Something is amiss in the Emerald Dream. Immense dragons with the shimmering emerald scales of the Green Dragonflight have been sighted guarding the portals at the Great Trees... but these once-noble creatures crawl with a new, strange menace, not the peace for which Ysera is known. Bring many allies should you dare to confront them; their powers are formidable and they will not hesitate to crush any who draw near.
The Stirring of the Silithid
The arid sands of Silithus are shifting. Something is awakening beyond the wall to the south... Aid the Druids of the Cenarion Circle as they delve into the mysteries of the desert. Seek answers behind the Twilight Hammer's presence. Discover more about the alien creatures known as the Silithid as you explore their hives. Many new endeavors await the high-level adventurer!
Hallow's End
When the decorations of Hallow's End light up Azeroth's cities, you know there's mischief afoot! Seek special vendors in Orgrimmar or Ironforge and get your hands on treats! Aid a sick orphan in a little trick-or-treating! Deathcaller Yanka, attending the Forsaken's Wickerman Festival, and Sergeant Hartman of Southshore are seeking your aid in keeping the enemy out of their holiday affairs -- are you up to the challenge?
General
Instant Attacks
The mechanics of most instant melee attacks have been modified to improve item balance. Previously, instant melee attacks did damage based on the damage range of the weapon, plus a bonus for the player's attack power. This bonus was then multiplied by the speed of the weapon. As a result, slow weapons did more damage than was intended, and fast weapons were considered inferior by most players. We have changed the way the attack power bonus is calculated for instant attacks. This change does NOT affect attack power calculations for normal melee attacks. Instead of multiplying by the speed of the weapon, the attack power bonus is now multiplied by a fixed number pulled from the following table:
Two-handed weapons: 3.3
Daggers: 1.7
All other one-handed weapons: 2.4
As a direct result of this, many weapons have shifted position in their relative power. In particular, many Epic (purple) quality items are now more powerful than slower Superior (blue) weapons.
This change was not made to reduce the power of instant attacks, but to correct the relative imbalance of weapon itemization. At a given level requirement, epic quality weapons should always be more powerful than superior quality weapons.
Please also note that all normal weapon swings will be completely unaffected by this change. The following abilities are affected by the design change: Sinister Strike, Ambush, Backstab, Whirlwind, Mortal Strike, and Overpower.
The cost per point of durability to repair plate, chain, and leather items has been reduced to be equal to the cost of repairing cloth items of the same quality.
You can now repurchase up to 12 items that you have sold to a vendor. There is now a buyback tab on all merchants that you can select to repurchase the last 12 items you sold since you last logged in. When your character leaves the game, this list of items will be cleared, so if you have accidentally sold something, don�t wait to buy it back. Buy it back immediately.
Perception (Human Racial) is now usable while stealthed.
There is now a spell effect when you increase your reputation to a new level.
The loading screen upon login now displays gameplay tips.
Channeled spells that are cancelled by movement can no longer be cast while moving.
Fixed bug where the debuff Tetanus was reducing stamina by one more than it should.
Pets no longer break off attacks when their target is affected by Warlock Fear.
The "Knockout" mechanic has been renamed "Disorient" and all tooltips that referenced this mechanic should be updated.
PvP
Honor System
The percentage of players that may reach ranks 6 through 14 has been increased.
Lower-level players should advance in the Honor System more quickly than they had previously (although this change does not affect the highest ranks they can achieve).
Battlegrounds
Each Battleground has an individual turn-in quest associated with its related victory/loss condition. Upon completion of a Battleground, the winning side will be awarded three Marks of Honor while the losing side will be awarded one Mark of Honor. Three Marks of Honor may be turned in to the associated questgiver for Honor Points and faction increase. Should players complete this turn-in quest, they will find that the bonus Honor Points for completion are twice that of normal turn-in conditions (individual).
Players of levels 10 - 19 will now be able to participate in the battle for Warsong Gulch.
Alterac Valley has received an overhaul:
In order to keep teams in Alterac Valley more numerically balanced, players will now enter Alterac Valley on a one-for-one basis (i.e. if there are 30 players in the battleground for each side with 10 players in the Alliance queue and 2 players in the Horde queue, only two players from each team will be added, bringing the total to 32 per side).
The minimum number of players required to start a battle in Alterac Valley has been lowered to 20 (the maximum is still 40).
