makes druids less useful, I suppose that's why they are forced to make druids better at the roles they fulfill, making up for the lost utility advantage. I believe that druids will remain to have most utility though. (dragonkins hibernate)
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#47 User is offline   Eclipze Icon

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Posted 30 August 2008 - 09:27 AM

It's weird BLizz addressed a lot of the things i found messed up with this build. Maybe someone really is reading these posts after all...

Anyway, it's annoying about that Viper change (in a personal matter), but it'll probably be good over all. Not too many other complaints as far as hunters go. They finally added the scaling to TSA we've been bitchin about forever. Combat Exp: huge buff - just what it needed. Wild quiver change makes sense, but that may turn out to be a nerf in the long run. Do i want to work Imp Arcane into the build now? It's definitely amusing how 5 extra points was SO Overpowered that they had to nerf it to 4.


I do hafta say this:
Blizz, stop adding stupid stuff to Pack/Cheetah. No one is going to take Any of it unless it's a chance to avoid the freakin daze thing. That is all.

That Horn of Winter for the DK is awesome.
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#48 User is offline   Rakusu Icon

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Posted 30 August 2008 - 09:39 AM

Let me get this straight

Sap
Kick
Expose Armor
Mind-numbing Poison
Wound Poison
Anesthetic Poison
Dismantle
new 75 ability

None of these affect the group/raid in any form?

Thats what utility is.
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#49 User is offline   AK47 Icon

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Posted 30 August 2008 - 11:06 AM

I was hoping for some change for rogue. Those first change are so far very very disappointing. I am currently thinking more and more about rerolling. I'll be patient and see what is happening in the following weeks.
Why Not ? ^^
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#50 User is offline   vulmio Icon

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Posted 30 August 2008 - 11:08 AM

schuetz95 said:

wow....bunch of whiners...

rogues should be the top dps in raids imo because rogues don't provide any raid utility


about the lvl 75 skill....doubt it will be as good as other contributions from other classes


i think rogues are lacking in dmg from what i've seen in sunwell and bt videos so i think this change is for the best

hunters with KJ bow are retarded (dps wise) btw....

locks are still one of the most high-end dps classes especially combined with their raid utility so don't whine about warlock nerfing


lol "wish granted"

Just like hunter are overpowered now with that KJ bow, I agree that rogues should be overpowered after they drop their legendary weapon on the last boss of the WotLK, that would be fair !
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#51 User is offline   josko Icon

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Posted 30 August 2008 - 11:17 AM

After reading changes for paladins, im just without words. Cant see myself playing paladin in wotlk anymore, 3 and half years was too much w8ing for me to see where it goes.
P.s. New added paladin glyphs in this patch are good only if you print on soft paper so then you can use it... for wiping ass after.
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#52 User is offline   Halbarad Icon

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Posted 30 August 2008 - 11:25 AM

Xyu said:

well, I just wonder why priests are not being looked at for months now,
mages, rogues, hunters, ... all get patches every 3 days.
Don't tell we will be able to adjust a class in a few weeks only, this is a major mistake imho.
If they really want to balance all classes together, they should do so at the same time, not one by one.

Xyu



I have to say this patch is the Only BIG rogue changes we've really had since Beta started, lets check what OP Buffs rogues get every 3 days shall we?

well 9 day ago they made it so gouge doesn't give a combo point anymore and remove the stun from mace spec and replaced it with +crit damage

then a whole 21 days ago they changed the proc chance on a talent (Honor Among Thieves)

and a whole month ago they changed energy so it ticks more quickly (same ammount over time just less of a wait, a druid and rogue change)

then if we ignore a typo July 17th beta patch notes came out, so we've a total of what 4 changes in 6 weeks? and now when we get alot of changes at once your upset that we're getting to much attention?
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#53 User is offline   siliticx Icon

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Posted 30 August 2008 - 11:30 AM

Rakusu said:

Let me get this straight

Sap
pointless on raid bosses

Kick
situational

Expose Armor
warriors ftl

Mind-numbing Poison
most bosses are immune, especially since the truckload of undead boss we will come accross

