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PostPosted: Tue Apr 06, 2010 8:03 pm 
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Well Focus is more or less the same as Energy.

So it's more likely going to result in..

"Spam the button until you have enough Focus to use the attack, then switch to the next attack in your rotation"

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PostPosted: Tue Apr 06, 2010 9:16 pm 
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I just spent like 3 hours just flying over Outland. I got the achievement for discovering all the locations.

I think I got, like, over half the XP towards level 64 just for finding all those places.

...I have a thing for filling out maps in video games.

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PostPosted: Tue Apr 06, 2010 9:17 pm 
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You do your best to fill things...

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PostPosted: Wed Apr 07, 2010 8:27 am 
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Aren't they just explaining things on Friday?

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PostPosted: Wed Apr 07, 2010 8:32 am 
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Arr, I don't think they're implementing any of the big changes just yet. They are going to be REVEALING a lot of the changes over the next few days though, starting with Shammies, Priests and Warlocks today. MMO-Champion has a lot of the details. I could be wrong about the hunter thing, but I doubt they'd make a change so dramatic before the major patch.

EDIT: Besides, they'd then have to remove all intellect from the mail gear, and ALSO revamp Shammies so they were compatible with the new gear too.

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Last edited by Nancymaker on Wed Apr 07, 2010 8:33 am, edited 1 time in total.

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PostPosted: Wed Apr 07, 2010 8:39 am 
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Yeah that's normal Nancymaker. It's how Blizzard did it for WotLK too.

1. Announce all planned changes for the new expansion
2. Start expansion beta
3. Revert nearly all awesome changes they had promised over the course of the beta, leaving you with the leftovers.
4. Patch the above changes into the game, nerf all game content to let people kill the Lich King in the last weeks.
5. Few weeks later, Cataclysm is released.
6. Servers crash
7. After several weeks of server instability, Blizzard nerfs your class.

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Besides, they'd then have to remove all intellect from the mail gear, and ALSO revamp Shammies so they were compatible with the new gear too.

Not as bad as you'd think. Equipment is for the most part defined by algorithms. Only a few pieces of gear are custom crafted by developers. It would just require changing the algorithm, to no longer put Int on those pieces of gear.

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Last edited by Karilyn on Wed Apr 07, 2010 8:41 am, edited 1 time in total.

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PostPosted: Wed Apr 07, 2010 10:04 am 
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And the usual QQ


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PostPosted: Wed Apr 07, 2010 10:43 am 
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Oh yeah, I forgot to add that in the list somewhere.

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PostPosted: Wed Apr 07, 2010 11:50 am 
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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 some of the changes in store for the shaman 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 Shaman Spells

Primal Strike (available at level 3): Primal Strike is a new weapon-based attack that every shaman will learn very early in the game. Our goal with this ability is to make leveling as Enhancement rather than as Elemental more viable, since many key Enhancement talents become available at fairly high levels.

Healing Wave (level 4): While the shaman already has an ability called Healing Wave, we're adding another spell to the class's direct-healing arsenal and giving it a familiar name. The current Healing Wave will be renamed Greater Healing Wave, and the intent is for the 'new" Healing Wave to be the shaman's go-to heal. Lesser Healing Wave and Greater Healing Wave will be used on a more situational basis.

Unleash Weapon (level 81): Unleashes the power of your weapon enchants for additional effects (see below). A dual-wielding Enhancement shaman will activate the effects of both of their weapon enchants. Instant cast. 30-yard range. 15-second cooldown. Undispellable.

Here are a few examples of effects we're considering for this ability:


Windfury Weapon – Hurls a spectral version of your weapon at a target, dealing 50% weapon damage and increasing the shaman's Haste for the next five swings.
Flametongue Weapon – Deals instant Fire damage and buffs the shaman's next Fire attack by 20%.
Earthliving Weapon – Heals the target slightly and buffs the shaman's next healing spell by 20%.

