Check out the warlock changes, are they getting a tank spec(first time ive seen/heard anything about this)?
http://www.mmo-champion.com/content/
check out Voidwalker abilities and Demonology stuff.. looks cool :)
Check out the warlock changes, are they getting a tank spec(first time ive seen/heard anything about this)?
http://www.mmo-champion.com/content/
check out Voidwalker abilities and Demonology stuff.. looks cool :)
Sounds like a good idea to me, but sadly, it's more akin to a kitty popping into bear form temporarily while the tank is incapacitated or similar...
-GhostcrawlerQuote:
Just to make our intent clear, the Glyph of Demon Hunting isn't intended to turn Demonology warlocks into a tanking spec. You won't be able to queue as a tank for Dungeon Finder for instance and won't have the survivability or tools of say a Protection paladin.
Historically, warlocks felt tankier than other casters and could even off-tank some encounters. We have made an effort in Mists to recapture some of that flavor. A warlock with this glyph should feel like they are about as effective tanking as an Arms warrior who pulls out a shield and swaps to Defensive Stance, or a Feral druid who goes into Bear form. You might be able to off-tank adds or pick up an actual boss for a short period of time if the tank goes down.
To make warlocks an actual tank would take more significant changes. For example, we want tanks to have to pick up separate tanking gear than their DPS gear (this is even true of druids) and want tanks to have to give up some of their DPS potential in exchange for their survivability. In short, it needs to be a commitment, and that's the sort of thing that needs larger gameplay changes than just a glyph.
That shouldn't stop the glyph of Demon Hunting from being fun though. As you can probably tell, we are trying to make even the major glyphs more about character customization and fun.
http://blue.mmo-champion.com/topic/2...class-changes/
Stupid Blizz, tanks don't need dps gear at all, they can go full survival gear with the insane boost to threat and vengeance.
where the heck is the juicy info that matters HUNTERS Point Blank change!!! Oh I love my Hunter and so cannot wait until I get into the Beta and try out the point blank range... its going to be sooo damn worth boxing them, suits me perfectly, its my fav class since vanilla!
Looks like Level 80 is the requirement for trade skills at 600.
So that is the goal, for anyone with an army of alchemists or tailors, etc...
nup, point blank, is what has me all excited. Though I do admit, I have Not read much more on hunters since beta launched, because I want to find all that out myself in the beta once i am selected in whatever wave.Quote:
Traps while dots on target is the biggest change imo.
Ive read bits n pieces on some other classes but not my fav, Hunters!!
Tiller Farm seems interesting and fun!
Anyone know what the ahh fookie, I forgot its name and cant find it, black market, or black water something like that Auction House will be used for ?
I like the changes for LFR, though from a selfish point of view when in there on mutliples I dont like I cannot trade items anymore, but overall I think its a good change for how loot system will work.
According to WoWInterface, it's an AH supplied by NPCs instead of players where you get to bid on "rare items". But that's all I've seen on it.
Quote:
Addition of black market windows
Auctions by NPCs of rare items for players to bid on.
Wow, genius way to get gold out of the economy.
oo wonder what items
lucky I been saving a large amount of gold
Anyone boxing in beta yet?
Doing the Jade Forest questlines solo so far but it seems that they won't be too painful to box, wanted to see if others had found it any different yet (though have only done Alliance side). There have been a few random-drop collection quests I came across through to the miner section of the zone but I think at least one of them should have group-loot drops and the rest aren't requiring too many drops to complete, though the drop-rate on crocolisk eyes will make it painful.....also, can't see being able to do the inner-balance quest with Cho as a group.
Soooooo much tradeskill stuff posted on MMO-Champion last night
The win =
Ye gods, I hope that makes it to live. It'll be nice not to have like 3 GB tabs full of dust and only 3 essences!Quote:
Enchanters can now craft Dust -> Lesser Essence -> Greater Essence -> Uncommon Shard -> Rare Shard. This allows you to use the wasted materials from disenchanting items to get what you need.
Originally Posted by MMO-Champion
- Spirit Dust
- Lesser Mysterious Essence - Also crafted from Spirit Dust x 5.
- Greater Mysterious Essence - Also crafted from Lesser Mysterious Essence x 2.
- Small Ethereal Shard
- Ethereal Shard - Also crafted from Small Ethereal Shard x 2 or crafted from Greater Mysterious Essence x 3.
- Sha Crystal - Also crafted from Ethereal Shard x 3.
One of the gold guides I previously purchased, had an update article on the expansion enchants.
