Heart of Fear: Imperial Vizier Zor'lok
Tonight we have a preview of the Imperial Vizier Zor'lok encounter in Heart of Fear. If you look at the abilities that have tooltips in the Encounter Journal below, you can see the damage amounts in the different difficulties.
Originally Posted by MMO-Champion
Heart of Fear
The Sha of Fear has corrupted the grand empress of the mantid. Her increasingly erratic and paranoid commands have driven the Klaxxi--the keepers of mantid culture--to take aggressive action. Because they are few in number, the Klaxxi are reluctantly willing to accept outside help in destroying the empress and purging their race of the sha's negative influence.
Imperial Vizier Zor'lok
Overzealous - Defeat Imperial Vizier Zor'lok while every member of the raid is afflicted with the Zealous Parasite debuff.
Inhale - Imperial Vizier Zor'lok takes a large breath to fill his lungs. Inhale increases the damage of Exhale by 100% for each stack present and lasts until Exhale triggers with 3 or more stacks.
Exhale - Imperial Vizier Zor'lok selects a random player and screams at them, inflicting Physical damage and stunning them for 6 sec. The first player between Imperial Vizier Zor'lok and the initial target suffers additional Physical damage every 0.5 seconds.
Exhale - Imperial Vizier Zor'lok selects a random player and screams at them, inflicting Physical damage for 6 sec. The first player between Imperial Vizier Zor'lok and the initial target suffers additional Physical damage every 0.5 seconds.
Stage One: Her Gifts are Many - Imperial Vizier Zor'lok flies to a random platform in the room, then attacks the players from there. When Zor'lok loses 20% of his total health, he changes positions to a different platform. Imperial Vizier Zor'lok gains one ability while at each platform, but loses that ability when he moves to a different platform.
Pheromones of Zeal - The lower section of Imperial Vizier Zor'lok's chamber fills with toxic Pheromones of Zeal. Players in the area suffer 28,500 damage per second and are silenced for as long as they are in the area of effect.
Attenuation - Imperial Vizier Zor'lok emits a dizzying series of sonic rings that travel outward from him in a spiraling pattern. Sonic rings inflict 80,000 Physical damage to all targets in their path. In 10 player Heroic Difficulty, Attenuation also sends out Sonic Pulses. Sonic Pulses inflict 150,000 Physical damage to all targets in their path. In 25 player Heroic Difficulty, Attenuation also sends out Sonic Pulses. Sonic Pulses inflict 150,000 Physical damage to all targets in their path.
Force and Verve - Imperial Vizier Zor'lok shouts with pure volume to inflict 45,000 physical damage to all players every 1.5 seconds for 10 sec.
Players standing in Noise Cancelling zones suffer 40% less damage from this ability.
Noise Cancelling - Before Imperial Vizier Zor'lok begins channeling Force and Verve, he summons Noise Cancelling zones nearby. Standing in these zones reduces the damage of Force and Verve by 40%. In 10 player Difficulty, only four players can benefit from each Noise Cancelling zone at a time. In 25 player Difficulty, only nine players can benefit from each Noise Cancelling zone at a time. In 10 player Heroic Difficulty, only three players can benefit from each Noise Cancelling zone at a time. In 25 player Heroic Difficulty, only four players can benefit from each Noise Cancelling zone at a time.
Convert - Imperial Vizier Zor'lok uses the pure voice of the Empress to sway the allegiance of one player, causing them to fight for the Mantid Empire. Convert lasts until the victim reaches 50% health, but the effect may end whenever the victim suffers spell damage. The chance to break increases as the victim reaches 50% remaining health.
Stage Two: We Will Not Disappoint Her - When Imperial Vizier Zor'lok reaches 40% remaining health, he flies to the center of the chamber and inhales the Pheromones of Zeal. Imperial Vizier Zor'lok now uses all of his abilities from Stage One.
Inhale Pheromones - Imperial Vizier Zor'lok inhales all of the Pheromones in the chamber, increasing his damage by 10% and haste by 20%.
Song of the Empress - Whenever Imperial Vizier Zor'lok finishes a transition he will raise his voice in praise to the empress. Failing to engage Imperial Vizier Zor'lok in melee combat will result in him inflicting Physical damage to all players in the zone until they die. Engaging Imperial Vizier Zor'lok in melee combat will end this effect.
