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Rogue Review

  • 03-07-2006 9:12am
    #1
    Registered Users, Registered Users 2 Posts: 14,181 ✭✭✭✭


    First look only, nothing is definatly confirmed or unconfirmed to be implimented.
    The review is well underway and we wanted to share a sort of first glimpse into the changes being made for the rogue talent review. Keep in mind that these changes are not complete or final, and the below information is likely to alter as we move into our testing phases. While not everything is listed, the below list encompasses the majority of changes being made in the review.

    I'll be working in the weeks to come to get as much additional information as possible, but it is likely that quite a bit of the final information regarding talent changes will not be fully announced until the talent calculators go live. Of course you'll also be able to actually play around with the changes too once the Public Test Realms go up.

    I'm going to just list the changes and provide additional information where possible or necessary. Let's get to it.

    # The following talents have been removed: Improved Deadly Poison, Improved Distract, Throwing Weapon Specialization, Improved Vanish, and Rapid Concealment.

    # Improved Instant Poison is now "Improved Poisons" and increases your chance to apply ALL poisons by 2/4/6/8/10%.

    # Rapid Concealment has been merged with Camouflage, by combining these talents you not only get a great talent to start off the tree, but obviously it frees up a number of points to be spent elsewhere.

    # Murder will now also apply to all finishing moves. The benefit this will provide to output and attack combinations is fairly straightforward.

    # Vile Poisons now gives your poisons a chance to resist dispel effects, in addition to increasing poison damage.

    # Improved Kidney Shot has been changed, and will instead increase the damage taken by the target while they are affected by Kidney Shot. This talent no longer reduces the cooldown of Kidney Shot.

    # Improved Sprint has been changed, and will instead have a 50/100% chance to remove all movement impairing effects when you activate your Sprint ability. This talent no longer reduces the cooldown of Sprint.

    # Improved Evasion renamed to Endurance, and will add a Sprint cooldown reduction.

    # New talent Weapon Expertise in the Combat tree, increases your weapon skill with all melee weapons. The recovery of damage with an increased weapon skill should be a good boost to overall output.

    # Initiative is being reduced to a 3 point talent, but resulting in the same 75% end chance to add an additional combo point.

    # Elusiveness is being reduced to a 3 point talent, but resulting in the same 75 sec cooldown reduction to Evasion, Blind, and Vanish.

    # Ghostly Strike now has a reduced Energy cost, the reduction of Energy was enough to make it necessary to also reduce the damage output slightly.

    # Improved Garrotes damage reduction will be removed. This is being changed as part of an overall improvement for Garrote.

    # Setup is being moved higher up in the tree, becoming a 16 point talent with no prerequisites, helping move the talent in reach of specific builds.

    # New talent Heightened Senses in the subtlety tree, increases your Stealth detection, and reduces the chance for you to be hit by spells and ranged attacks.

    # Hemorrhage will be moved up in the tree to become a 21 point talent. This should help to place the ability in a more reachable position, and allow for a little more versatility with specific talent builds.

    # New talent Deadliness in the Subtlety tree, increases your Attack Power by a percentage.

    # Premeditation will have its Energy requirement removed, changed to an instant cast, and range increased. Its cooldown will remain the same. Premeditation will now be pre-reqd by Preperation.

    # Vanish will now remove effects that allow the caster to remain aware of the rogues presence, such as Mind Vision and Hunters Mark.

    # Garrote, Rupture, and Eviscerate are being increased in damage. More details to come.

    # Expose Armor will now reduce armor by a percentage.


Comments

  • Registered Users, Registered Users 2 Posts: 201 ✭✭Paj


    looks good for rogues they needed a buff but where is the protection against hunters mark? it takes them out of the game for 2 mins. Farce.


  • Registered Users, Registered Users 2 Posts: 1,531 ✭✭✭Drakar


    # Vanish will now remove effects that allow the caster to remain aware of the rogues presence, such as Mind Vision and Hunters Mark.
    Looks like vanish does the job?


  • Registered Users, Registered Users 2 Posts: 201 ✭✭Paj


    oops! missed that :-)


  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    Gives me something to look forward to while I grind my new rogue to 60. :D

    Subtletly tree seems to have gotten an immense buff... Pity I only used MOD...

    Hope evisc get's linked to AP, while rupture and garrote have always had potential, they're now going to be viable options...

    Imp Kidney Shot sounds very intriguing...


