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Mage Changes 1.11

Comments

  • Moderators, Computer Games Moderators Posts: 4,569 Mod ✭✭✭✭Ivan


    Cant seem to edit, as boards is too slow. Hope this goes through...
    I meant to say that I quite like the new combustion, as well.

    Also, link to talent calculator for 1.11:
    http://www.wowhead.com/talent/?o


  • Moderators, Computer Games Moderators Posts: 23,282 Mod ✭✭✭✭Kiith


    it seems a hell of alot of mages (on the europe forums anyway) are seriously pissed off about these changes. lots of whining (which, i know, is an essential part of wow) and complaints.

    never played a mage past lvl15 or so, so i cant really comment.


  • Moderators, Computer Games Moderators Posts: 4,569 Mod ✭✭✭✭Ivan


    Ice tree got a serious buff. I mean woah. My build for 1.11:
    http://www.wowhead.com/talent/?kZEx0o0cZVAczhVot

    /me drools.


  • Closed Accounts Posts: 969 ✭✭✭sunzz


    Ivan I don’t know why you are drooling this is an absolute disgrace, I’m a frost mage and there is nothing new there to me, the only thing we have been given is a higher rank food/water, whey. Blizz might as well up us to grade A vending machines.

    Why you think any of the new talents add anything to this class I really don’t know, after playing my mage for a year I’m at my wits end now. We were the last to get a revamp, we have to share our revamp with another class, we also have to go and look for the info on a 3rd party site.

    We are meant to be the main dps dealers in the game, or so was the general consensus at the start of the game, now I can't see myself doing more damage than any other class.

    Glad I rolled a lock on outland last night.

    never playing my mage again.

    gg blizz


  • Moderators, Computer Games Moderators Posts: 4,569 Mod ✭✭✭✭Ivan


    I suppose its pretty relative. Ever since I rolled a mage, my first ever class, I've been arcane spec. Seemingly locked in for the need for Improved Arcane Explosion and Evocation, not to mention clearcasting and Improved Counter Spell.

    Now that I dont need arcane for IAE and Evocation it no longer seems a necessity to me, to spec in it.

    So, its easy for me to look at my long since desired frost tree and see the +50% crit chance to all spells, the buff to Ice barrier as well as the Master of Elements talent and see it all as a good thing.

    In fairness though, I'm probably just biased due to innervate :o


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  • Closed Accounts Posts: 829 ✭✭✭Bartonprince


    Doesn't matter what changes happen. Not everyone will ever be truly happy with them. Everyone hates Warlock, yet look at all the whinging on the forums about Undead Rogues etc..

    Mages do need a buff though


  • Moderators, Computer Games Moderators Posts: 23,282 Mod ✭✭✭✭Kiith


    Doesn't matter what changes happen. Not everyone will ever be truly happy with them. Everyone hates Warlock, yet look at all the whinging on the forums about Undead Rogues etc..

    its a bit different here though, when compared to other classes patch's

    when warlocks got their "uber" buff (even if it was only 1 spell change :rolleyes: ), most warlocks were delighted. when druids got their feral buff, most of them were happy enough (and now super happy with Innervate). priests got some damn sweet changes to their holy tree. hunters got their..i dont think buff is a big enough word for what they got, crazy mega buff maybe...but they were delighted (even if they did deserve it after so much suffering). most pally's seemed happy enough, even if they (we) did still whine all the time. i cant remember how the warrior, rogue or shammy patches were recieved (or even if their has been major changes since launch)

    but most mages seem to think this buff to their class is total ****, and that blizzard havent listened to anything they had to say. thats the big difference, at least that i can see.

    hopefully it will change, since its only pre-patch and the massive outcry from mages might, just might, change it.


  • Legal Moderators, Society & Culture Moderators Posts: 5,400 Mod ✭✭✭✭Maximilian


    Yeah, I've an epic specced frostie mage - couldn't be bothered leveling another char to 60 - and I think the review is total crap on the whole.

    There's one or two nice things in there but not enough to overcome my utter disappointment. Arcane resiliance? Slightly improved Amp/dampen magic? Wand Specialisation still? Arcane sublety nerf? Arcane Power nerf (again)?Blizzard have been sniffing glue.

    Basically, they have given two essential spells without talents and freed up a lot of talent points to spend in other crap talents. No proper increase in DPS or survivability, so many other classes continue to equal us for damage or better and with better survivability to boot.

    It looks as though the Mage class is broken & Blizzard have no idea how to fix it and no desire to either. They even chicken out of revealing the changes themselves and farm it out to IGN.