Points for completing the map and winning have been slightly decreased.
Graveyards and graveyard capture points are now at different locations. This was done to correct the negative behavior and tactics associated with graveyard captures and the subsequent player swarming factor. Graveyards should be much more meaningful now to both defense and offense.
Several terrain changes were made to fix some geometry exploits as well as to adjust for the new graveyard mechanic.
Iceblood Graveyard has been fortified.
The Frostwolf Relief Hut now has appropriate guards.
A great avalanche has closed off both the eastern and western segments of Alterac Valley. This has displaced the Syndicate, the Woodpaw Gnolls, and many of the Winterax Trolls.
Due to the avalanche, Korrak the Bloodrager and a small band of surviving Trolls have made the Snowfall Graveyard their new home. Players will find that Snowfall is now under Korrak's control and they must defeat Korrak and his Troll guards if they wish to take Snowfall.
The quests Korrak the Bloodrager (Alliance), Korrak the Everliving (Alliance), The Legend of Korrak (Horde), and The Return of Korrak (Horde) have been removed from the game. The rewards for the initial quest involving Korrak have been moved and can be acquired by completing the quest associated with winning a match in Alterac Valley. We realize that some players may have had the Korrak quest and never completed it. These players may have already completed the quest for killing the General and thus might not be able to benefit from the rewards from the previous quest line. We have opted to add an extra quest step at the end of the General kill quests to reward players that fall under such conditions.
A new item has been added as one of the reward choices for the quests Hero of the Stormpike and Hero of the Frostwolf.
NPC difficulty has been scaled down. All NPCs have had their power reduced by 15-30%.
There is now a portcullis at the end of each of the entrance tunnels inside Alterac Valley. They will rise two minutes into the battle.
The PvP Tier2 Alliance and Horde Cloth armor sets have new updated textures.
Druids
Due to significant talent changes, talent points for Druids have been refunded and can be respent. Training costs for all talent spell/ability replacements have been significantly reduced.
Hurricane - No longer a talent. Now available to all Druids at level 40. Damage and Mana cost increased on all ranks. Spell is now cast on a targeted area up to 30 yards away and affected by Nature�s Reach. Multiple Druids casting Hurricane will no longer stack the slowdown effect. Radius of effect decreased slightly.
Remove Curse - Updated tooltip to reflect that it's usable on friendly targets only.
Shapeshifting - Fixed a bug where the Chilled effect caused by Ice Armor/Frost Armor was not removed properly when shapeshifting.
Swipe - Self cooldown removed.
Tranquility - Cooldown reduced to 5 minutes. Mana cost reduced by 25%.
Cat Form - The attack power bonus from the base cat form will now calculate correctly on zoning or logging in.
Hunters
Counterattack - Now properly sets its cooldown.
Throw - Use of this ability will no longer cause a global cooldown with all other abilities.
Auto-shot is now cancelled when you die.
Added Lightning Breath pet ability for Wind Serpents. This ability instantly hits a single target for Nature damage at medium range.
Mages
Arcane Missiles - Should now properly report the correct "out of range" indicator on the action bar.
Paladins
Judgement of Light and Judgement of Wisdom will now benefit players that are immune to Holy effects (e.g. Divine Shield).
Priests
Psychic Scream - Updated tooltip to reflect that damage caused to the feared target may break the effect. Included radius in tooltip.
Devouring Plague (Undead) - Will now properly consume the Inner Focus effect when cast.
Shadowguard (Troll) - Tooltip updated to reflect actual functionality.
Elune's Grace (Night Elf) - New icon.
Rogues
Vanish - Fixed a bug where the Chilled effect caused by Ice Armor/Frost Armor was not removed properly when vanishing.
Parry - Minimum level to train this ability has been lowered to 12.
Blade Flurry - This ability will now trigger correctly off of special attacks such as Sinister Strike and Kick.
Shoot Bow/Crossbow/Gun - Fixed a bug where these abilities could be used faster than intended.
Throw - Use of this ability will now only cause a cooldown with Shoot abilities.
Ambush - Now uses normalized attack power.
Backstab - Now uses normalized attack power.
Riposte - Now properly sets its cooldown.
Sinister Strike - Now uses normalized attack power.
Shaman
Lightning Shield - Tooltip updated to reflect actual functionality.