  • Closed Accounts Posts: 969 ✭✭✭sunzz


    lol so imba.


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


    sunzz wrote:
    lol so imba.
    Explain how.


  • Registered Users, Registered Users 2 Posts: 68,317 ✭✭✭✭seamus


    Time for a 'lock review too...


  • Registered Users, Registered Users 2 Posts: 3,141 ✭✭✭masteroftherealm


    Well it looks like theyve done the impossbile.
    Theyve made rogues even better for PVP!


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


    # Vile Poisons now gives your poisons a chance to resist dispel effects, in addition to increasing poison damage.

    # Improved Sprint has been changed, and will instead have a 50/100% chance to remove all movement impairing effects when you activate your Sprint ability. This talent no longer reduces the cooldown of Sprint.

    Speaking from a druid and a mage perspective, these 2 seem particularly imbalanced... A chance to resist poison dispels...? Does that mean the PvP trinket can be resisted by the slowing posion...

    Improved sprint... hmm, removes slowing effects giving a speed boost allowing escape or more likely, allowing the rogue to catch up to the mage that was kiting him...

    I just dont know, its early stages yet, and I'm happy for rogues, but of all the classes they seemed the least foobar'd before their review.


  • Registered Users, Registered Users 2 Posts: 321 ✭✭nicryan


    well now I'm gonna have to re-spec...nolonger will I be able to out dps a rogue :(


    Nic
    -warrior


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  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    nicryan wrote:
    well now I'm gonna have to re-spec...nolonger will I be able to out dps a rogue :(


    Nic
    -warrior

    Hence the buff. :D

    While I think fury warriors are cool, and I've beaten a few 1 on 1 (:p ), I think it's a bit of a farce that they can outdamage rogues, have more hitpoints and a lot more armour...

    And for those lickle squishies trembling at the thought of more damage... mwahahaha. On a more serious note though... before leaving Khadgar for pastures new, I was geared in all blues, and while battles with other blued up types was fair and fun, against epic geared toons it became silly. Being two-shotted by warriors isn't fun, but that's WoW. As it is, epic mages and locks especially, do so much damage that a visible rogue is ****ed. The difference becomes even more apparent when you think that I need to use pots, mainly thistle tea, to take down a 'lock clad in epics... Otherwise, I simply get feared when Kidney Shot runs out, than Death Coiled and DoTted...


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


    Hence the buff. :D

    While I think fury warriors are cool, and I've beaten a few 1 on 1 (:p ), I think it's a bit of a farce that they can outdamage rogues, have more hitpoints and a lot more armour...

    And for those lickle squishies trembling at the thought of more damage... mwahahaha. On a more serious note though... before leaving Khadgar for pastures new, I was geared in all blues, and while battles with other blued up types was fair and fun, against epic geared toons it became silly. Being two-shotted by warriors isn't fun, but that's WoW. As it is, epic mages and locks especially, do so much damage that a visible rogue is ****ed. The difference becomes even more apparent when you think that I need to use pots, mainly thistle tea, to take down a 'lock clad in epics... Otherwise, I simply get feared when Kidney Shot runs out, than Death Coiled and DoTted...
    Actually, I'd imagine thats the other way around, Death coil first then fear, but how and ever...

    how do you think mages feel, compared to warriors? We were the original damage dealers and now we get some sorry excuse about CC/Ranged dps/blah blah blah.

    We have the same relationship with hunters as rogues have with warriors. Our nemesis, that we can beat given the right gear/spec/situation. Perhaps we can take hunters more often than hunters, but thats more down to skill levels than anything else...

    Face it though, when Blizzard decide to go away from the "pigeon-holing" of characters into dps/tanks/healers, it was the dps classes that took it the hardest. Other classes have alot to fall back on, on the basis that they had original roles that werent really affected, but us damage dealers got nothing extra to compensate for the extra damage dealing capabilities other classes were given...

    There is no two ways about that. Still, my biggest problems are with warlocks and shadow priests, so, enjoy your review ;)


  • Registered Users, Registered Users 2 Posts: 4,838 ✭✭✭DapperGent


    My main is an elemental shaman and I'm a bit sick of being stunlocked (quite literally) to death by rogues, feels like I'm a free kill in a lot of ways. With PVP trinket on cooldown it seems I have 0 chance against a worse geared rogue and with it up I have 0 chance against an epic one. Which is more than a little frustrating and really no fun. It's not really the losing to them that is no fun I honestly couldn't care less it's having no control over your character for most of the duration of a fight. Hugely annoying.