Wound Poison
most bosses are immune, especially since the truckload of undead boss we will come accross

Anesthetic Poison
most bosses are immune, especially since the truckload of undead boss we will come accross

Dismantle
most bosses will be immune

new 75 ability -> FINALLY

None of these affect the group/raid in any form? -> mostly not
Thats what utility is.


orly?
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#54 User is offline   Zyrus Icon

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Posted 30 August 2008 - 11:34 AM

josko said:

After reading changes for paladins, im just without words. Cant see myself playing paladin in wotlk anymore, 3 and half years was too much w8ing for me to see where it goes.
P.s. New added paladin glyphs in this patch are good only if you print on soft paper so then you can use it... for wiping ass after.




...and it's still beta, so less qq. unless you _really_ wished for that "god mode" talent, being a warrior of god and all.
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#55 User is offline   vulmio Icon

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Posted 30 August 2008 - 11:38 AM

siliticx said:

orly?


About the poison, I think they will make undead "poisonable" just like they did with the bleed effects in the middle of tbc.
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#56 User is offline   Blarg Icon

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Posted 30 August 2008 - 11:40 AM

Eclipze said:

It's weird BLizz addressed a lot of the things i found messed up with this build. Maybe someone really is reading these posts after all...

Anyway, it's annoying about that Viper change (in a personal matter), but it'll probably be good over all. Not too many other complaints as far as hunters go. They finally added the scaling to TSA we've been bitchin about forever. Combat Exp: huge buff - just what it needed. Wild quiver change makes sense, but that may turn out to be a nerf in the long run. Do i want to work Imp Arcane into the build now? It's definitely amusing how 5 extra points was SO Overpowered that they had to nerf it to 4.


I do hafta say this:
Blizz, stop adding stupid stuff to Pack/Cheetah. No one is going to take Any of it unless it's a chance to avoid the freakin daze thing. That is all.

That Horn of Winter for the DK is awesome.


Wild Quiver is nature damage now, meaning it will be unmitigated by armor. Far from a nerf.
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#57 User is offline   Tom Phoenix Icon

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Posted 30 August 2008 - 12:00 PM

The Death Knight voices sound preety good. At least most of them sound quite sinister. Even the female Gnome sounds like a witch when she laughs. I especially loved the Draenei male (who sounds like Darth Vader) and Night Elf female (who sounds like a Banshee...which is kind of ironic when you consider Sylvanas`s old model was a Night Elf).
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#58 User is offline   josko Icon

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Posted 30 August 2008 - 12:04 PM

Zyrus said:

...and it's still beta, so less qq. unless you _really_ wished for that "god mode" talent, being a warrior of god and all.


This isnt qq:

Sry m8 but you dont have absolutly clue about state of paladins on live server and where it paladins go in beta.

Im old player of this game started playing from US beta friend account, have 5 alts, and 2 paladins, last BE paladin is my new main(previously was human paladin).

When you play paladin almost 4 years, you stop thinking about god mode(ppl which qq wanna have some incredible skill are kids or pp which look at paladin as hero class) i just wanna see some proper changes, which will be atleast near balanced as other classes and in other hand to be atleast atractive play with some needed tactic to play as other classes.

Played alot with warior/rouge/mage/lock/shaman(my alts) which have some issues but nothing which brake class concept(maybe ench shaman have that problem on live) or make you less atractive class.
This classes gives you feeling whats your role in raid/pvp and what can you do as solo player and whats your boundaries when playing as team.
That paladin classes dont have especially retri paladin.

I respect every1 opinions but as i said, i dont seek OP changes or WELL balanced i just wanna see some good, logical and meaningfull changes for this class.
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#59 User is offline   Kanzentai Icon

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Posted 30 August 2008 - 12:05 PM

I love the way the male draenei Death Knight sounds!

The male undead was a disappointment, though. Very "bad 80's cartoon villain"-like. =|
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#60 User is offline   Eclipze Icon

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Posted 30 August 2008 - 12:14 PM

Blarg said:

Wild Quiver is nature damage now, meaning it will be unmitigated by armor. Far from a nerf.

expect for those boss/mobs that really don't give a damn about nature dmg.
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