Ghost Wolf - Will now correctly have its cast time reduced by Nature's Swiftness.
Warlocks
Death Coil - Cooldown reduced, mana cost increased, and now causes a short Fear effect that is not diminished.
Corruption - Duration reduced and damage per tick increased. Total damage over duration approximately identical.
Curse of Agony - Duration reduced to 24 seconds and damage per tick increased. Total damage over duration approximately identical.
Conflagrate - Conflagrate will now correctly remove Immolate rank 4 from its victim when cast.
Bane - Now reduces casting time of the Soul Fire and Hellfire spells in addition to Immolate and Shadow Bolt.
Intensity - Now reduces chance to be interrupted during cast time of Rain of Fire, Hellfire and Soul Fire spells.
Pyroclasm - Now gives a chance to stun when Rain of Fire, Hellfire, and Soul Fire spells damage the target.
Soul Link - Percentage of damage split with pet has been reduced.
Ruin - Critical damage bonus reduced.
Summon Felhunter - Has a new, unique sound effect.
Improved Drain Mana - Damage caused by this talent will now cause 150% damage instead of 200% damage, which is now consistent with other damage spells.
Lesser Invisibility (Succubus) - Tooltip updated to reflect actual functionality.
Fixed a bug that would cause the Master Demonologist buff to be removed if the pet was banished.
Warriors
Concussion Blow - Will now initiate combat when used.
Shoot Bow/Crossbow/Gun - Fixed a bug where these abilities could be used faster than intended.
Throw - Use of this ability will now only cause a cooldown with Shoot abilities.
Mortal Strike - Now uses normalized attack power.
Overpower - Now uses normalized attack power.
Whirlwind - Now uses normalized attack power.
Warriors can immediately charge after using trinkets to remove immobilizing effects.
Camera angles when using Charge should be improved.
Items
Items which provide +hit chance will now be allowed to counteract the increased miss chance penalty of dual-wielding.
The 5-piece set bonus for the Warrior's Wrath set now works with Whirlwind and Retaliation.
The 5-piece set bonus for the Druid's Stormrage set now properly displays the reduction in casting time.
The Cenarion Druid set bonus that improves Thorns damage now properly works when Thorns is cast on other players.
Anathema, Benediction, Thunderstrike, and Shadowstrike will now remember the enchantments and durability data they possessed when they transform.
The ability to transform Rhok'delar and Lok'delar has been removed, but you can talk to Vartrus the Ancient to receive the item you currently don't possess.
The Drape of Benediction had the statistics and effects of a Superior quality item, but was an Epic item. The item has been improved to have the proper Epic stats.
The effect of the Admiral's Hat has been changed. You can now click the Admiral's Hat to provide yourself with an aura that gives you and your nearby party members a stamina increase. Taking the hat off will remove the effect. The Headmaster's Charge item has also been changed in a similar manner.
Shard of the Flame and Shard of the Scale are now unique.
Rod of Resurgence now heals more health over time.
The Puncture Armor ability found on the Rivenspike, Bashguuder, Digmaster 5000, and Vibroblade will no longer stack with Faerie Fire.
Chromatic Gauntlets no longer has a listed Holy Resistance bonus, since there is no actual Holy Resistance.
Ring of Binding and Blade of Eternal Darkness now have appropriate minimum levels.
Demonic Rune has been changed to a Good (green) item so it will display the bind on pickup dialogue when looted.
Invulnerability will no longer protect you from a Demonic Rune.
Deviate Fish changed to appear in the Trade Goods section of the Auction House.
Jadefire Pants texture fixed.
The icon for Flash Powder has been changed.
Shredder Operating Manual pages will no longer drop for the Alliance.
Gurubashi Helm now properly hides long hair.
The Sheen of Zanza has a tooltip typo fixed.
Professions
There is now Silithid armor that can be made by leatherworkers. The recipes require Cenarion Circle faction to learn.
Additional Tailoring and Blacksmithing recipes can be found in encoded messages found on the members of the Twilight's Hammer in Silithus.
Two additional pieces of Dragonscale Leatherworking were added to the Dragonscale Leatherworking Trainer.
A Dragonscale Recipe has been added that requires killing the great Green Dragons.
The Blue, Green, and Black Dragonscale Leatherworking Armor pieces are now parts of sets and have set bonuses so they should be significantly more desirable.