    The same thing can happen to me (and most classes) against a warlock but usually thats my own fault. I forgot to pop grounding totem and tremor totem, mistimed an earthshock etc. so while running around for 30secs getting dotted to death is annoying at least I can do something about it if I play well.

    Coming out of a rogue stunlock I need to pop a poison cleansing totem/depoison myself so I can move, earthbind so rogue can't follow me, put a flameshock on him so he can't vanish, NS + Heal myself (only about 1800 or so on average) and then if I do manage to get range on him I'll be out of range of my first poison totem so I have to recast that in case he blinds me. All the spells kick in the universal cooldown so it takes a good while to cycle through them and they're all essential and all have to be done on the move. It's rare I actually get through this routine before I'm back to being stunned again or need to stop to cast a heal again. Gah annoying! :)

    Anyway enough whining. They can do what they like to rogues buff them into invincible killing machines or whatever, just give me back control of character! :)


  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    Elemental shamans aren't as popular as they were, but as a dagger rogue rather than hemo I struggled against ye olde enhancement shammys sometimes... Elly shamans when met, were a much easier challenge, but if I was visible when attacked I was ****ed.

    Haven't used my Nelf rogue in a while, but the one notable difference between that and my UD is the stealth issue - baby rogues are easy to spot and then kill... As a lvl 60 with 5 MOD (throw Nelf into that too) you're much harder to see, especially if you hide, and as such can choose your fights.

    1 on 1, up close and personal a caster class should be ****ed. End of story. My two problems were lag... (Laptops dont like WoW :( ) and my teammates... I've been healed more in a week as a Horde than on my main... sad but only slightly exaggerated.

    To claim rogues are imba because you get killed by stunlocking is a bit silly... A rogue who attacks you from stealth has the advantage...

    Our biggest problem, and the balancing feature, is that we suck when visible. Moreover, it's hard to attack two enemies at once, but hey, we're rogues. :)


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


    Actually, I read a nice post on the WoW EU forums where some guy pointed out how these changes are basically really gonna screw Warlocks the most.

    As it is, most warlocks have a tough time against rogues unless they have the right pet out (which is strangely voidwalker for shield and then insta cast their succubus) and have death coil ready and even then it can be a tough one. But with improved kidney shot, they are gonna take alot more damage...

    Mages could always teleport out of stuns, so we're less (read almost completely not) affected by this change. As for the change to improved sprint, well a 1 second (talented) rank 1 frostbolt, after poping sprint will do wonders.

    What does concern me though, is a sprint + vanish combo. Removal from snares and roots in the space of a few seconds... Its a little terrifying as a mage :o


  • Registered Users, Registered Users 2 Posts: 17,730 ✭✭✭✭Mr. CooL ICE


    I do agree that its pretty unfair for rogues to be so underpowered these days; a friend of mine who has a blued-out 60 rogue on bladefist, who had been playing since the beta version, left the game because he couldnt appear unstealthed without dying within seconds.

    Even as a warrior that is mainly protection specced (15 arms, 11 fury, 25 prot) and pre-epic, i can still beat rogues 1v1, which is ridiculous. Maybe its due to me using improved overpower (50% crit chance, works a charm against rogues and hunters with high agi), but still... Warriors can be pretty underpowered at times, and usually die if we don't get the first attack in (mostly charge, builds some vital rage), but against a rogue, i bloodthirst, demoralize shout to expose him if i know hes nearby, hamstring, berzerk mode+rage and heroic shout away, switching to battle stance to overpower whenever rogue dodges, and theyre usually dead withing a few seconds


  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    Imagine that, but think of yourself as arms specced with a big f off sword. Hunters scary? You're having a larf. Epic-warriors are incredible.


  • Posts: 0 [Deleted User]


    Paj wrote:
    takes them out of the game for 2 mins. Farce.


    That is the whole point of the mark, delete hunters if your gonna make it removeable for rogues - What do you want a free shot at a hunter every time so he cant see you?