Echoes of Power - In Heroic difficulty, Imperial Vizier Zor'lok will leave copies of himself behind at the first two platforms he visits. During stage two of the encounter he will randomly summon Echoes of Power to aid him in battle.
Echoes of Power inherit one of Imperial Vizier Zor'lok's abilities and will conintue to use that power until they are defeated.
Echo of Attenuation - Echo of Attenuation will use Zor'lok's Attenuation ability as well as fight players in melee combat.
Echo of Force and Verve - Echo of Attenuation will use Zor'lok's Force and Verve ability as well as fight players in melee combat.
Song of the Empress - Any echoes that Imperial Vizier Zor'lok has summoned will use the Song of the Empress any time they are not actively using one of their abilities and they are not engaged in melee combat. As with Imperial Vizier Zor'lok engaging the echoes in melee combat will end this effect.
Vale of Eternal Blossoms Faction City NPCs
Your faction's city in Vale of Eternal Blossoms doesn't have everything a normal city does, but it has most. Some of the missing NPCs can be found out in Pandaria, but others will require you to return to your home city. Here is what is are missing:
Profession Trainers: These are scatted across all of Pandaria, the guards can direct you to them.
Conquest Quartermaster: Serpent's Spine in Townlong Steppes.
Honor Quartermaster: Serpent's Spine in Townlong Steppes.
Justice Quartermaster: Niuzao Temple in Townlong Steppes.
Valor Quartermaster: Niuzao Temple in Townlong Steppes.
Battlemasters: None, you must return to your home city.
Class Trainers: None, you must return to your home city.
Transmogrification: None, you must return to your home city.
Void Storage: None, you must return to your home city.
Originally Posted by Blizzard Entertainment
Please Bring Back Attunements Not just TBC attunements, but also the ones you needed for onyxia, molten core and blackwing lair. Especially onyxia one was really fun to do.
Although we might look at them with rose-tinted glasses these days, some players back in the days complained that these attunements were too long. Guilds would also complain, eventually, as they had to pick up new recruits and basically run them through "old content" in order to get them up to speed (memory might be playing tricks on me, but I remember this happening when Tier 6 was live).
For those that miss them for the lore they brought, be sure to check the Lorewalker faction in Mists of Pandaria!
When you actually see people even more casuals (and by all mean I am a 3 hours/day kind of player, not even close to hardcore) complain about how the game has nothing in it anymore to do, which -before you counter with "end expansion time" arguement- happens EVERY tier now, then there is something seriously going wrong.
The end expansion time argument, like it or not, it's one that can't be just put aside. It happened with Wrath of the Lich King, TBC and Vanilla. We've seen this in the past, in the exact same shape as now.
Attunements, while might not be the only answer to this, WILL give the whiners something to do.
The devs would rather give something fun to do to the players than something that might be repetitive, not as attractive, or even problematic in the long run (as it happened with attunements in the old days).
That's something that Mists of Pandaria will try to improve through various means both when players get to the cap level and on their way there:
Daily quests (there's roughly, around 300 daily quests in Mists of Pandaria. Although these are randomized, you'd have around 48 quests available on any given day, and you can do as many of them as you wish).
Challenge modes (which might be especially appealing to the more hardcore crowd)
LFR & 10/25 man normal/Heroic raids.
They just don't want to put the slightest effort to learn, so asking them for the slightest effort in doing few quests or group quests or dungeon quests or raid quests which was actually amazing way to tell the lore of the game also feels like a great effort for said people, which isn't.
For some players it might've been an amazing way to tell the lore (for me it certainly was); but for some others it was just getting in their way, preventing them from entering into raids. It's not as simple as arguing that those players didn't want to put the effort. In some cases, that content was just not attractive to them, in the same way than for a more PVP-minded player, PVE content is not as appealing as playing, for instante, a Ratted Battleground if given the choice.
Sure, the old attunements were bad, are you claiming it is only possible to do long boring ones? They can be updated for 2012 without being the same as vanilla TBC, attunements should introduce players to playing their class well to progress this journey of character progression is much more engaging and enjoyable than the current 'see the content' journey.
There're almost infinite perceptions of what's considered "playing a class well". What might be acceptable for you as an individual, might not be even close to what should be acceptable for another player, or might be even way too much for a completely different player.