Green Dragonscale Armor has slightly reduced spirit and now has a stamina component.
Ironfeather Armor set bonus has been improved.
Leatherworking item Murloc Scale Belt improved.
Leatherworking pattern for Black Whelp Tunic added to vendor in Redridge Mountains.
All Wild Leather patterns for Leatherworking are now bind on acquire.
All Wild Leather patterns for Leatherworking no longer have cash value with vendors.
Enchanter-made wands are now Good (green) quality and have had their damage increased.
The minimum level for the Artisan First Aid, Artisan Fishing, and Artisan Cooking quest lines has been lowered to 35.
Water Breathing potions will no longer be overwritten by Shaman and Warlock Water Breathing spells if the potion has a longer duration.
The Pet Healing effect of the Robe of the Void has been improved.
Expert Alchemy requires 125 skill now instead of 100 skill.
Free Action Potion text changed to clearly indicate that the potion is not retroactive. No actual change was made other than the text.
Gnomish Mind Control Cap - Is now subject to diminishing returns in the Charm category.
Blindweed has been increased in size, making it easier to see.
Quests
Added level 50 class quests for the Warrior, Shaman, Paladin, and Warlock. Trainers in the major cities will let you know where to start your quest.
A few new quests have been added in Tanaris. Head over to Steamwheedle Port to see if you can help out.
The Rin'ji's Secret quest line now has an ending and reward. If you previously finished the Rin'ji's Secret quest out of The Hinterlands, speak with Oran Snakewrithe in the Magic Quarter of the Undercity and select the Oran's Gratitude quest.
The following repeatable quests have had their levels increased to 55: Morrowgrain to Darnassus, Morrowgrain to Feathermoon Stronghold, and Morrowgrain to Thunder Bluff. The net result of this change is that level 56+ characters will notice an increased amount of reputation when turning in Morrowgrain.
The Thistlewood Axe will no longer be an available option as a quest reward for the Webwood Venom quest.
The level 30 Mage class quest rewards are now Superior (blue) quality.
Raids and Dungeons
Azuregos is now properly resistant to Frost damage.
If you are in front of Chromaggus and can hit him with spells, his breath attack will hit you.
Razorgore now has the ability to summon players to him if he cannot reach them for a time.
Fixed a bug that was causing Broodlord Lashlayer to do less damage than intended with his Mortal Strike.
Fixed a bug that would cause the debuff "Burning Adrenaline" to be able to be removed if enough other debuffs were applied to the target.
Fixed erratic taunt behavior for Ebonroc, Firemaw, and Flamegot in Blackwing Lair.
You now receive Core Leather when you skin Magmadar.
Fixed a bug that would cause High Priestess Jeklik to not be able to summon Frenzied Bloodseeker Bats.
Fixed a bug that would allow Hakkar's Corrupted Blood ability to target pets.
User Interface
To speed up game loading and reduce memory usage, several portions of the UI have been converted to add-ons. These are completely transparent to the player, but custom add-ons may need to be updated.
You can now search for random suffixes such as "of the Monkey" in the Auction House.
Items that are in your action bar and are equipped will now display a green border around them so it's easy to tell which of your action bar items are equipped and therefore usable.
The Reputation tab will now display on mouseover exactly how many reputation points you need to attain the next reputation level with that faction.
When you gain reputation, the combat log message will now display the numeric value of how much reputation you gained as well as the previous relative message.
There is now an option in the interface window to put a translucent pane behind the portraits and health/mana of other party members for easier visibility.
When you place an auction up on the Auction House, the auctions tab now displays your minimum bid and buyout price even if there are no bids on the item.
Players should no longer miss loot rolling messages when they're outside of the immediate area.
World Environment
The flight paths in Silithus have been moved from Valor's Rest to the new Cenarion Hold. Characters that previously discovered the Valor's Rest flight path will be treated as having discovered the Cenarion Hold flight path.
A neutral graveyard has been added to Silithus at Cenarion Hold. With the addition of this graveyard, characters dying in Silithus will be sent to whichever graveyard they are closer to when they die: Valor's Rest or Cenarion Hold.
Killing Twilight�s Hammer and Silithid enemies in Silithus now awards reputation increases with the Cenarion Circle. You may increase your faction to the middle of Friendly with non-elite mobs and to the middle of Honored with elites.