  • Closed Accounts Posts: 3,783 ✭✭✭Binomate


    That is the whole point of the mark, delete hunters if your gonna make it removeable for rogues - What do you want a free shot at a hunter every time so he cant see you?
    This made me laugh. You think it's fair that hunters mark can take what keeps a rogue alive in battlegounds away from him for two whole minutes? Not just two minutes. If a rogue doesn't have it dispelled and decides to wait it out, the hunter knows exactly where you are so he can just re mark you. What ever about hunters being rogue killers but hunters mark is just rediculous. A hunter has a move to counter act every single move a rogue can make, but that isn't enough for you is it? The only way a rogue has any chance against a hunter 1 on 1 is if a) the hunter doesn't expect the rogue. b) the hunter is retarded and c) the rogue has all his cooldowns like sprint and blind. To think that I saw a suggestion on the hunters forum that hunters mark should show the target to your whole parties mini map.

    I can't wait for the review. I'm tired of rogue being so bloody vunerable and having no survivability in battlegrounds. The only things I might add is that if a rogue resists an aoe spell or gets an aoe fear, he doesn't destealth. In the case of the fear, he gets feared in stealth. It's stupid that a mage can use a rank 1 aoe spell using almost 0 mana to destealth a rogue like that. Hell, the only class that can't bring a rogue out of stealth is the rogue class.


  • Registered Users, Registered Users 2 Posts: 27,644 ✭✭✭✭nesf


    That is the whole point of the mark, delete hunters if your gonna make it removeable for rogues - What do you want a free shot at a hunter every time so he cant see you?

    Eh, will just require a few more buttons. Mark, he vanishes, flare or detect hidden and then flare depending and then just remark him. His cooldown for vanish gives him one auto escape from mark, that's all. On a BG it's not going to be that harsh for us. It's not like Hunter's Mark is on a cooldown anyways.


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


    In all fairness, compare the warlock vs. mage fight. Granted, most classes dont fair well with a warlock but a rogue has as much of a chance against a warlock as a mage has with a hunter.

    With that said, I think as Nesf stated, removing hunters mark in no way imbalances a rogue vs. a hunter. Hunter has track hidden, flare and just reapplying mark again.


  • Registered Users, Registered Users 2 Posts: 27,644 ✭✭✭✭nesf


    Ivan wrote:
    With that said, I think as Nesf stated, removing hunters mark in no way imbalances a rogue vs. a hunter. Hunter has track hidden, flare and just reapplying mark again.

    All it has done has removed the "auto-nerf" button for people who haven't bothered to think about the class tbh.


  • Closed Accounts Posts: 12,807 ✭✭✭✭Orion


    nesf wrote:
    Eh, will just require a few more buttons. Mark, he vanishes, flare or detect hidden and then flare depending and then just remark him. His cooldown for vanish gives him one auto escape from mark, that's all.

    Well two escapes for a Subtlety rogue with Preparation :)


  • Registered Users, Registered Users 2 Posts: 27,644 ✭✭✭✭nesf


    Macros42 wrote:
    Well two escapes for a Subtlety rogue with Preparation :)

    Heh, to he who spec's my son comes the spoils, to he who spec's.


  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    Hemo... bleugh.

    Great spec, but I'd miss the backstab. Saying that, I love being in parties with a hemo rogue. That teensy weensy extra bit of damage is nice.


  • Closed Accounts Posts: 12,807 ✭✭✭✭Orion


    Got hemo too - love it for the damage and the extra combo point. Open move against mobs in pve is usually Cheap Shot, Hemo, SS, SS, Evic.


  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    Ah. Cheap shot, backstab, gouge backstab, evis, gouge, backstab, etc, etc. :D


  • Closed Accounts Posts: 12,807 ✭✭✭✭Orion


    hehe - that's the pvp combo :D


  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    No, that was pve and pvp for my old rogue. :D

    Using swords to level at the moment. It's easier I think, what with the massive (in comparison) white damage, and the SS's. Also great because you don't have to jump around like an eejit. Saying that, I keep finding myself running behind an enemy/mob, lining up a great backstab, and remembering I can only SS. /sigh


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


    New talents give the edge to sword rogues and effectivly remove any reason to be dagger spec'd in PvE. Daggers get 0 buffs whereas swords get a substansial increase in dps, coupled with the fact that sword PvE spec is viable is PvP and swords are easier to do damage with overall (don't have to be behind a target etc) it seems swords will be way to go.


  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    Some people are saying the complete opposite. :p

    You have to love WoW like that.

    The biggest disappointment is that evisc wont scale with attack power, as it's utterly useless. If you crit evis, you do about 1600 damage, which a dagger rogue would be approaching in a pve situation.

    The only finishers I use in pve anymore are s and d and rupture every now and again.


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


    <--has seen 1.9k crit backstabs.