If you ask what's playing a class well to a hardcore PVP player, a Hardcore raider, a casual PVP player, a casual raider... you'll get different answers from all of them. (Official Forums)
WoW Summer Challenge: Ulduar
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
Every week this summer, we’re challenging you to get together with a few friends to explore a part of Azeroth that you may not have seen in a while, or perform a feat that you may have never done. They're World of Warcraft Summer Challenges, and we’re going to be playing along with you as we hunt down rare achievements, get screenshots of amazing bosses, and try to find some awesome gear for our transmogrification sets.
Since discovering Ulduar in the Storm Peaks, adventurers have journeyed to the titan city to learn more about its mysterious past. Further exploration has revealed that the magnificent complex is above all a prison, intended to permanently confine the Old God of death, Yogg-Saron. This ancient horror has corrupted its guards, and now it is breaking through the last of its restraints.
Near the top of the continent Northrend, Ulduar is home to a whopping 14 raid bosses. This week, we're getting together with friends who haven't gone toe-to-to with Yogg-Saron in a while, or never experienced Mimiron on Hard mode, or just need a couple more fragments to construct Val'anyr, Hammer of Ancient Kings, and heading to Storm Peaks. We're going to work our way through the dungeon on 25-player difficulty, so we want a solid raid of players by your side.
Faced with the peril of Yogg-Saron's imminent freedom, a band of mortals has made preparations for a sweeping assault on the city. Overcoming the legions of iron minions and towering defenses at the city's entrance will take tremendous strength, but even that great victory may not be enough to overcome the madness that dwells below.
Please join us in this discussion thread, where we’re talking about this week’s challenge, and looking forward to your stories about how it went for you this week, your screenshots, and your suggestions for other fun reasons to take on this challenge.
Comics - Dark Legacy Comics #345
Dark Legacy Comics tells us how everyone feels about the Midsummer Fire Festival.
Mogu'shan Vaults: Will of The Emperor
Tonight we have a preview of the Will of The Emperor boss in Mogu'shan Vaults. If you look at the abilities that have tooltips in the Encounter Journal below, you can see the damage amounts in the different difficulties.
Originally Posted by MMO-Champion
The mogu, proud of their supremacy, kept lengthy records of their accomplishments within a great complex of vaults. Guarded by ferocious magical beings, these sacred chambers have remained silent since the mogu's departure.
Heroic: Will of the Emperor - Defeat the Will of the Emperor in Mogu'shan Vaults on Heroic difficulty. Title Reward: , Delver of the Vaults
Show Me Your Moves! - Defeat the Will of the Emperor in Mogu'shan Vaults on Normal or Heroic difficulty after all members of the raid execute an Opportunistic Strike on the same construct within a single Unbalanced phase.
Will of the Emperor
Coolant Gas - Coolant Gas fills the room, inflicting 8,000 Frost damage every 1 sec. to all players and energizing any constructs, increasing their damage dealt by 25%.
Emperor's Rage - The smallest Terracotta warriors, the Emperor's Rage strike quickly with dual axes and often formed the forward lines in Lei Shin's mechanical armies.
Focused Assault - Every Emperor's Rage fixates on a random player, attacking only that player until the player dies or the Rage can no longer attack them.
Unarmored - The Emperor's Rage wear very little armor, and all types of crowd control effects work against them.
Emperor's Courage - The Emperor's Courage carry a polearm to harry opponents and form a powerful defensive wall with shields and armor.
Focused Defense - The Emperor's Courage comes to the aid of Jan-xi or Qin-xi by fixating on a tank, attacking only that player until the player dies or the Courage can no longer attack them.
Impeding Thrust - The Impeding Thrust of the Emperor's Courage inflicts 150% normal melee damage and reduces the target's movement speed by 25% for 10 sec. Stacks up to 4 times.
Half Plate - The Emperor's Courage wear armor protecting the front of their bodies. The Half Plate blocks or deflects any damage dealt by players to the front of the Emperor's Courage, but they remain susceptible to movement impairing effects.
Emperor's Strength - The heavily-armored Emperor's Strength strike earth-shaking blows with their massive two-handed hammers.
Energizing Smash - The Emperor's Strength smash the ground in front of them, inflicting 200,000 Physical damage to players within 10 yards of the strike zone and stunning them for 2 sec. The radius of the effect increases by 1 yard after each use of Energizing Smash.
Full Plate - The Emperor's Strength wear heavy armor that grants them immunity to all crowd control effects.
