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  1. #21

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    Quote Originally Posted by 'Stealthy',index.php?page=Thread&postID=175398#pos t175398
    While the Shaman chnages look good on paper, I am pissed that Rogues - a class whose burst damage damage is already way too high - are getting these buffs.

    Killing Spree is already an IWIN button in 1v1 and now its getting a 20% damage buff.

    Adrenalin Rush already allows them to practically spam abilities like Fan Of Knives (which had its cooldown removed in 3.08 ) and now they will be able to pop it more often.

    Seriously, WTF is Blizz thinking?

    Cheers,
    S.
    these are pure pve combat buffs(which they needed).

    You will see muti/opener burst nerfs to mages and rogues soon I am sure.


    Disc priest are going to be very awesome and really hard to kill now. They will become the prefered healer for 4x shamans arena. although I will miss BoF/BoP greatly.....
    ​

  2. #22

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    Quote Originally Posted by 'Nyth',index.php?page=Thread&postID=175426#post175 426
    An alternative could be to have on the manaheal totem the same stacking rules as it is today e.g. healing stacks and mana doesn't.

    It would basically give one more healing tick for the whole group (the totem which is currently mana only) without creating too much imbalance...
    Nope, BOTH healing and mana stream totem stack currently. So, combining the two totems into a replenishment totem where the healing component but not the mana component stack would be a huge, awful Nerf.

    I run a DK + 4 shammies and I always have either 4 healing or 4 mana spring totems down at once, depending on the situational need. 4 mana spring totems is an extra 340 MP5 for each group member while casting spells. Anything less would be the suck. :-)
    Current team: Shnoght (DK) + 4 elemental shamans (Shalph, Sheta, Shamma, Shepsilon)
    Heroics cleared: Drak'Tharon, VH, CoS, UK, Gundrak, HoL, Nexus

    Waiting in the wings at 80: Shaladin (pally), Shmage (mage), Shruud/Shrued (boomkins), Shelta (leftover shaman)

    <Chain Lightning>, Alliance Bonechewer

  3. #23

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    [*]Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined. [*]We are also working on giving Enhancement and Elemental more PvP utility.
    :love:
    Slowly crawling back towards the experience that is Multiboxing Mayhem

  4. #24

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    Update #2

    http://forums.worldofwarcraft.com/th...10422662&sid=1


    We are planning a lot of exciting content for patch
    3.1.0, and we are doing a three-part preview series on upcoming class
    changes. This is the second in the series: Warlocks, Druids, and
    Warriors. Please keep in mind, that this list is not at all
    comprehensive, and subject to change. To read the previous list in the
    series, check out Part 1 -






    WARLOCK
    [*]Improved Shadow Bolt – this talent now provides a 5% spell critical strike buff (similar to Improved Scorch).
    [*]Improved Soul Leech – this talent now provides Replenishment (similar to shadow priests)
    [*]Drain Soul now has a chance to produce Soul Shards even if the target doesn’t die.
    [*]Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption.
    [*]Curse of Recklessness and Curse of Weakness have been combined into one spell
    [*]Consume Shadows – this Voidwalker ability is no longer channeled but has a cooldown.
    [*]Several other warlock talents have had their ranks
    reduced, their effects changed or removed. This list includes but is
    not limited to Demonic Empathy, Shadow Embrace, Eradication,
    Suppression, and Pandemic. [*]Additional new talents have been added.



    DRUID


    [*]Savage Defense – this is a new passive ability. When a
    druid in Dire Bear form deals a melee critical strike, the druid gains
    a damage shield equal to 25% of their attack power. The next hit
    completely removes the shield regardless of how much damage was done. [*]Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation.
    [*]Faerie Fire (and similar debuffs) now reduces armor by 5%. See Sunder Armor in the warrior update below for additional details.
    [*]Thorns and Nature’s Grasp can be cast in Tree of Life form.
    [*]Survival Instincts now works in Moonkin form.
    [*]Replenish – to avoid confusion, this talent has been renamed “Revitalize.” It now also works with Wild Growth.
    [*]We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.



    WARRIOR


    [*]Changing stances now has a much reduced cost: you lose a
    maximum of 20 rage (10 with Tactical Mastery). For example, if you have
    100 rage and change stances, you will have 80 rage remaining. If you
    have 10 rage and change stances, all of your rage is lost. In addition,
    we may change the penalties associated with some stances. [*]You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield.
    [*]Blood Frenzy now causes 2/4% physical damage done.
    [*]Sunder Armor (and similar debuffs) now reduces armor by 4%
    per application, and is now a single rank. Creature armor has been
    globally reduced so that debuffed targets should take about the same
    damage from physical attacks that they did before this change. The net
    effect should be that this debuff is slightly less mandatory in PvE and
    is not disproportionately more powerful against cloth targets in PvP. [*]We are also adding increased damage to Arms, possibly through Overpower or Slam.
    [*]We are also looking at granting rage when the warrior blocks, dodges or parries.



    COMING SOON



    Hunter

    Death Knight

    Mage

    Paladin
    ​

  5. #25

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    Class changes seem to be coming down the pike awfully fast these days. How much of this stuff actually needs changed versus changes that are being made for the sake of making changes?

  6. #26

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    Quote Originally Posted by 'Bigfish',index.php?page=Thread&postID=175528#post 175528
    Class changes seem to be coming down the pike awfully fast these days. How much of this stuff actually needs changed versus changes that are being made for the sake of making changes?
    protip: balanced game = dead game
    the only time you'll possibly see wow balanced is when blizzard stops shipping expansions
    Someguy: "You must really like playing with yourself"
    Me: "OH HELLS YEAH!"

  7. #27

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    Quote Originally Posted by 'mmcookies',index.php?page=Thread&postID=175543#po st175543

    Quote Originally Posted by 'Bigfish',index.php?page=Thread&postID=175528#post 175528
    Class changes seem to be coming down the pike awfully fast these days. How much of this stuff actually needs changed versus changes that are being made for the sake of making changes?
    protip: balanced game = dead game
    the only time you'll possibly see wow balanced is when blizzard stops shipping expansions
    Quoted for the truth.
    ​

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