    I signed up for a glass cannon. Instead I got a glass water cooler with an air rifle. Oh well.

    I feel better now. [/rant]


  • Closed Accounts Posts: 969 ✭✭✭sunzz


    Ivan not to take a dig but if you say you've specced arcane..

    Any way im not going to whine any more this is a joke and unless its changed I certainly wont be play my mage, uill just quote what one person has said and he seems to know what he's talking about + it saves me writing an essay on why this is ****e.

    Frost to me is worse, we still need to get ICS, i mean without it do we even have a chance.

    **** OFF BLIZZARD.
    This will probably be lost in the hundred pages to come but here goes:

    Nerfs:

    Arcane subtlety only affects crits now which if you read it and read what it used to be you can see that more clearly.

    Wand Specialization - cmon now... lets give warriors bow specialization! Not really a nerf but completely absurd.

    Improved Arcane explosion - went from being required to being USELESS crits on a spell that does 300 damage is a joke, 5% of 300 damage means 315 damage in the long run and since it is instant cast that means the benefits it gets from +damage gear are minimal.

    Arcane Resilience - 200 armor in talent points, sweet? laughable, spend talent points here?

    Arcane Power - NERF in damage and no bonus to duration!

    Improved Fireward - No one ever used it before so why not nerf it!

    Combustion - Again, no one ever really spent a talent here before and they still won't a 10% chance to crit with 3 spells.. Not worth that 31 point, especially since I am betting its a 5 minute cooldown.

    Ice had the biggest nerfs-
    blizzard had a buff, speed is reduced and duration increased... doesn't really matter since its a channeling spell (duration wise). Toss the dog a bone!

    No more frost ward --- No one hardly used it anyways but it coulda been useful in an ice zone.

    The biggest nerf that pissed me off was shatter, nerfed from 50% chance to crit on frozen targets to 10%... geez thanks.

    Winters chill still pretty weak which simply falls in to the same ol thing blizzard has had mages doing since the start, spam your frost bolts. I mean lets get real, you have to get this to proc (if you put 5 points then its a 100% proc but still) then it will put a debuff on the person to get a 1% crit, stackable to 5 times. In pvp if I don't kill most people in less than 5 hits then I am more or less dead. That is.. if I even get 5 frost bolts off. In raiding, it is atleast semi-useful... A molten giant takes me about 5 or 6 frost bolts before its dead. The other part of this is the fact that you have to pretty much spam your frost bolts in order to keep 5 up there (like on bosses) and if you stop for more than a few seconds then they start wearing off immediately.

    Things blizzard missed out on entirely. Silence lasts 4 seconds, a felhunter pet lasts 2 times as long and requires absolutely no talent point cost to get. You are still required to go deep in arcane for silence.

    There needed to be more involvement in the casting instead of just spamming one button (frost bolt) over and over. They didn't touch that.

    Damage got nerfed more than anything with reductions in crits (frost) and reduction in arcane power. Warriors and rogues continue to go up in damage with improved weapons while mages stay relatively stationary, this could be an item problem but if you examine the rogue talents for example they get a lot more increases to damage, level 1 talents already meaning 1% crit! Vile Posions means 15% increase in posion damage (compare it to our best of 10% in fire or 6% in frost) or how about Opportunity, slap on 20% damage for backstab!

    We didn't get anything with agro reductions nor did we see any big improvements to taking a fire/frost build save for something that reduces mana on crits.

    Improvements were fewer but some still noticable, so that you guys don't just take me as a complainer. Master of Elements, just to go back on the last comment, is pretty nice but anything that reduces mana is again, just a bone. I want damage not mana, give the warlocks mana, but hey, I will take it with a half smile, atleast we got something that crosses elements.

    Also got our wish, arcane explosion is no longer required 5 talent point sink and evocation the same way.
    ____________________________________________________________________________

    If you put it to a vote i guarentee that the mages would choose to keep their talents the way they are. You didn't fix anything save one complaint that mages have had forever. Do you even listen to the player base? I am not looking to one shot warriors, I am looking for ways to do better sustained dps.
    Insert clever phrase here.


  • Registered Users, Registered Users 2 Posts: 6,810 ✭✭✭DRakE


    bit of a mega nerf really :(

    but on the plus side, last two patches i've gotten two free respecs with my priest and now my mage :D


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  • Closed Accounts Posts: 829 ✭✭✭Bartonprince


    Maybe something to increase Mages health would be good. As a lot of 60 mages (unless really well decked out) have like 3k health or under. Now i understand that they do a lot of damage and have to be dealt with quickly, but that is simply not enough HP. In BG's etc, they just go down so quickly. Although if i see one casting, and i'm just coming into range, i know i'm probably dead.