Jan-xi and Qin-xi - Jan-xi and Qin-xi activate after 90 seconds and share their health pool.
Devastating Combo - Jan-xi and Qin-xi perform a devastating combination of five attacks. In Heroic Difficulty, the Devastating Combo consists of ten attacks.
Devastating Arc - Jan-xi and Qin-xi strikes a 25 yard hemispherical area to the left, right, or in front them. These Devastating Arc attacks inflict 100,000 Physical damage and reduce the target's armor by 10% for 30 sec. Stacks up to 10 times. The immense power of these attacks ignore any player effects that grant damage immunity.
Stomp - Jan-xi and Qin-xi stomps the ground, inflicting 100,000 Physical damage to all players within 12 yards and stunning them for 2 sec. The immense power of this attack ignores player effects that grant damage immunity.
Magnetic Armor - Jan-xi and Qin-xi magnetizes their current targets for 10 sec. If a magnetized player moves more than 16 yards away from the constructs, a strong magnetic force pulls them back.
Opportunistic Strike - If every player avoids all the attacks in a Devastating Combo, Jan-xi or Qin-xi becomes unbalanced. All players within 16 yards gain the Opportunistic Strike ability for 3 sec, which inflicts 1,000,000 Physical damage.
Titan Spark - When any construct dies, it releases a Titan Spark.
Focused Energy - A newly created Titan Spark fixates on a player, attacking only that player until the player dies or the Spark can no longer attack them.
Energy of Creation - When a Titan Spark dies or reaches its target, it releases the Energy of Creation. The Energy inflicts 750,000 Nature damage to all players within 8 yards and energizes any constructs, increasing their attack speed by 50% for 2 min. This effect stacks.
Beta Class Balance Analysis
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
How much AP/SP do Feral Spirits, Fire Elementals and Earth Elementals get from the owner? What is the coefficient on a Shadowfiend's/Mindbender's attack?
I’d rather not get into listing every specific coefficient, because it's a short slippery slope from there to us just publishing every number for every spell. These are unusual, so we can understand why they might be tough to figure out.
Most pets have base DPS that is based on your class and level, and then get some % of your SP or AP as their AP, and get the standard AP/14 DPS increase to their weapon damage from that. The Earth Elemental is one of these traditional pets, getting 100% of your SP as AP (or 150% for the Primal Earth Elemental). However, the Fire Elemental and Shadowfiend/Mindbender are unusual. Their auto attacks deal magical damage, which means they also benefit from SP, as well as AP. I believe in the current build you have, they’re getting both AP and SP from you, which is complicating things further. We just simplified that, so in a future build, they will just get 50% SP from you. Try them out in a couple builds.
Again, these are just to give you some examples and point you in the right direction. Teach a man to fish, etc.
Currently they don't appear to scale with temporary percentage-wise haste buffs on the owner, such as Dark Soul: Misery. Is this intended, or will that change over the next few builds? Whatever the answer, is the same true for temporary crit buffs?
Yes, these will be fixed in upcoming builds. We’re trying to get rid of all of the "snapshotting" of stats on summoning. Let us know if you think we missed any; it will take a couple builds for you to get all of the changes, but all temporary buffs should dynamically update to the pets.
On a related note, we've been told before that pets should not benefit from any buffs on their own anymore, but in Cataclysm they still gained certain things like Bloodlust/Heroism. Will this still be true in MoP? If so, do you have a comprehensive list of which buffs can affect pets?
Pets should not be able to double dip on any of these buffs. Any that still do apply to pets will be fixed. We fixed it recently for Bloodlust, for example.
Because as an additional note, as I've been viewing streams, DPS charts, and watching some raid testing videos as well as analyzing there parses, hunters are severely undertuned right now. Some of them aren't even able to out DPS the tank (and yes, I'm aware of marking on WoL to show pets, and even then they are dealing minimal damage).
If you have done this analysis, we would love if you shared it here.
Death Knight (Forums) The mathematical rune regen difference is minuscule, sure. That is not why Blood Tap is the default option: Death Rune costs are. So long as they exist, and such a huge part of our DPS depends on abilities that use them, we will naturally default towards talents/regen mechanics that provide them.
I'm not following you. Are you saying the DPS difference is minuscule but you'll take Blood Tap anyway?