Zen Enchanting (600 skill) requires level 80, a Zen enchanter (but not a 599 skill enchanter) can combine/break up the various enchanting mats
5 Spirit Dust -> 1 Lesser Mysterious Essence
3 Lesser Mysterious Essence -> 1 Greater Mysterious Essence
3 Greater Mysterious Essence -> 1 Ethereal Shard
3 Ethereal Shards -> 1 Sha Crystal
Here is how it works in reverse:
1 Sha Crystal <- 3 Ethereal Shards <- 9 Greater Mysterious Essence <- 27 Lesser Mysterious Essence <- 135 Spirit Dust
Anytime a Sha Crystal is worth more or less than 7 stacks of Spirit Dust...
A Zen Enchanter can buy the cheaper ingredient, and convert it into the more expensive, for a profit.
Currently in LFR -- The boss dies, loot is randomly determined, the roll occurs...
If its with strangers, you'll roll on stuff you won't necessarily need, using Need if you can and Greed if you cannot.
... Later you can disenchant the gear, and get something out of it.
But in MoP -- The boss dies, the game does the roll internally and gives spec appropriate gear to those who won, or straight gold if there's nothing on the loot table you can use...
... So a lot less gear will be wasted, because you won't get something that is not for your class/spec; meaning there will be a lot less items disenchanted.
Fewer enchanting mats, means more expensive enchanting mats, and higher profits from enchants...
slightly related:
Have they announced (or not) if they removed the restriction to quest/level as a raid in MOP?
That would surely effect how I play in MoP. I could have sworn I had seen something about it during the Q/A session at blizzcon, but I haven't seen anything since. I'd love to level 10 pandas at once and not have to do so as two groups :D
Sounds like it will finally be worth it to have enchanting again!
I wish you could convert lower lvl chanting mats into higher lvl mats... cos i have like a whole gbank full of mats, a WHOLE gbank!! Or I'm just tempted to flood the market and get efamous with the marketers on our server lol.
Inscripting looks good the new staff, bop tho
and the new jc makes a boe mount
Is it just me... you swap out LB glyph (4% LB dmg) for Unleashed Lightning glyph (moving lightning bolt) and in MoP UL glyph will include an EXTRA 5% LB reduction? That's harsh!!
my biggest hope is they remove the "your group is not a viable dungeon group" BS so what if i want to take 5mages in a dungeon, i should get the same credit as a standard group if i can get it done. especially for the "challenge" modes
Glyphs are changing. Prime glyphs are gone and the majors have a give and take usually some cool buff with a penalty of some kind.
As with talents, we want glyphs to be a choice. Stepping back a moment, we do think there is room in the game for very easy decision -- the kind that don't stress you out for fear of making the wrong one. We don't think glyphs need to be in that category though. We want you to think about them a little bit and not just look up the accepted glyphs for your character.
The old prime glyphs were not choices for anyone who cared much about their performance. We designed them to be no-nonsense throughput increasers, because we feared players would find the glyph system confusing if say a Ret paladin couldn't find a glyph that unequivocally increased DPS. But we didn't like how the glyphs actually felt. They were just a hoop to jump through -- something you might choose once for your character and never interact with again. We shoot for simple to learn and complex to master, and prime glyphs were the poster child for simple to learn, simple to master. The current glyph of Templar's Verdict increases damage by 15%. What Retribution paladin wouldn't want that glyph? (The answer is almost none of them.)
Now that primes are gone, we want all of the majors to be a choice. Some of these are decisions because they have a bonus and a penalty. In these cases, we thought that the glyph without a penalty would be a no-brainer. The glyph of Riptide removes the cooldown of Riptide, but also removes the initial heal. If it just removed the cooldown of Riptide, then every decent Resto shaman would want the glyph. Without the upfront heal though you have to treat Riptide more like Renew -- trading its initial heal for more healing over time. Some shaman will want that and some won't. Some may want it for some situations only. It is, in game designer parlance, an interesting decision.
Another category of major glyphs don't need this downside, because the glyph itself taking one of your precious three slots is sufficient downside. Consider the glyph of Spellsteal, which heals you when you Spellsteal. If you succeed in Spellsteal a lot, then it's a good glyph. But is it better than the glyph of Frost Nova (which lowers its cooldown)? Neither glyph may be exciting to a raiding mage, but both may feel pretty attractive to someone focused on PvP.
Minor glyphs have almost no affect on performance. They are there for convenience or increasingly just fun. They should help customize your character with almost no downside (except that again you can only have 3).
If we are successful with the glyph revamp, you'll see players with lots of different glyphs out there. Some players will love a certain glyph, while others won't care for it. If you still enjoy playing your character but feel you are stuck in a rut, you can try swapping out a glyph for a little variety in how you play. You won't see someone create a forum thread asking "What glyphs should I use for a Fire mage?" or at least if someone does create that thread, the response will be "Try them out and pick the ones you like."