  • Closed Accounts Posts: 211 ✭✭Epicpriest


    sunzz wrote:
    Ivan I don’t know why you are drooling this is an absolute disgrace, I’m a frost mage and there is nothing new there to me, the only thing we have been given is a higher rank food/water, whey. Blizz might as well up us to grade A vending machines.

    Why you think any of the new talents add anything to this class I really don’t know, after playing my mage for a year I’m at my wits end now. We were the last to get a revamp, we have to share our revamp with another class, we also have to go and look for the info on a 3rd party site.

    We are meant to be the main dps dealers in the game, or so was the general consensus at the start of the game, now I can't see myself doing more damage than any other class.

    Glad I rolled a lock on outland last night.

    never playing my mage again.

    gg blizz

    They won't mess Mage up anymore. You can see from the game forums that they are looking at threads etc, they will make some changes to that and give at least 1 nice imba change. i think.... they couldn't be stupid enough to give useless changes like they are thinking of... could they?"?


  • Registered Users, Registered Users 2 Posts: 2,798 ✭✭✭Funky


    You people are crazy.

    So what if Imp AE isn't worth getting for the crit.. guess what you still just got 5 talent points freed you never had before.

    Shatter now gives crit for ALL SPELLS not just frost. That is incredibly good(and I'm pretty sure will lead to the next big duel spec 21/11/19). They always said they weren't gonna change the mages trees much and thats exactly what happened. They made the trees more compact and you get more for your talents.

    They also made the elementalist spec pretty damn good, permafrost is deceptively good combined with fire talents. You won't be constantly spamming frost spells to keep people chilled. With blastwave, and CoC you pretty much keep melee indefinitely crippled. These changes are pretty amazing in my opinion, and are a great step away from the 3 minute hero mages. Mages who actually have a bit of skill are gonna profit.


  • Closed Accounts Posts: 969 ✭✭✭sunzz


    Maybe something to increase Mages health would be good. As a lot of 60 mages (unless really well decked out) have like 3k health or under. Now i understand that they do a lot of damage and have to be dealt with quickly, but that is simply not enough HP. In BG's etc, they just go down so quickly. Although if i see one casting, and i'm just coming into range, i know i'm probably dead

    Im sorry but are you seriously trying to annoy me more, not that I could be.The whole problem about this patch is the fact that we HAVE ABSOLOUTE UTTER ****E DPS. war/rogues/locks all do more damage than us, however they all have what we don't have something to control aggro.

    We are meant to be AoE specialists, anyone wanna tell me what happens to a mage when he nova/coc/blizz a mob in any instance, oh wait he dies unless people take aggro and he/she get mega healed.

    Barton the only decent thing we got was the no aggro on criting in arcane, however we still need to spec 17 points in arcane to get ICS. witout it we have nothing against casters.

    Yea and blizz i can remember the last time I was sitting down to remana, and taking 1min to remana 6k only to think, ffs, I really need a rank7 food. not like its mana regen i need faster, ****ing retards.


  • Moderators, Computer Games Moderators Posts: 4,569 Mod ✭✭✭✭Ivan


    Sunzz, I am arc/fire 21/22 at level 52, specced for PvE.

    Yes, its true, we didnt get any extra survivability. Except maybe Ice Barrier, which looks much improved. But nothing for Arcane or fire, which is really the problem with mages, for alot of people.

    I really do like the new shatter, which Sunzz, adds 50% to all spells crit chance against frozen targets. Which is quite improved on the frost spells only, of pre-1.11

    And I am a big fan of the ice block, though never having used it :(

    Anyway, I look forward to this and the inevitable arrival of invisibility come the expansion.


  • Closed Accounts Posts: 969 ✭✭✭sunzz


    Bern how can you say this is not bad, frost has been nerfd. The arcane tree is totally irrelevant 50% chance not to agro with critical strikes is the only worth thing in the tree yet we still need to spend 17 talent points in it to get counterspell, without ICS we have no chance whatsoever against casters, whats the cool down on shield bash/shock/kick, allot less than 30seconds.
    YES WAND SPECIALIZATION FTW.

    Combustion 100% chance to crit as a 31-talent point now 10%. Amazing.

    I like the fact that shatter effects all spells.