  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    Apparently some dude with Death's Sting and Tier 2 crits 2.9k. :p


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


    Some people are saying the complete opposite. :p

    I'd like to see what these people are saying, because its baltently obvious that daggers rogues are getting absolutly nothing new in the talent tree, whereas sword rogues are getting a substansial buff.

    Dagger rogues will do the same damage as before, sword rogues (spec'd properly) will now do more damage then before, and with the swords you can get ingame they were more or less matching dagger rogues before. Its fairly black and white.

    (I'm speaking off the new talent tree which may or may not come into the actual game, I'm assuming (hoping) they'll change it more).

    And I doubt a full teir2 rogue could crit that much as Bloodfang is fairly ****e for pure dmg.


  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    Don't shoot the messenger. ;)

    I'm a dagger rogue too, and I don't think we've gained anything at all from this. As it stands, the real test will come when people start raiding after the patch. If the plate rogues are still outdamaging us, there's a serious problem. Having seen what I've seen of the patch, that doesn't seem unlikely...


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


    My opinion has always been that we don't need a buff, they need a nerf.


  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    Warriors getting another nerf? :p

    Problem with warriors is the class itself is gimped. Itemised correctly, they're brilliant, but prior to epixxxx the poor ickle warrior is ****e.

    Basic problem with us rogues is our abilities not scaling with gear.


  • Registered Users, Registered Users 2 Posts: 27,644 ✭✭✭✭nesf


    Basic problem with us rogues is our abilities not scaling with gear.

    Welcome to the hunter's world. After a short while your pet will never hold aggro if you are actually wearing your best gear. That and we're relegated to be glorified stationary automatic gun drones in most instances once you start raiding. Cycle, cycle, FD, cycle, cycle, cycle etc. Damage we can do, albeit as in a marathon fight not a spring if you get what I mean, but my god is it boring a lot of the time :p


  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    Ask for epic pets. :p



    What I don't understand is how Blizz think fixed damage abilities (take eviscerate as an example) or things like pets can remain viable. An unbuffed backstab with a barman shanker used to do about 800 damage or so for me. (critting) With buffs and sunders on a target, that could go up to1200-1400. Evisc crits around 1600 normally. Now if I have good gear, not even silly gear like Death's Sting, let's say a Perdition's, I'll be backstab critting well over 1600 in a raid situation. So why bother with the bloody eviscerate?


  • Registered Users, Registered Users 2 Posts: 2,132 ✭✭✭Dinner


    Rogue notes MkII

    # Remorseless Attacks has been reduced to 2 ranks, with the new effectiveness being 20% and 40%.
    # Murder has been changed to increase damage caused against Humanoid, Giant, Beast, and Dragonkin by 1%/2%.
    # Endurance has been changed to reduce the cooldown of your Sprint and Evasion abilities by 45 sec/1.5 min. It no longer increases the duration of Evasion.
    # Mace Specialization will now also add 1-5 weapon skill with Maces in addition to the stun effect the talent already provides.
    # Weapon Expertise will now increases your skill with Fist, Dagger, and Sword weapons. It no longer affects Maces.
    # Adrenaline Rush now has a reduced cooldown of 5 min.
    # Elusiveness has been reduced to a 2 point talent and now reduces the cooldown of Vanish and Blind by 45 sec/1.5 min. It no longer reduces the cooldown for Evasion.
    # Opportunity is being moved to a tier 1 talent, swapping places with Camouflage.
    # Ghostly Strike has been reverted back to the previous 125% weapon damage, but retains its new Energy cost of 40.
    # Setup will now also provide combo points if you fully resist an attacker’s spell.
    # Improved Rupture, Improved Cheap Shot, and Improved Garrote have been removed.
    # New talent ‘Serrated Blades’ is a tier 4 talent in the Subtlety tree, causes your attacks to ignore X of your target’s Armor, and increases the damage dealt by your Rupture ability. The amount of Armor reduced increases with your level. At level 60, the ranks will reduce target Armor by 100/200/300 respectively.
    # New talent ‘Dirty Deeds’ replaces the Improved Cheap Shot talent. The new talent reduces the Energy cost of both your Cheap Shot and Garrote abilities by 10/20.
    # Garrote, Eviscerate, and Rupture now all scale with Attack Power. An additional book of Eviscerate will still be made available in an undisclosed location.

    http://forums-en.wow-europe.com/thread.aspx?fn=wow-rogue-en&t=222650&p=1&tmp=1#post222650

    Some nice changes there. Loving the ghostly strike change and serrated blades. Nice to see evis etc. scale with AP but if I remember correctly some on the EU forums did the maths and it worked out as an extra 15 damage for every 100 AP (could be completly wrong on that as I cant find the thread). Better than not scaling I suppose.