Flamekin Imps (Ragers, Spitters and Sprites) in the Burning Steppes now drop Elemental Fire.
A new weapon merchant who can also repair durability damage on items has moved in to Talonbranch Glade in Felwood.
The Silithus area map has been modified and its scale has changed.
Modifications were made to several areas of Azeroth so that the undiscovered areas of the map are revealed easier.
The Woodpaw Hills sub-area of Feralas now properly grants discovery experience when you enter it for the first time.
Brackenwall Village now has an arrow on the minimap that points to it when you get within range.
Sayge�s buffs at the Darkmoon Faire are now exclusive to one another.
Due to popular demand the general goods vendor in Undercity now sells Morning Glory Dew.
All graveyards that needed adjustment were changed so that a character's spirit comes into the world facing toward the Spirit Healer.
Bug Fixes
You no longer become stuck and unable to loot if you try to open clams and chests while you are a ghost.
Fixed bug where players would get stuck in the falling animation if they cast an instant-cast spell while jumping.
Thoughts:
Poor warlocks. I guess they took all the hate they had for hunters, and threw it on warlocks for the double hate.
Wind Serpents are now going to be uber popular (I've had mine since 40, and I've maybe seen...3 my entire time) for raids.
As a guild who is almost finished with Rag, and gonna start BWL in a bit, the repair costs is a huge boon.
They finally made AV balanced. I'm surprsied they didn't make snowfall neutral in the FIRST place.
Hopefully they made honor less ridiculous. I don't want GM, but I don't want to have to pvp 10 hours just to keep rank 6 ;p
Boo no alchemy recipies.
Thoughts? Lenlalron Flameblaster fucked around with this message on 09-29-2005 at 10:49 AM.
Repair costs is HUGE. I spend almost 20g on a full rep, whereas the priests I know do like 5-7, not counting their epic staff which costs a shitload.
Major hunter buff with the change to having both the staff and the bow, if I'm reading that correctly. The staff is an uber weapon.
Hope it's true, and hope it comes through soon.
It is by caffeine alone I set my mind in motion. It is by the beans of Java the thoughts aquire speed, the teeth acquire stains, the stains become a warning. It is by caffeine alone I set my mind in motion.
quote:
Kuroi Madoushi probably says this to all the girls:
Still no tauren wolfriding. >_< Still, might have to actually reinstall WoW to check some of the stuff out.
That was put in with 1.7... I think?
quote:
This one time, at Yuri camp:
That was put in with 1.7... I think?
Nope, they took it out for some reason or other. Was supposed to be in 1.8.
It is by caffeine alone I set my mind in motion. It is by the beans of Java the thoughts aquire speed, the teeth acquire stains, the stains become a warning. It is by caffeine alone I set my mind in motion.
GG.
Edit: I don't even want to know the kind of aggro I'm going to pull in MC due to the changes to my DoTs. and.. Approximately the same? Christ.
BTW, Shut up plate wearers. I die once and I spend 2g to repair. Nice to have blues that are still good for tanking, isn't it! Delphi Aegis fucked around with this message on 09-29-2005 at 01:15 PM.
quote:
One thousand monkies on one thousand typewriters would eventually write what Delphi Aegis said;
They nerfed our only real PvP spells, and gave us shit in return (Whee, a 3sec fear on a 2-min timer!).GG.
Edit: I don't even want to know the kind of aggro I'm going to pull in MC due to the changes to my DoTs. and.. Approximately the same? Christ.BTW, Shut up plate wearers. I die once and I spend 2g to repair. Nice to have blues that are still good for tanking, isn't it!
Hey I almost spend that much when I die at level 48
It's not something people hear about.
quote:
--------------------------------------------------------------------------------
Q u o t e:
Old Ruin: 1000 * 2 = 2000 damage.
New Ruin: 1000 * 1.8 = 1800 damage.
--------------------------------------------------------------------------------These numbers are accurate... the ruin change gives warlocks withe ruin a 1.8 damage multiplier rather than 2.0.
Without ruin, spell crits have a 1.5 damage multiplier.
quote:
--------------------------------------------------------------------------------
Q u o t e:
I come here expecting to see a blue addressing our discontent and get this?