    It’s the simple fact for a whole year the only things mages have been annoyed about is

    ****e dps with regards most other classes when we are meant to be the main dps dealers in the game or at least we were.

    Absolute joke at being the only class in the game not to have a way of getting agro off ourseleves, It's really nice being asked to an instance only to aoe and have mass agro on you immediately. And with a ****e healer you die more than average and the repair bills are a joke :D

    And excessive downtime, what do they do for this, RANK 7 Food. RANK 7 WATER PLZ. Make us more of a vending machine plz.

    We are annoyed that it has taken one year to get a review and when we finally get it the three things that we all wanted have been overlooked ignorantly.

    Dps.
    Aggo.
    Downtime.


  • Moderators, Computer Games Moderators Posts: 4,569 Mod ✭✭✭✭Ivan


    Um, talent reviews dont work like that. You basically get one of three choices. You dont get ALL the choices.

    I must admit, I dislike the aggro problems we have now, atm. Which is why I'm spec'ing Frost come 1.11

    As for ICS, I dont understand, if you feel you need it, then get it. PoM is a decent ability as well, so go for broke. But to say that MAGES_NEED_ICS to defeat casters is just ridiculous.

    Dps, overall could use a little work, considering the scalability of +damage to +heal items, not to mention vs. warrior/rogue eq as well. But that seems to me, to be more an item problem than a talent one.

    I'm not really sure know what you mean by down time here but there is simultaneously a reason why we get the conjure water ability and not a spirit tap/divine spirit style power.

    I think the Arcane skill tree has been nerfed, but I also believe it to be comparable to the Druid innervate issue.

    The arcane talents Evocation and IAE were so fundamental to most mage builds, that very little could actually live up to it. With that said the armour for int ability is shíte, if its true that the max bonus is roughly 200 armour.

    All in all, my only real qualms are lack of aggro management/Crowd Control abilities in the class in general and this mainly stems from playing other classes and just being spoiled.

    And Sunzz, I'm not sure if you are misreading the combustion spell or deliberately trying to make it look worse than it is, but it basically gives 3 criticals with fire spells. Albeit, incredibly unreliably, which is understandable.

    Anyway, I'll see how the changes play, before final judgement.


  • Registered Users, Registered Users 2 Posts: 2,798 ✭✭✭Funky


    I dunno, guess I can't really contradict mages I haven't played one till 60 or at endgame. But all I know is what I've heard from mages in my guild, a couple in particular who are really damn good, and they're pretty excited about the patch. At first they thought it sucked but as they talked about it and played around with specs they changed their minds. So I guess we'll see what happens post-patch, we can only really theorycraft right now.

    But about ICS, I think it's overrated. I know it gives you a window to say frost nova and silence someone long enough to get off a spell but the real killer in my experience is the 10 second silence from interrupting a spell. ICS seems more like a crutch than anything else to me.


  • Registered Users, Registered Users 2 Posts: 2,327 ✭✭✭NeoSlicerZ


    The arcane tree truely sucks now, PoM and AP are the only things that truely stand out, and the talents to get them suck. ICS is a crutch, that is all, if you don't have it that means you're elemental pretty much, you don't NEED to CS people just to sheep them then prepare a long cast spell. The Shatter buff and frostbite? move to tier 2 is unbelievable, you have the ability to control when you crit, FN, CoC/BW/FB, all crit, why are you complaining? Currently when I play a 60 mage, I have great fun, it requires a lot of precision/timing and just a bit of awareness.


    Just noticed, as for dps. You already have massive dps, your problem is that along with warlocks, you have no aggro dump.

    Downtime? You got evocation as a core ability.


  • Closed Accounts Posts: 16 chomsky


    All in all, it's an undeniably stupid and pointless revamp.

    Chomsky 60 mage


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  • Registered Users, Registered Users 2 Posts: 6,810 ✭✭✭DRakE


    Ivan wrote:

    And I am a big fan of the ice block, though never having used it :(

    Anyway, I look forward to this and the inevitable arrival of invisibility come the expansion.
    Give invis!


    Yeah i'm also a big fan of the iceblock, even though i've never specc'd for it, it prevents dura loss !


  • Registered Users, Registered Users 2 Posts: 6,810 ✭✭✭DRakE


    two changes i just thoguht off after postnig that last reply..


    instead of 50% of int= armour make it +dmg and make evocation 5 minutes cooldown!

    wait a week..

    NERF MAGES!


  • Moderators, Computer Games Moderators Posts: 4,569 Mod ✭✭✭✭Ivan


    a +50% int talent or something wouldnt hurt, I suppose. Oh and an improved Evocation, as you say.

    It is a little underwhelming, but I really think the possibility for some great Elemental mages are finally there...