I'll repeat: for our testing, you can pick any of the level 75 talents and do almost the same DPS. Now perhaps using Blood Tap makes the rotation easier since you know when you're getting a Death Rune, but I don't think that's what a lot of DKs are arguing. They are arguing, unless I am mistaken, that Blood Tap is mandatory because it's a DPS increase. I need to understand why there is such a disconnect.
My newest source of confusion is Archimonde's Vengeance, the behavior of this spell when you don't use it's active ability at all is very inconsistent when tanking and I don't think it's worth testing it's active behavior until I understand it's current and intended mechanics. From what I can tell the ability is only "reflecting" boss special attacks and not "white" hits.
This is a known issue and is fixed for a future build. It should reflect white attacks but doesn’t in your current build.
Quick question regarding death knight Bloodworm guardians, they seem to completely ignore the new hit / exp pet rules. It seems like the receive no benefit from their master's hit / exp. They constantly sit at about a 15-16% total miss rate, which is pretty easily seen by looking at their damage breakdown. Is this intentional, or are Bloodworms simply bugged?
Fixed for the next build; Bloodworms will get the same pet scaling as other pets, including Hit/Exp.
Shaman (Forums) I hope you like enhancement, GC, because I have 45 more parses for you to sift through
I hope *you* like Enhancement, since it looks like you did over 8 hours of parses there! Thanks. Regarding your results, they line up pretty nicely with what we have, within expected error. Our recent buff to all ratings effectively also buffed Elemental Blast, which we’ve since adjusted for (from 3500 down to 3000).
Will Echo be able to proc from Elemental's mastery? I would assume not, but the wording on the talent doesn't make it clear one way or the other. Also, does the effect have any type of internal cool down?
Yes, Overloads can be Echoed. Echo only has a very short ICD to prevent it from triggering from multiple hits of the same spellcast.
Warlock (Forums) Is there any word on what exactly the outcome for Dark Apotheosis is going to be? All we've heard is that it is not meant to be a viable tank spec and that it is supposed to be more in line with an dps warrior slapping on a shield and taking a few hits. However recent raid testing and logs have shown otherwise, right now DA warlocks are very viable tanks.
We haven't changed our design intent. A recent change to mastery for warlocks made the glyph more powerful than intended.
If you want to get together with friends and try out warlock tanks in dungeons, knock yourself out. We have no plans to support warlocks tanking raid bosses and we don't want to see warlocks in Dungeon or Raid Finder trying to talk the designated tank into letting the warlock tank. As I said before, a glyph is not the appropriate way to let a class choose a tanking role.
I wanted to clarify that the current damage reduction is a bug, but please let's not derail this numbers-focused thread into a discussion of warlock tanking.
What about dual-wielding pets like the Wrathguard and the Shivarra? Does the fact that their models display them as having weapons in both hands mean the game actually treats them as dual-wielders, meaning they will miss even if their master is spell hit capped?
Wrathguards and Shivarra are indeed actually dual wielding, with the benefits and detriments associated with that, and are balanced with that in mind. I believe there are a few bugs with that in your current build, but will be fixed. They should miss 19% more on white attacks, and deal 50% weapon damage with their offhand attacks. They will be hitcapped for specials if you are.
How does the Affliction passive Nightfall work? I ask because I've noticed some curious behavior with the procs (ignoring the fact that it's bugged and not currently granting a shard).
The tooltip says it has a 10% chance per tick of Corruption to generate a Soul Shard, which would mean that on average you'd get a shard every 10 ticks. Nightfall seems to be doing almost exactly that, on average I saw a shard about every 10-11 ticks, and the majority of my shards were generated between 8 and 13 ticks and the spread created a rough bell curve between about 3 and 18 ticks.
The thing is, if Nightfall were truly a flat 10% chance then that wouldn't happen. If you graphed out the number of ticks per proc at a 10% chance, you'd get a logarithmic curve with 10% of your procs happening at 1 tick, and slightly less than that every tick afterwards stretching on to infinity. You definitely wouldn't get a bell curve.
However, a stacking 5% chance per Corruption tick would fit the bill exactly. On average you'd get a shard every 10.5 Corruption ticks, with a standard deviation of nearly 2.5. You'd have a guaranteed shard at tick 20, and a possibility for a shard at tick one, but both aren't going to happen very frequently.
Additionally, as far as I can tell it appears that this effect uses all Corruption ticks from all sources, which has some interesting implications for mulit-target situations.