Healing Rain (level 83): An area-effect heal-over-time (HoT) spell that calls down rain in a selected area, healing all players within it. There is no limit to the number of players who can potentially be affected; however, there are diminishing returns when healing a large number of targets, much like the diminishing returns associated with AoE damage spells. This should give Restoration shaman another healing tool that improves their group-healing and heal-over-time capabilities. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.

Spiritwalker's Grace (level 85): When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it’s necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.

Changes to Abilities and Mechanics

In addition to adding 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.


Restoration shaman and other healing classes will need to pay attention to mana more than they've had to during Wrath of the Lich King. Spirit will be the Restoration shaman's primary mana-regeneration stat.
We're making changes to which classes and specs are able to dispel magic, diseases, curses, and poison, largely for PvP purposes. Shaman will have Cleanse Spirit as a baseline ability, but it will only remove curses. Restoration shaman will have a talent that will improve Cleanse Spirit so that it also removes magic. Shaman will no longer be able to remove poison.
Cleansing Totem will be removed from the game, as we want dispels to be a decision for players, not something done mindlessly. To that end, all dispels will cost slightly more mana, and you will waste the spell if you cast it when there is nothing to remove. (Currently, the dispel is only cast when there is something to remove, which encourages spamming 'just in case.") We will balance PvE dispelling with this new model in mind.
Totem of Wrath now will replace Flametongue Totem for all shaman, and dropping this totem will buff the group's spell power by 4%. Elemental shaman will have a talent that lets all Fire totems provide +10% spell power, allowing them to drop Searing, Magma, or Fire Elemental Totems without losing their spell-damage buff. The 4% and 10% buffs will be exclusive with each other and with the warlock's Demonic Pact, so you can't benefit from all of them at once. We're also considering letting Elemental drop Searing Totem at range.
We want to free up Enhancement global cooldowns to make the spec more dynamic to play. We're considering, for example, increasing the cooldown of Lava Lash so shaman have time to work other interesting abilities into their rotation.


New Talents and Talent Changes


Elemental Reach will be simplified so shaman have a more consistent spell range.
We plan to add Earthquake as a deep Elemental talent for targeted and persistent AoE.
Spirit Link will likely be worked back into deep Restoration in some form. The idea is that you will be able to link targets together so they share damage. When we had previously tried to implement Spirit Link, it was hard to balance and a little confusing. However, we really liked the concept -- and so did players -- so we are trying to bring it back.
Elemental will have a deep talent that allows Spirit (which will appear on the gear they share with Restoration shaman) to boost their Hit rating.
Ancestral Knowledge will boost mana pool size, not Intellect.
Enhancing Totems will be replaced with Focused Strikes, which will improve the damage of the new spell Primal Strike and Stormstrike.
With the Mastery system, we're also considering removing a number of talents that grant passive bonuses, such as Mental Quickness, Improved Windfury Totem, Mental Dexterity, Call of Thunder, Tidal Mastery, Purification, Nature's Blessing, and others, to allow players more freedom to choose more interesting talents.


Mastery Passive Talent Tree Bonuses

Elemental

Spell damage
Spell Crit
Elemental Overload

Elemental Overload: Your direct-damage spells have a chance to proc a less powerful 'bonus" version of the spell. This will work much like the current Lightning Overload talent, but would also apply to Lava Burst.

Enhancement

Melee damage
Melee Haste
Nature Damage

Nature Damage: This will provide a passive bonus to the Nature damage dealt by the Enhancement shaman.

Restoration

Healing
Meditation
Deep Healing

Deep Healing: Your direct heals will do more healing when the target's health is lower. This will scale to damage (e.g. someone at 29% health would receive more healing than someone at 30%) rather than have arbitrary break points.

We hope you enjoyed this preview, and we're looking forward to hearing your 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.



I dunno about you, but that healing rain sounds badass.


Also QQ cleansing totem EVERYONE GET ANGRY


Last edited by Noffletoff on Wed Apr 07, 2010 11:52 am, edited 1 time in total.

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PostPosted: Wed Apr 07, 2010 1:18 pm 
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EDIT: HOLY FUCK HOW DID I MISS THAT?

Craping shit face. I somehow missed the Spiritwalker's Grace shit.