  • Business & Finance Moderators, Entertainment Moderators Posts: 32,387 Mod ✭✭✭✭DeVore


    Still looking for ANYTHING that makes me feel magical rather then simply "artillery" which is what my guild calls the mages. We stand and point and stuff gets hit (usually)". Sheeping things is not exactly a wizardly thing to do, noone really needs our ports all that much nor are they generally all #that# useful and beyond that, I dont think we have a solitary thing that sets us aside from say, a rocket-launcher unit.

    Even an invis that you cant attack from would be nice.

    As for the DMG stats etc, that just strengthens my point, Mages are Excel In Fantasyland. We just optimise our DMG output. And make water.

    Finally, Instances and Raids later on really cramp the Mages style unless they are allowed to AOE. AOEing in an instance in my guild = auto degroup. Dunno about you guys...

    DeV.


  • Registered Users, Registered Users 2 Posts: 2,798 ✭✭✭Funky


    Well in fairness do you want encounters made with some of your obscure abilities in mind or something?

    Mages are a DPS class, and that's what they do in raids. Their DPS is fine, though lacking some aggro control which is being dealt with in kind at the moment.

    If you're talking about outside of raids I don't know what else they could give you, you have alot more diversity than say a priest(took this example because I play one). You have quite a few CC spells from roots, to snares(which will be insane post-patch) to straight up polymorphing people. Counterspell, which untalented is probably the most effective interrupt there is. A short range teleport which is basically a PvP trinket every 15 seconds... Talents offer pretty different specs, especially post-patch. Invisibility would be pretty retarded in almost any form I'm sorry :/ We'll see come hero classes.

    And to deal with AOE? What kind of instances are you talking about here? I understand in raids that there's limited opportunities to AE, but in 5 Mans and 20 Mans(maybe not so much AQ20, more ZG) AEing your way through is the fastest possible way to do it, and viable if your healers can keep up. That's short sightedness in your guild not your class falling short of what it could be.


  • Moderators, Computer Games Moderators Posts: 4,569 Mod ✭✭✭✭Ivan


    Mages dps is horrid. Druids, shadow priests warlocks 2 levels below me and even the tanking warrior out dps me, atm.

    Its just silly. The only times I really get to shine is with AoE damage and in order to be "practical" I have to spec up to Improved Arcane Explosion.

    But I get what dev is saying, at least I think I do... we dont really seem magical. We just look towards something, wait 2-3.5 seconds and it takes damage, rinse and repeat. It just seems... a little, unspectacular, I guess.

    Anyway, there are a few minor things that I'll still require before I'll be completely happy with my mage but I think the 1.11 patch is a small step in the right direction.


  • Registered Users, Registered Users 2 Posts: 2,798 ✭✭✭Funky


    Sorry but I find it hard to believe you're getting out dps'd by druids, MAYBE the other 2, shadow priests excel at single target dps but can't AE at all.


  • Moderators, Computer Games Moderators Posts: 4,569 Mod ✭✭✭✭Ivan


    This was all in the one group last night, in BRD. I'm only 55 atm...
    The druid was 54 and in moonkin form. We both had the 3% crit bonus so that wasnt it. I was just a bit below the druid in terms of dps of course that changed when I had to start AoE'ing.

    In the same day and place another 58 druid feral spec was outdamaging me. He had some crazy good feral leather piece that he said cost him 400g. But he completely blew me away in terms of damage continuing to outdamage me even after we had started AoE'ing. Lets face it, there are very few classes out there that cant out dps a mage, ok maybe a paladin, a druid once epics enter the equation. Trust me, its a short list.


  • Registered Users, Registered Users 2 Posts: 2,798 ✭✭✭Funky


    Dunno what you're doing wrong, the top mages I play with come behind only 2 rogues with ridiculous gear and a GM fury warrior in damage.


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  • Moderators, Computer Games Moderators Posts: 4,569 Mod ✭✭✭✭Ivan


    BTW, further changes to mage. Seems the talent review is still ongoing :o

    http://forums.worldofwarcraft.com/thread.aspx?FN=wow-mage&T=918906&P=1

    Also, I heard some random guy say on the forums that the 1.11 change was coming in next tuesday. Anyone can that confirm or deny this? It seems incredibly contrary to what I've heard so far, with regard to a release date, but the optimist in me wants it to be true!

    Anyway, they switched frostbite with improved frost nova, a minor issue for me but a welcome change. They've added threat reduction to all the trees ala Arcane Subtlety (back to just arcane threat reduction) with burning soul and frost channelling now bout adding a threat reduction for their specific spell schools.