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  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    :D

    And again.

    :D

    Does that say garotte, rupture and evis scale... I think it does... *Giggle*

    Once more. :D


  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    Yup. You still left pvp behind? Loving Horde pvp on Aerie's... Such a doddle...


  • Registered Users, Registered Users 2 Posts: 26,928 ✭✭✭✭rainbow kirby


    Lol, if you rolled on Kilrogg I bet you'd have it even easier. Horde ALWAYS wins here :(


  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    Always happens on normal realms I'm afraid.


  • Registered Users, Registered Users 2 Posts: 9,255 ✭✭✭anonymous_joe


    I remember coming up against Bouncer (?) in AB once, with his big shiny Bloodfang helmet etc etc. Killed him, which wasn't easy, but was fairly pleased with myself, but for some epic lock to come in and rape me...

    I shudder to imagine what it would have been like against the guild pre mades all in epics the alliance had...

    Alliance on Aerie Peak have as many rerollers as Horde, so while Horde normally win, every now and then some fantastic Alliance premade will pop up and wipe the floor with inexperienced/unhelpful Horde PuGs. Adds a bit of spice to the proceedings.


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


    Full patch notes from the PTR (which is also up, btw)

    World of Warcraft Public Test Patch 1.12.0

    Cross-Realm Battlegrounds
    - For the first time in the history of World of Warcraft, you will be
    able to face off against players from other realms in the
    Battlegrounds. PvP Battlegrounds link Alterac Valley, Warsong Gulch,
    and Arathi Basin so that players from several realms will be
    combined into one huge matchmaking pool. Replenish your mana,
    sharpen your blades, and get ready for some brand-new challengers!

    World PvP
    - The stage is set for intense, objective-based land battles as Horde
    and Alliance vie for control over important strategic positions and
    resources around Azeroth. Head out for Silithus and Eastern
    Plaguelands to engage the enemy on the field!

    General
    - Threat Reduction Effects
    This system has been redesigned to eliminate inconsistency in how
    the effects work. Previously, some were additive (for example: 30%
    reduction + 20% reduction = 50% reduction) while others were
    multiplicative (30% threat reduction multiplied by 20% threat
    reduction equals 44% threat reduction). They are now all
    multiplicative. This also prevents unpredictable behavior when the
    total reduction percentage was equal to or greater than 100%.
    - Haste and Slow effects
    Previously Haste and Slow effects worked inconsistently, with spells
    working differently from weapons, and hastes and slows not acting as
    inverses of each other. We have revised the system so that all haste
    and slow effects work the same way, and haste and slow percentages
    perfectly cancel each other out (30% haste and 30% slow combine to
    no change). As a result, we had to change the tooltip numbers on all
    spell haste effects, and on all melee and range slow effects. The
    numbers in the tooltips are different, but the game functionality
    is unchanged (other than slight rounding errors). Those tooltips
    that changed will now display larger numbers than they used to
    display. Conceptually, haste values indicate how much more of that
    activity you can perform in a given time. 30% melee haste means 30%
    more swings in a given time. Slow values indicate how much longer an
    activity takes to complete. 30% slow means an action takes 30%
    longer to finish. For those interested, the new haste and slow
    effects work mathematically in the following way. Each effect
    separately multiplies the attack timer of your weapon or casting
    time of your spell. They are multiplied in sequence (order doesn't
    matter) and the final result is the attack timer or casting time.
    The multipliers use the following equations:

    Haste effects: multiplier=1/(1+percent/100)
    Slow effects: multiplier=1*(1+percent/100)

    As an example, a 50% haste generates a multiplier of 0.666; a 50%
    slow generates a multiplier of 1.5. If they are multiplied together
    the result is 1. A 50% haste on a 3.0 speed weapon makes it 2.0
    speed, resulting in you getting 30 swings per minute instead of 20
    swings per minute: 50% more swings. A 50% slow on a 3.0 casting time
    spell generates a casting time of 4.5. It took you 50% longer to
    finish casting the spell.
    - The deserter debuff will now continue to expire even while you are
    offline.