Holy crap, the ability to cast while moving and meleeing for all 3 shaman specs. THAT'S INSANELY AWESOME!

It's a mother fucking Free Cast Sage from Ragnarok Online :O

Holy shit, that was one of my favorite specs in RO. Oh. My. God. I'm so flipping excited I'm shitting myself. I SWEAR TO GOD BLIZZARD DO NOT GO BACK ON THIS ONE. I SWEAR TO GOD YOU BETTER DO IT OR ELSE.

Noffletoff wrote:
Quote:
Healing Rain (level 83): An area-effect heal-over-time (HoT) spell that calls down rain in a selected area, healing all players within it. There is no limit to the number of players who can potentially be affected; however, there are diminishing returns when healing a large number of targets, much like the diminishing returns associated with AoE damage spells. This should give Restoration shaman another healing tool that improves their group-healing and heal-over-time capabilities. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.
I dunno about you, but that healing rain sounds badass.
I agree, it down sound badass. But you have no idea how hard Druids will QQ over this one, what with how this spell sounds almost identical to Tranquility, but unlike Tranquility, it effectively has no cooldown.

The Windfury Weapon Unleash doesn't seem to make much sense though. Referring to the ranged part of it. I understand that it's one ability doing 4 different effects depending on the enchant, but Enhancement really doesn't need a ranged attack. The only ranged attacks they really need are in PvP for closing distance, which they could certainly use help for, but the Windfury Unleash isn't going to help there.

Meh. Complaining about nothing I suppose. But something about them referring to throwing a spectral version of your weapon sounds sad, cause you'll rarely use it when you aren't standing in melee range, so you can't see the coolness of the effect.

Karilyn wrote:
1. Announce all planned changes for the new expansion
2. People QQ about how these changes will ruin their class
3. Start expansion beta
4. People QQ about not being in the beta
5. Revert nearly all awesome changes they had promised over the course of the beta, leaving you with the leftovers.
6. People QQ that they cannot live without the promised changes.
7. Patch the above changes into the game, nerf all game content to let people kill the Lich King in the last weeks.
8. People QQ that Blizzard is making the game too easy
9. Few weeks later, Cataclysm is released.
10. People QQ that dance studies and armor dies still aren't in the game.
11. Servers crash
12. People QQ about Blizzard not having planned for the player surge.
13. After several weeks of server instability, Blizzard nerfs your class.
14. People QQ and say they are going to quit the game, but really don't, and continue to suck Blizzard's teats.

List fix'd per Noffletoff's request.

2 and 6 are the best.

I swear to god. Watch the official forums. You will bodaciously see 2 and 6 be acted out in EVERY class forum. You can enjoy the hilarity.

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Last edited by Karilyn on Wed Apr 07, 2010 1:33 pm, edited 6 times in total.

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PostPosted: Wed Apr 07, 2010 1:51 pm 
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Seen this happen for every expansion so far. The list, I mean.
Also, Blizz do tend to go through with most of their plans. If they can't find a way to implement a specific ability given time constraints, they usually devise a work-around, suck as Spirit Link becoming Riptide (although they look to be interested in implementing Spirit Link again anyway). I will be VERY interested to see how Spiritwalker is balanced though... Elemental shammies are bad enough in casual PvP without them being able to CHASE you with their Lava Blasts.
Anyways, I'm still anticipating the Warlock details (other than soulshards, which everyone should know about by now). Customizable demons, GO! (Eww, Incubus!)

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PostPosted: Wed Apr 07, 2010 2:00 pm 
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Nancymaker wrote:
Blizz do tend to go through with most of their plans. If they can't find a way to implement a specific ability given time constraints, they usually devise a work-around.

Meh. I might just be injecting Warrior WotLK Beta feelings into the chart.

But jesus christ. They took away like 80% of the things that they promised they were going to give us during the Beta, and have only just now slowly been adding them back throughout the duration of WotLK (And a few are only just now showing up in Cataclysm).

The same changes that ironically all the Warriors were like "WTF MAN THIS IS GOING TO SUCK," that after some calculations and the abilities actually being taken away from us, everybody started screaming about how gimp we were without them.