    And the new +% to hit talent seems utterly pointless, considering most "experts" claim +3% to hit is sufficient to ensure constant hits in PvP and +6% is sufficient for raids/PvE. Since this numbers are easily attainable with standard eq, whats the point? Still, I guess its ok for a tier one talent that affects both fire and ice spells.

    Which really only leaves
    Magic Absorption - Ranks 5 - When you resist a spell, you regain 1/2/3/4/5% of your max. mana and increases all resistances by 2/4/6/8/10 edit New ability

    Which I am still undecided upon. It takes alot to make my view away from Arcane concentration (when I am spec'ing arcane) even for just a second, which is saying something I guess. But I still dont think its enough to make a mage choose this over concentration for anything other than a specific raid build, and even then...

    Anyway, at least this shows they are listening to the deafening yells from poor mages. Alas though, they've still pretty much ignored the universal plea, nay expectation, for more survivability.


  • Business & Finance Moderators, Entertainment Moderators Posts: 32,387 Mod ✭✭✭✭DeVore


    I signed up for a Wizard, a magician, a glass cannon who was fragile but who could immolate a room in seconds. The threat attraction is ok by me, I´ll deal with it but the DPS is pants. We´re rocket launchers, thats all.

    What about a familiar? Doesnt have to be a pet but could add int and have a harmful side affect if it dies (with low hit points so it couldnt tank).
    What about a reverse blink, the ability to bring objects close to yourself. What about flight? Even EQ gave us that!
    What about a bit of imagination and colour. I´m not looking for something to improve my 35.46% hit rate against 56% resistant mobs in MC (ngggh nerdism).... I´m looking for something a bit more colourful and NON combatative. Its not all about killing things you know!

    As for my guild and the AOE rule... too many wipes in SM and ST when a mage got frustrated with point and shoot and decided to stretch his power only to find it bought the wanderers and linked mobs crashing down on their heads.

    This respec is like reorganising the deckchairs on the titanic imho. In fact it seems on the balance of things to be yet another nerf overall. Stunningly poor handling by Blizz too, shoved to the end of the reviews, done with another class too and then palmed off to IGN to announce. I´ve ditched my mage now and rerolled a Tauren druid which seems a lot more versatile and challenging.

    DeV.


  • Registered Users, Registered Users 2 Posts: 14,181 ✭✭✭✭Jim


    Warriors, Rogues, Warlocks all haven't had their review yet, so it wasn't pushed to the end.


  • Registered Users, Registered Users 2 Posts: 6,810 ✭✭✭DRakE


    Shatter affecting all spells is a major buff..

    cant wait to do my elemental build! no pom for the lose tho :(


  • Business & Finance Moderators, Entertainment Moderators Posts: 32,387 Mod ✭✭✭✭DeVore


    They give with one hand and take with the other. The new review details they have released look better to be fair but its still deckchairs on the titanic.

    The mage has little or no real PURPOSE as such. We dont tank, we dont heal, most classes can CC, we dont DPS as well as locks, wars, rogues, shamens.
    As one of the posters said "I wanted a glass cannon, not the manager of a McDonalds!" regarding the water and food vending.

    Evocation will help a lot though, at least it will allow us to go nuclear occasionally and do some damage before we get horsed out of it by the threat we can produce. In fact, thats the most useful thing I do in guild instances, I produce threat and can pull the mobs to me while the tank gets healed etc.
    Pyroblast, BW, CoC and a few instants and just about any mob will be on me like **** on a blanket. Spam mana shield and wave bye to my mates usually :) but at least it can prevent a wipe if the tanks are getting walloped and\or the healer is being chewed on. Since my character is called Poket, we refer to the move as Poket Roket Goes Defcon 1 :)

    I DO like my mage, but after a while you begin to feel like you are along to fill a spot with some DPS and added sheep. And for the portal home at the end :)

    Giving us a 200 armour buff just tells me the devs dont understand the mage char at all. I dont want armour at all, I´m perfectly happy with the idea that if the mob gets to me I´m dead in melee and 200 armour isnt going to do **** about that.
    give me something like being able to create 4 mirror clones of myself each being dispelled with they take damage.... anything other then ooooh a 3% plus to our DPS....great!! I´m a f*cking mage, make me magical yeah? :)

    DeV.


  • Registered Users, Registered Users 2 Posts: 14,181 ✭✭✭✭Jim


    You have loads of different uses, not 1 specific one though.

    You have probably the best CC out of any classes, plus the best AE. You can dps if you push yourself and play it right (I have seen mages being top of the dmg meter in raids). Plus the dispensing thing....but we know they're not a big fan of that.