    Druids
    - Barkskin: The tooltip has been changed to 25% due to the haste
    effect change.
    - Ferocious Bite: The Book of Ferocious Bite (Rank 5) now drops
    somewhere in the world.
    - Furor: This talent now works correctly with Cat Form again.
    - Improved Shred: The discounted cost for Shred will now be displayed
    correctly even when you are not in Cat Form.
    - Rip: Lesser potency Rips will no longer overwrite greater potency
    ones.

    Hunters
    - Spirit Bond: This ability will now be correctly reapplied when you
    resurrect in a battleground and your pet is polymorphed or otherwise
    unable to act normally.

    Mages
    - Arcane Missiles: It is no longer possible to cast this spell on an
    evading mob. In addition, the animation will now stop when the
    target is dead.
    - Arcane Power: It is no longer possible to gain the benefit of this
    spell and Power Infusion at the same time by careful timing.
    - Frost Armor Chilled effect: The tooltip has been changed to 100% due
    to the haste effect change.
    - Ice Armor Chilled effect: The tooltip has been changed to 100% due
    to the haste effect change.
    - Polymorph: This spell will now be removed when a player leaves a
    battleground. This prevents some bugs involving polymorph from
    occurring.
    - Evocation will no longer be usable while silenced.

    Paladins
    - Divine Shield: The tooltip has been changed to 100% due to the haste
    effect change.

    Priests

    - Mind Control: The tooltip has been changed to 25% due to the haste
    effect change.
    - Psychic Scream: This spell now uses the same resistance checks as
    the Warlock spell Fear.

    Rogues
    - Due to significant talent changes, Rogues will have all talent
    points refunded and can be respent. Training costs for all talent
    spell replacements have been significantly reduced.
    - Eviscerate: Manual of Eviscerate (Rank 9) now drops somewhere in the
    world.
    - Garrote: The damage from this ability has been increased
    approximately 50%.
    - Relentless Strikes: This ability will no longer trigger when your
    finishing move does not hit your target.
    - Sap: Enemy rogues will now always lose stealth when you Sap them.

    Shaman
    - Grounding Totem: This totem will no longer absorb multiple effects
    from Entrapment in a 10 second period.
    - Windfury Totem: The weapon enchantment from this totem will now only
    trigger off normal melee swings. This means abilities such as
    Sinister Strike, Mortal Strike, and Hamstring will no longer trigger
    the Windfury Totem.
    - Reincarnation should now display the cooldown timer when used.
    - Chain Heal - After the initial target is healed, the healing effect
    will jump to the most damaged target (by absolute health) within
    range. In addition, if a raid member is the initial target it will
    look for valid raid targets to jump to rather than non-raid targets
    as a priority, making it consistent with group targeted Chain Heals.

    Warlocks
    - Cripple (Doomguard): The tooltip has been changed to 45% due to the
    haste effect change.
    - Enslave Demon: The tooltip has been changed to 40% due to the haste
    effect change.
    - Health Funnel: This spell will now work correctly on low-level
    enslaved demons.
    - Howl of Terror: This spell now uses the same resistance checks
    as the Warlock spell Fear.
    - Siphon Life will now properly gain a benefit from Shadow Mastery.

    Warriors
    - Flurry: The text on the tooltip has been corrected to indicate it
    triggers on all types of attacks.
    - Shield Slam: This ability will sometimes no longer remove more than
    one beneficial effect from the target.
    - Sword Specialization: This ability can no longer trigger off of
    itself.