It's like as if you sit around at the office laughing at our class."there there my darlings, I'll nerf fear again MMMMMMM"
--------------------------------------------------------------------------------We're trying to accomplish three things for warlocks in 1.8.
1. Improve warlock emergency defense (and yes, the mana cost of Death Coil may need to be lowered... deciding things like this is part of the reason we have public test realms).
2. Reduce a warlock's Shadowbolt spam DPS potential. Currently, a shadowbolt optimized warlock can get drastically higher raid damage than any other class in the game by combining Curse of Shadow, Demonic Sacrifice, Ruin, Improved Shadowbolt, Bane, and lots of +shadow damage and spell crit gear (which can be further exaggerated with Shadow Weaving from a shadow priest or multiple warlocks affecting the target with Improved Shadowbolt). We intend for warlocks to deal very high amounts of damage in a raid, but not drastically more so than other classes.
3. Improve warlock DOT's so that it's less likely that much of the damage will be lost due to combat not taking as long as was assumed when those spells were designed.
None of these involve developers in their offices saying "there there my darlings, I'll nerf fear again MMMMMMM".
quote:
--------------------------------------------------------------------------------
Q u o t e:
BUT THAT DOESN'T ANSWER WHY you would do this in the FIRST PLACE!!!WE are the last Class that would need a NERF!
WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY!
--------------------------------------------------------------------------------Sadly, Warlocks that manage to sustain far higher damage output than all other classes in a raid do indeed need to be "nerfed". It is also by intent that the ruin change affects that particular strategy far more than it does the non-raiding warlock that does not over-optimize their shadowbolt damage.
I'd like to mention that the admiral hat change SUCKS. But that is easily countered by the amusement of hearing my guild's tanks' reactions when I mentioned the repair cost change to them.
may I quote "FFFUUUUUUUUCCCCKKKKKK YYYYYOOOOOUUUUUUUU" Addy fucked around with this message on 09-29-2005 at 03:48 PM.
quote:
This insanity brought to you by Addy:
I'd like to mention that the admiral hat change SUCKS.
I'm just gonna disenchant mine now,
quote:
Each Battleground has an individual turn-in quest associated with its related victory/loss condition. Upon completion of a Battleground, the winning side will be awarded three Marks of Honor while the losing side will be awarded one Mark of Honor. Three Marks of Honor may be turned in to the associated questgiver for Honor Points and faction increase. Should players complete this turn-in quest, they will find that the bonus Honor Points for completion are twice that of normal turn-in conditions (individual).
I missed this my first time through the change lists, because I'm growing increasingly cynical towards Blizzard's outlook on the game they have created.
I only have three applicable letters to use in regards to this patch change; WTF
It's not something people hear about.
quote:
Addy was naked while typing this:
I'd like to mention that the admiral hat change SUCKS.
Well, time to DE the one I have and destroy the feathers I collected to make a second for guildmates. Waste of 5g getting the pattern too.
quote:
Addy stopped staring at Deedlit long enough to write:
I'd like to mention that the admiral hat change SUCKS.
Quite frankly, I'm surprised it took this long to finally nerf it fully. Plus, its been bugged for how long? Shouldn't stopped working a long while ago.
quote:
Kuroi Madoushi attempted to be funny by writing:
Nope, they took it out for some reason or other. Was supposed to be in 1.8.
Seems that it is in 1.8.
Side view
Three-quarter turn
Front view
This makes me happy.
It is by caffeine alone I set my mind in motion. It is by the beans of Java the thoughts aquire speed, the teeth acquire stains, the stains become a warning. It is by caffeine alone I set my mind in motion.
quote:
Blade Flurry - This ability will now trigger correctly off of special attacks such as Sinister Strike and Kick.
This one caught my attention, so I copied my 40 rogue over to test and respecced into Blade Flurry.
Blade Flurry + Ambush = 1600 damage in one swing... at level 40. Granted I was using level 15 mobs to test it on, but that's still rather impressive.
I might have to grab Blade Flurry NOW and finish getting the rest of my crit talents later, goddamn.
As for the warlock ruin change... I remember thinking 'wow, are they TRYING to kill the warlock class' when I saw that. Then I realized that it's really actually fairly minor decrease to overall shadowbolt dps. Feel free to correct my math here if I'm wrong...
Non-crit SB: 1000.