    You're probably more usefull than hunters and in some cases locks. But yes I do agree that the patch kinda sucks.


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  • Legal Moderators, Society & Culture Moderators Posts: 5,400 Mod ✭✭✭✭Maximilian


    What I would love would be some kind of suicide bomb spell. Maybe call it "Cataclysm of Hogger".


  • Moderators, Computer Games Moderators Posts: 4,569 Mod ✭✭✭✭Ivan


    Full 1.11 patch notes. Translated from chinese apparently. Not sure high reliable they are...

    http://www.myextralife.com/forum/viewtopic.php?id=5098
    1.11 Patch Notes from a leak on a Chinese site. May or may not be real... take with a grain of salt.


    Within Eastern Plaguelands, there will be a new 40 man instance. The entrance may be found deep within Stratholme. You will be able to find the gates to this new instance (which I can't translate the name to) on the left side of Baron Rivendare's Slaughterhouse. This new instance will be a city floating in the air.

    There will be 4 areas. A hatred zone, death magic zone, death rider zone, and a spider zone. There will be 18 monster bosses. Prepare your frost resistance.

    There will be a new set of epic gear for each class. By completing a series of quests for this new instance, players will have access to this 8 piece set.

    -All debuff removal spells will have the mana cost reduced. Lower rank skills will have less mana requirements than a higher rank of the same skill. However, lower rank skills may not remove higher level debuffs. For example, rank 1 of a priest's dispel magic ability can only remove buffs/debuffs that are up to level 50.
    -Fixed a bug where players will not be able to use their abilities after being MC'ed.
    -A lot of tool tips are updated.
    -Hakkar's sons no longer yield Zandalar Rep.
    -Fixed a bug where under special circumstances a spell is cast, if the target leaves the range of the spell, the spellcaster will be stuck in the spellcasting motion.
    -Damage from passive skills now generate the correct amount of threat and will receive the proper threat buffs from talents and items. (guessing they mean thorns)
    -The guards in Silithus will no longer put players who are ooc into combat when they use their aoe skills (i.e. cleave attack and demoralizing shout). Casting redemption, resurrection, etc. will no longer cause these guards to attack you.
    -All flightmasters throughout the world have been slightly buffed. The flightmaster's guardians can no longer be crowd controlled.
    -Totems will now correctly generate threat. A certain shaman skill will no longer cause the threat of totems to raise the shaman's threat.
    -Corrected certain water zones that allowed breathing despite not having air bubbles.

    PVP Battle Grounds
    The amount of honor acquired from winning or losing the game will greatly decrease. However, whenever a point is scored, the amount of honor gained will be greatly increased. If there aren't enough players for a game, there will be no rep or honor gain from this game at all.

    Druids
    Abolish Poison - Mana cost slightly decreased. But will no longer be able to cure poisons above level 50.
    Destroy - Fixed a bug where this move will be dodged, parried, or blocked. (no clue what this skill is - direct translation)

    Hunter
    Feign Death - Fixed a bug where a Damage of Time will cause the FD to be resisted
    Distracting Shot - This shot will not have a mocking effect as opposed to generating a high amount of threat.
    Viper Sting - Will now correctly receive a bonus from spell damage.
    Multi-Shot - Will now correctly receive a bonus from spell damage.
    Scatter Shot - Is now a skill available to all hunters at level 30.
    New Talent - Calm - will replace scatter shot. Using this skill will instantaneously reset the cooldown for aimed shot, multi-shot, and arcane-shot. 10 minute cooldown