    Items
    - +30 Spell Damage Enchantment: Fixed a bug with this enchantment
    which was preventing it from benefiting healing spells.
    - Blade of Eternal Darkness: The triggered effect from this weapon
    will no longer occur when the spell being cast has its effect broken
    by causing damage.
    - Blazefury Medallion: The triggered effect from this item will no
    longer break Gouge.
    - Bonescythe Armor: The Eviscerate bonus will no longer trigger when
    your Eviscerate does not hit your target.
    - Darkmoon Card- Twisting Nether: The dialog for this resurrection
    will now always reappear after the Spirit of Redemption effect has
    completed.
    - Eye of the Dead: Holy Shock now interacts properly with this item.
    - Ranged Elemental Damage: Our ranged combat system does not allow a
    ranged weapon to do a mix of Elemental (Fire, Frost, Arcane, etc.)
    and Physical damage. Many ranged weapons existed which were listed
    as doing Elemental damage and did not function properly (the damage
    was dealt, but was treated as Physical). All of those weapons have
    been changed to deliver the Elemental damage as a chance on hit
    effect. Hurricane was previously changed this way in 1.11. The
    following ranged weapons are also fixed in 1.12: Bow of Searing
    Arrows, Dwarven Hand Cannon, Heartseeking Crossbow, Dark Iron Rifle,
    Galgann's Fireblaster, Quillshooter, Shell Launcher Shotgun,
    Venomstrike, and Verdant Keeper's Aim.
    - Talisman of Ascendence: This item will no longer trigger from
    physical damage effects. In addition, if either of the buffs from
    the item are cancelled, they will both be cancelled.
    - Zandalarian Hero Charm: Item tooltip corrected to match the effect
    tooltip.
    - The Items that summon mounts have been changed in their color/
    quality. Items that summon normal mounts are now blue(superior)items
    and items that summon swift mounts are now purple(epic) items.
    - Fixed a bug that allowed you to use items which restored health or
    mana while you were already full health or mana.
    - Fixed a bug with the Jom Gabbar trinket which was causing it to
    trigger a category cooldown for a duration longer than intended.
    - Fixed a bug that prevented Arcane Missiles from being able to
    trigger the effect of Wrath of Cenarius.
    - Clarified the tooltips for the Stormshroud armor and Kalimdor's
    Revenge to explain that they deal Nature damage.
    - Fixed a bug that caused the Blooddrenched Mask to hide a character's
    hair.
    - Warbear leather now stacks to 20.
    Professions
    - Engineering: The damage from sapper charges can now be resisted.
    The overall DPS of the charges should not be significantly altered
    from what it currently is.
    - Engineering: Explosive sheep do fire damage instead of physical
    damage.

    Post too long ->
    Continued


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


    Raids and Dungeons

    - Uldaman
    Reduced the number of Shadowforge Ambushers that attack after
    looting the quest chest.
    Shadowforge Ambushers are no longer elite.
    The respawn of the Stone Stewards has been changed to 2 hours
    (from 30 minutes).
    - Zul'Farrak
    The respawn of the 2 Troll/1 Basilisk patrollers should now be 2
    hours.
    Reduced the damage dealt by the Sul'lithuz Abomination and
    Sul'lithuz Sandcrawler.
    Dead Heroes are no longer elites.
    Theka the Martyr will now only remain immune to physical damage for
    30 seconds before reverting to normal.
    Antu'sul's Sul'lithuz Broodlings now only hatch 4 at a time and are
    significantly weaker.
    Witch Doctor Zum'rah will no longer call as many dead heroes to his
    aid when aggroed.
    Weegli Blastfuse now has slightly more hit points.
    Antu'sul's Warden no longer attempts to knock adventurers into
    Antu'sul's lair.
    Sandfury Cretins who engage the party during the pyramid event are
    no longer able to cast shadow bolt.
    - Mauradon
    Noxxious Scions will no longer spawn when you cleanse Celebrian Vines.

    User Interface
    - V key functionality has been improved in several ways.
    V key now shows summoned monsters (such as the gargoyles in
    Stratholme.)
    V key now shows both monsters and player enemies.
    V now shows enemies only (no longer shows friendly targets.)
    Shift-V now shows friendly targets only, not enemies (with a new
    bindable hotkey.)
    Control-V shows both friendly targets and enemy targets (with a new
    bindable hotkey.)
    - New floating combat text has been added to the game with a number
    of options. You can see when you take damage, when you are healed
    and how much, when you acquire and lose auras and much more. You can
    turn on the new options in the newly revised options screen.
    - The Need Before Greed and Group Loot countdown timers will now have
    a 3 minute countdown when there is a bind on acquire item on the
    corpse. This should allow a bit more time in making a decision to
    roll for an item.
    - Automatic Quest Tracking has been added to the game and is turned
    on by default. Any time you advance a quest by advancing one of the
    requirements, the quest information will appear on your screen for 5
    minutes before fading. You can turn this option off from the options
    screen.
    - There is now a confirmation dialogue when you attempt to disband
    your guild.

    Bug Fixes
    - Fixed a bug that caused some non-combat pets to be referred to as
    Minions instead of Pets. Mini Diablo however has escaped this fate
    and will continue to be referred to as a Minion.


    Some of the UI tweaks look great, but once again Blizzard copy mod makers introducing functionality that anybody who actually played the game for any extended period of time, could see was needed...


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