Crit with 1.7 Ruin: 2000.
Crit with 1.8 Ruin: 1800.
Overall crit decrease: 10%.
Overall DPS decrease: 10% * crit%.
Assuming crit%, is even, say, 20% (I don't know what kinds of crit gear casters get at 60), that's only a 2% overall dps decrease. Assuming what I wrote is correct, which I'm reasonably sure it is. Since CoA and Corruption now do more dps, it just may balance out. What's nerfed here is mostly the burst dps, and even that's not *too* bad.
Plus I imagine a lot of people are happy with the Death Coil change.
My druid is unfortunately too low (24) to really be able to try out anything interesting on the new talent trees.
Oh shit! Oh jesus christ! This is hilarious! This patch has more warlock nerfs than buffs!!
They're REDUCING warlock DPS below it's already abysmal rate citing an incredibly unlikely combination of talents and debuffs the use of which still wouldn't do more damage than mage spam regardless of what ANYONE says.
You can't find ANYONE who doesn't agree that warlocks are a shit class... except blizzard.
quote:
Over the mountain, in between the ups and downs, I ran into El Cuchillo who doth quote:
Plus I imagine a lot of people are happy with the Death Coil change.
Yeah, the death coil change that doesn't address a single goddamn problem with the class. Very fucking nice.
In compensation our best working defensive talent is going to be nerfed and our best working offensive talent is going to be nerfed when we're ALREADY THE LEAST DEFENSIVE CLASS IN THE GAME AND ONLY A MEDIOCRE OFFENSIVE CLASS Maradon! fucked around with this message on 09-29-2005 at 10:52 PM.
--Satan, quoted by John Milton
quote:
There was much rejoicing when Bloodsage said this:
Ow! My liver!
Down lower, dude.
quote:
And I was all like 'Oh yeah?' and El Cuchillo was all like:
This one caught my attention, so I copied my 40 rogue over to test and respecced into Blade Flurry.Blade Flurry + Ambush = 1600 damage in one swing... at level 40. Granted I was using level 15 mobs to test it on, but that's still rather impressive.
I might have to grab Blade Flurry NOW and finish getting the rest of my crit talents later, goddamn.
Um. Unless they're changing Blade Flurry completely, I don't see how you got 1600 damage at level 40 (unless it actually ambushed 2 mobs at once for 800+ each).
If they're acually making it repeat the skill on the secondary mob... Jesus-fuck-my-eye-Christ I'm about to be one DPS aggro motherfucker.
quote:
Random Insanity Generator spewed forth this undeniable truth:
If they're acually making it repeat the skill on the secondary mob... Jesus-fuck-my-eye-Christ I'm about to be one DPS aggro motherfucker.
I'm told that, once upon a time, it did that.
Then some bug came around when the second mob would gain 2x armor mitigation against the attacks, then another bug where only 'white' combat damage transferred to the second mob.
Now I think it might finally be getting fixed completely.
Sean fucked around with this message on 09-29-2005 at 11:43 PM.
Edit holy shit I just zonked out during that sentence and didn't finish it.
It's not something people hear about.
quote:
A sleep deprived Random Insanity Generator stammered:
Um. Unless they're changing Blade Flurry completely, I don't see how you got 1600 damage at level 40 (unless it actually ambushed 2 mobs at once for 800+ each).
That... is EXACTLY what I mean.
I'll be quite happy. 5 point SnD (30% haste) + Blade Flurry (20% haste) + Adrenaline Rush (Chain SS Spam.. usually 2 Evisc Shots as well) == mass pwnage in AE farm
quote:
Random Insanity Generator had this to say about Duck Tales:
Hrm... 2.4 damage multiplier.... Double Sinister Strike Crits...I'll be quite happy. 5 point SnD (30% haste) + Blade Flurry (20% haste) + Adrenaline Rush (Chain SS Spam.. usually 2 Evisc Shots as well) == mass pwnage in AE farm
I'm not sure they stack... I know berserk and SnD don't stack.
Guess I should go check.
Edit: Ok, cool, they do. Sweet. El Cuchillo fucked around with this message on 09-30-2005 at 12:20 AM.
quote:
The logic train ran off the tracks when Naimah said:
In other news, rouges are retartedly good.
When we blow every cooldown imaginable and give up 1/4 of our damage to get a haste effect that only increases our damage by 1/5th.