    Mage - Due to the many changes, all talent points will be refunded. Evocation trainable at lvl 20.
    - Arcane explosion instant without talents, talent removed.
    - Mana shield redesigned, now reduces damage taken by the mage, but
    has a 30 charge limit. While mana shield is up, mage is not affected
    by mana burn or mana drain, but those attacks will destroy mana shield
    very fast.
    - Frost chills will now suffer from the 15 second diminishing effects.
    - Frost spells will now correctly receive damage bonus from curse of elements.
    - Lower ranks of polymorph will not affect higher level targets.
    - Counterspell cooldown lowered.
    - Flamestrike direct damage increased, DoT lowered, total damage
    remains the same.
    - Arcane power now creates a cooldown equal to its duration,
    preventing it from being used together with trinkets like ToEP and
    ZHC.
    - Dampen Magic and Amplify magic now will decrease or increase magic
    and healing effects by percentage.
    - Detect magic duration increased.
    - Ice armor wnow reduces all physical damage taken, increases frost
    resistance, and reduces damage taken from frost spells. While ice
    armor is in effect, chill effects on the mage is reduced, all melee
    attacks against the mage will cause the attacker's attack and movement
    speed to be reduced.
    - Mage armor now reduces all spell damage received, increases all
    magic resistances. While mage armor is up, all hostile spells have a
    chance to be reflected. Mage armor can't be dispelled or purged.
    - Fire ward will now absorb a higher amount of fire damage. While fire
    ward is up, mage will not be affected by impact or blastwave slowing
    effect.
    - Frost ward will now absorb a higher amount of damage. While frost
    ward is up, mage will not be affected by frost nova or frostbite, and
    will be immune to freeze traps.
    - Frostbolt's chill effect will now slow less, but will last longer.
    - Lower rank spells have a lower chance to proc frostbite, ice armor
    will no longer proc frostbite.
    - New spell: Steal magic. When activated, next non-AoE spell cast on
    the mage can be stolen, and its effects canceled, but if the spell is
    resisted, it can't be stolen. If the spell is stolen, the mage can
    cast that spell once, damage will be equal to damage received by the
    mage, not affected by damage gear or effects, but can be affected by
    arcane power. Holy spells can't be stolen.
    - Clearcasting can no longer be dispelled or purged. Fixed bug where
    clearcasting would not be used up.

    Paladin
    Hammer of Justice - Effect upgraded, can no longer be resisted.
    Divine Favor - fixed a bug where the buff would not disappear
    Judgement of Crusader - Now properly receives bonus from spell damage
    Judgement - When a target is being judged, he cannot vanish or stealth. (WTF!!!!!!!!!!!!!)
    Redemption - You will no longer be able to use lower ranks of this skill once higher ranks are learned.
    Divine Intervention - Can no longer be used on MC'ed units (Razorgore???)

    Priest
    Touch of Weakness - Different ranks of this skill will no longer stack.
    Blessed Recovery will now 5/10/15% healed over time instead of the original 8/16/25%.
    Feedback - The shadow damage that this skill does will now slightly increase.
    Desperate Prayer - Will not properly receive bonus from +healing items and talents.
    Ressurection - You will no longer be able to use lower ranks of this skill once higher ranks are learned.
    Mind Control - When the target takes damage from the caster, there will be a chance that the mind control will break.

    Rogue
    Rupture - Fixed a bug where this skill was dodged, parried, or blocked.
    Sap - Fixed a bug where lightning shield will break stealth when the rogue casts sap.
    Blind - can now be properly resisted (WTF!!!)
    Adrenaline Rush - while the amount regenerated will not change, the matter of regeneration will change (meaning not 40 every tick).

    Shaman - Due to the many changes, all talent points will be refunded. Blah blah blah
    I'll do this later

    Warlock
    Summon - When the target is "too close" to the warlock, he/she may not be summoned
    Shadowburn - Fixed a bug where the warlock would not receive a soul shard when the target receives too much damage from shadowburn.
    Soul Link - When your pet takes damage, the warlock will now appropriately take a portion of the damage.

    Warrior
    Whirlwind - Corrected so that the next 3 attacks will receive the +hit bonus
    2h Specialization- Now increases the chance to hit by 1/1/2/2/3% and damage increased by 1/2/3/4/5%.
    Enrage - This talent has been redesigned. When enraged, the warrior's damage will increased by 8/16/24/32/40%. Each successful hit will reduce this by 1/2/3/4/5%. Effect lasts 12 seconds.
    Bloodrage - This talent has been redesigned. When the warrior is victim to a crushing blow, his maximum life will increase by 2/4/6%.
    Duel Wield Specialization - In addition to the damage gain, the warrior's chances to hit will also be increased by 1/2/3/4/5%.
    Charge - Fixed a bug where the warrior can charge a target who is out of range. In addition, charge will now remove all movement impairing effects on the warrior.
    Intercept - Fixed a bug where the warrior can intercept a target who is out of range. In addition, charge will now remove all movement impairing effects on the warrior.
    Berserker Rage - The warrior is immune to death coil but is still susceptible to damage
    Death Wish - The warrior is immune to death coil but is still susceptible to damage
    Recklessness - The warrior is immune to death coil but is still susceptible to damage
    Mortal Strike - Will now properly affect life-leeching abilities (i.e. shadow embrace).

    [edit]
    Apparently its a complete fake
    [/edit]


  • Registered Users, Registered Users 2 Posts: 2,327 ✭✭✭NeoSlicerZ


    Complete fake.


  • Registered Users, Registered Users 2 Posts: 5,982 ✭✭✭Caliden


    your reply is late by about 8 hours neo ^^


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