As we continue with beta, letting us know of specific glyphs that you feel are mandatory for a particular type of player would be very useful feedback (not all in this thread, of course).
Quote:
Originally Posted by Blizzard (Blue Tracker / Official Forums)
That’s right -- we’re in the process of sending 250,000 additional beta-test invites to Annual Pass holders. Keep an eye on your email and Battle.net account for an invitation to come test Mists of Pandaria with us.
As with previous waves, it’s going to take a while for the invites to process, so we recommend checking your games list in Battle.net Account Management to see whether yours has arrived yet. Once it does, you’ll see the Mists of Pandaria beta client available for download from there. We expect this entire wave to take a day or so to complete.
We appreciate the enthusiasm of everyone who signed up for the World of Warcraft Annual Pass, and we’re working hard to get you into the beta. We know you’re excited to explore Pandaria and test the new content, and we’ll keep you posted here in the forums when we’re ready to send out another wave.
Thats a truck load !!!
I think the graphics are getting too cartoony. It looks nice, but its almost like playing a disney movie or something.
The character creation is really streamlined, that looks nice. But seems like they are going for a much younger crowd now.
Atonement is not really like Chloro healing in Rift. You can literally spam a dps macro in rift without targeting another player and keep them full on boss fights.
Rift really did many things better than WOW...but WOW is still WOW and after raiding in Rift a bit, I came back. The more of the good ideas they can take from Rift and other MMOs, the more fun it will be.
I was planning on MOP release to level x5 toons at once, now im not so sure.
There is alot of collection quests in starting zone as well as these cut scene, solo phased quests, its going to be painful I think levelling x5 at once and extremely time consuming...
I was upto the Jade Witch and halted cause its bugged, leading upto it, too many collection solo phased quests.
Not sure if there is going to be 2 starting zones or just the one, have to wait and see before I can really decide which way to level on live, solo, or multi, grind or quest etc.
Jade forest is nice, cant say I think much of the quests so far, then again, I really am more then over questing, new or old.
The glyph system as well as the talent system absolutely need to be changed. Nothing in either of those two systems should decide on how good you are.
I would like at some point for WoW to not come down to class/spec choice at all but player skill. Paper, rock, scissors is simplistic and only fun if you are 6 years old.
http://www.wowheadnews.com/blog=2025...-to-each-class
Symbosis looks great.
As a Feral Team, you can get: Shattering Blow (Warrior), Spirit Wolves (Shaman), Dispersion (Priest), Feign Death (Hunter), Frost Nova (Mage)...
Sure if you had a warrior,shaman,priest,hunter and mage in your group on follow.
Only one I see being op is the mage and warlock ones since they get heals(serious wtf!) and the resto gets iceblock or port. Rest of it is meh and the effect gets cancelled if the druid and the other class are too far apart. How far is too far? My guess is 100 yards....size of arena or a large space in bgs/pve raids.
I'm not in the beta, so am just going with what the spell actually says on Wowhead.
There's nothing in there that says the target has to be in your party.Quote:
Creates a symbiotic link, which grants the Druid one ability belonging to the target's class, varying by the Druid's specialization.
In exchange, grants the target one Druid ability, based on their class and combat role.
Lasts 1 hour and persists through death. Cannot be cast on other Druids. Effect cancelled if target and Druid become too far apart.
That could easily be a restriction of the ability, but it is not listed as a requirement/restriction.
My primary play is non-rated battlegrounds.
Going by the description... which again could be different from what is actually required in beta, but I have no way of knowing that...
It's extremely likely there will be at least one Warrior in an AV/IoC with me; in which case, one or two of my Ferals will have the ability to punch through invulnerability effects.
Even if a Warrior is not present, you'll likely have something that gets you a nice bonus.
Yea, youre right I have no idea if the spell has to be accepted by the target or not and if only one druid may only target a person(class) at a time. Not sure it makes sense to have 20 druids and one warrior and all 20 druids can get the warriors abilities off one warrior. I noticed how most of the abilities are not dmg boosters which is smart, but some of the others are major pvp cool downs. I dont know, this seems like a really cool spell and if it ends up being op in a pvp setting they will nerf it and then it will be almost worthless.
With such a spell there is going to be an ideal exchange or raid comp, and it will be soon figured out and used. In the current matrix, don't underestimate ele shamans getting aoe silence from the boomkin and boomkin gets purge, which is a very strong exchange. Either way I think there shouldn't be any healing or dmg spells involved. Resto shamans getting stealth is for instance a fine one, but else it's gonna be OP as fuck.
feral wolves from an enhance shammy... OP as fuck!!
Rogue tank, yay!!!
Well for 30 seconds at least.