It's not something people hear about.
quote:
"Currently, a shadowbolt optimized warlock can get drastically higher raid damage than any other class in the game by combining Curse of Shadow, Demonic Sacrifice, Ruin, Improved Shadowbolt, Bane, and lots of +shadow damage and spell crit gear (which can be further exaggerated with Shadow Weaving from a shadow priest or multiple warlocks affecting the target with Improved Shadowbolt). We intend for warlocks to deal very high amounts of damage in a raid, but not drastically more so than other classes. "
http://forums.worldofwarcraft.com/thread.aspx?fn=wow-realm-test&t=75459&s=bli zzard&tmp=1#blizzard
quote:
Azymyth's unholy Backstreet Boys obsession manifested in:
Actually, Ambushing for 1600 (or 800 x2) at level 40 isn't that unbelievable against level 15s.
My Ambushes on similarly leveled cloth are about 330, non-crit. Substitute 1320 for 1600, if you want.
Hmm... if it makes Eviscerate hit two people, I can see CB-BF-Evisc being a nasty way to take out clustered cloth.
Edit: I can't type.
Edit x2: Works with Evis. Nasty. El Cuchillo fucked around with this message on 09-30-2005 at 01:50 AM.
quote:
The logic train ran off the tracks when Sean said:
When we blow every cooldown imaginable and give up 1/4 of our damage to get a haste effect that only increases our damage by 1/5th.
Prior to 1.8 and the fuckup with Flurry I was able to use the 3 listed abilities to jump from 200 to 210 DPS on a Baron fight in UDS to around 300 to 315. And he's just a single target.
Of course getting the double crits for evisc helped I imagine...
It is by caffeine alone I set my mind in motion. It is by the beans of Java the thoughts aquire speed, the teeth acquire stains, the stains become a warning. It is by caffeine alone I set my mind in motion.
quote:
Tarquinn startled the peaceful upland Gorillas by blurting:
Hay guys, I heard next patch Warlocks get a duck stick!
I am so there!
--Satan, quoted by John Milton
Summary: Ruin is changing back to as it was in 1.7. Negative resistances brought on by CoS/CoE will no longer be possible, HOWEVER, CoS and CoE will add a damage bonus to all spells of the appropriate element. Whether or not this is a % bonus ala Arcane Power, a +damage bonus ala ToEP, or some other mechanic, and how significant this mechanic is, remains to be seen. They say it will still be a nerf to their damage bonuses overall, but how severe wasn't clear. It will work with Frostbolt now, which should make some mages happy. Death Coil and Soul Link will also have their mana costs reduced.
Edited for clarity. El Cuchillo fucked around with this message on 10-01-2005 at 06:26 AM.
quote:
Flea had this to say about John Romero:
The melee nerf seems to be larger than expected. Warriors who were doing 2k Enrage MS crits in 1.7 with TuF are now barely getting about 1500. Couple this with Rogues who used to do 900 damage backstabs now barely breaking 500. Melee got hit hard
I copied over to test and didn't notice a difference. Then again, I am using UTB which is 3.4 delay anyways so I probably wouldn't.
quote:
El Cuchilloing:
NEW changes to Warlocks.Summary: Ruin is changing back to as it was in 1.7. Negative resistances brought on by CoS/CoE will no longer be possible, HOWEVER, CoS and CoE will add a damage bonus to all spells of the appropriate element. Whether or not this is a % bonus ala Arcane Power, a +damage bonus ala ToEP, or some other mechanic, and how significant this mechanic is, remains to be seen. They say it will still be a nerf to their damage bonuses overall, but how severe wasn't clear. It will work with Frostbolt now, which should make some mages happy. Death Coil and Soul Link will also have their mana costs reduced.
Edited for clarity.
This much... I do not mind.
Reports from the test server are that, short of spamming IAE, warlocks are now the best multi-target DPS in the game with the new DoT changes. I'm not about to cry over the resistance changes, but really that's what they should have changed in the first place instead of threatening to nerf ruin.
With the lower mana cost and the fact that the fear can't be countered by any anti-fear ability in the game, Death Coil should be really awesome. Three seconds is enough time for me to drop my instant DoT's AND cast a regular fear, or alternately just CoS and nuke the shit out of you, seduce and nuke the shit out of you again.