:?

Quote:
I will be VERY interested to see how Spiritwalker is balanced though... Elemental shammies are bad enough in casual PvP without them being able to CHASE you with their Lava Blasts.
Rock/Paper/Scissors.

Since I play a Warrior as my main, I absolutely hilariously destroy Elemental Shammies. It's Enhance Shammies that give me problems. The difference being cast time.

If the opponent's spell has a cast time, I can stop it easily with Spell Reflect and my extremely long lists of interrupts and silences.

For melee classes, I survive their damage through avoidance and armor.

For magic classes, I survive their damage by spamming spell reflect on all the strongest spells in their rotation, and silencing/interrupting everything else.

Enhancement is the singular spec in the game that generates about 60% of it's damage comes from instant cast spells. That UTTERLY FUCKS MY PVP STRATEGY

...

But on that note: Spell Reflect + Polymorph = Fun times

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Last edited by Karilyn on Wed Apr 07, 2010 2:03 pm, edited 2 times in total.

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PostPosted: Wed Apr 07, 2010 2:10 pm 
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Gah! I've spent a long time practising with my resident Prot PvP-er (sounds dumb, but he is SPECTACULARLY good) in my attempts to combat the dreaded Spell Reflect. I don't PvP much on my Warlock, but my Mage became very good at timing his Frost Wards and Ice Lances just right such that he suffered no damage and sometimes regenerated some mana. A pain in the arse though, and I can see why a class with little to no cast times would be the rock to that strat's scissors, to continue your earlier metaphor. However, as is always the case with PvP, duels are an unrealistic example of PvP, so most of the time I try a strategy out on a Warrior, for example, and get cheap shotted and backstabbed by a dirty Rogue before I can even press blink. Ah well.

Anyways, from what you were describing at the start of your post, it sounds more like the problem lies with the WoW community than with the developers. Granted they shouldn't, and don't, base all their decisions on what the community wants rather than needs, but with a reaction like that, they must take some notice.

I would like a dance studio though, I must admit...

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PostPosted: Wed Apr 07, 2010 2:19 pm 
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Nancymaker wrote:
Gah! I've spent a long time practising with my resident Prot PvP-er (sounds dumb, but he is SPECTACULARLY good) in my attempts to combat the dreaded Spell Reflect. I don't PvP much on my Warlock, but my Mage became very good at timing his Frost Wards and Ice Lances just right such that he suffered no damage and sometimes regenerated some mana. A pain in the arse though, and I can see why a class with little to no cast times would be the rock to that strat's scissors, to continue your earlier metaphor. However, as is always the case with PvP, duels are an unrealistic example of PvP, so most of the time I try a strategy out on a Warrior, for example, and get cheap shotted and backstabbed by a dirty Rogue before I can even press blink. Ah well.

I was probably one of the best, if not the best PvPer on my server as Prot.

Tips to fuck up spell reflect: Anytime you use a spell with longer than 1 second cast time (and even 1 second cast time), be prepared to interrupt your own spell.

Identify what spells in your rotation are most likely to be reflected. For a Warlock, that would be fear. For a mage that is mildly retarded, that would be the pyroblast that he casts after he polymorphs you and thinks he is safe. Then either drop it from your rotation if possible (The Warrior will probably not use Spell Reflect, waiting for you to use the spell, and it never coming), or deliberately interrupt the spell after the Prot Warrior uses Spell Reflect, wasting the Warrior's skill.

It's better to interrupt your own spell than have it reflected back on you.

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PostPosted: Wed Apr 07, 2010 2:40 pm 
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What about mages that intentionally polymorph themselves? I've heard good things can come from that, but it seems like a pretty risky maneuver.

But I don't even play my Mage now, so I'll probably be crap until I practice again. PvP is much harder than PvE, at least if you're playing against good players. Although with the dramatically increased Stamina, it may be less about snap decisions and more about the right decisions, which appeals to me. That sounds like Blizz's intent anyway.

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Last edited by Nancymaker on Wed Apr 07, 2010 2:41 pm, edited 1 time in total.

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