If this is what's happening, then you've gone a long way towards allowing for consistent shard generation for single targets, without nerfing multi-target shard generation (and vice-versa), which was a problem with ICDs and PPMs on multi-target, and low proc chances for single-target.
If you recall, early on in this thread, I talked about how we sometimes gloss over certain mechanics in tooltips, for the same of simplicity and understandability. This is one of those cases. A single shard is a really significant chunk of resource, so it can’t be a very high proc rate. But with a low proc rate, it’s very random, meaning that you regularly get fights where you get relatively few shards, and some where you get a ton of shards. We wanted it to still be somewhat random, so we went with a somewhat complex system under the hood that creates "smoothed" randomness, with a simple sounding cover on it (the tooltip). We didn’t expect players to really notice at all, so huge kudos to you; what you describe is almost exactly how it works. It’s actually a stacking 2% chance per Corruption tick, which averages out to an 11.7% proc chance. It does indeed count all Corruption ticks from all sources. I believe in your current build, it only is giving 1% on the first tick instead of 2%, but that’ll be fixed in the next build.
We don't think every proc needs this kind of treatment. Nightfall is kind of a big deal, so excessive RNG could cause balance or rotational problems.
Originally Posted by Blizzard Entertainment
The New LFR Roll System
Normal raid (Live and Mists):
1) Boss dies.
2) The game determines what loot he drops.
3) The group works out who gets what item, perhaps by random roll.
Raid Finder on Live:
1) Boss dies.
2) The game determines what loot he drops.
3) Players for whom the loot is appropriate get a chance to Need or Greed.
Raid Finder in Mists:
1) Boss dies.
2) The game decides who is going to get loot. Each player has a small and independent chance to win loot.
3) The game picks loot appropriate for those players.
The key point is that traditional loot systems determine what loot drops first and then who gets it. In the new Raid Finder loot, the system determines who is going to win loot, and then picks something appropriate for them.
The chance of you walking out of Raid Finder with loot will be about the same as it is today. Our goal isn't to distribute loot faster. However, you won't have the frustration of seeing an item that you want appear only to go to someone who doesn't want it, doesn't need it or doesn't care. Likewise, you won't have other players begging you to let them have the item that you won fair and square. In all likelihood the entire Raid Finder raid is composed of strangers who may never see each other again, so social pressure doesn't really work and we just plan on removing it with regards to loot. (Blue Tracker / Official Forums)
Transmogrification and Legendary Items
Just from this thread, you can see the range of arguments on this topic, and the various pros and cons that transmogrifying legendary items would present.
Our current way of thinking is still that legendaries are and probably should remain to be rarely seen. When you do see one, you instantly recognise it for what it is, and acknowledge the prestige that goes along with owning one.
But please carry on discussing the topic, we're really interested to see some good discussion either way. (Blue Tracker / Official Forums)
World of Warcraft $10 Summer Fire Sale – This Week Only
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
MMO-Champion Forums Moderator Recruitment
Good news everyone! We're recruiting moderators for the forums again! The amount of users and posts keeps increasing and we reached the point where we need some help before the trolls take over and play Whack-a-Mod in the Darkmoon Faire. I know it sounds fun, but I'm going to assume we don't want that.
Please be sure to read the entire post before applying!
Beta Class Balance Analysis
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
[...]Our internal testers who run challenge modes exclaim that they use every single ability they have to survive and to shave off time. Challenge modes are a great opportunity to use some of those mechanics that don't normally get used in raid boss fights.
Ghost, this is another question I've been meaning to ask: Will you continue to work on the Pet/Minion AI? Despite improvements over the years, it really leaves much to be desired. I'll provide some examples from a Death Knight perspective, but I'd welcome any input from classes or specs that have had a similar experience.
AI is a really tricky thing to design, because what players really want (usually) is for the pet to read their mind and do the appropriate thing. Since science hasn't made computers with great decision-making ability in general yet, you're certainly not going to find it in a game. I hate to drag this out as an excuse, because it sort of shuts down the conversation, but I've been doing game design long enough to know that AI is never just as easy as "Well, it should just do this and this and then it will be perfect."
Instead, we try to err on the side of very simple behavior so at the very least it's predictable. Your pet or guardian may be stupid, but at least it will be consistently stupid instead of trying to say pick the right target and always picking the wrong target.
That said, if you can describe specific situations where you think a pet or guardian are doing the wrong thing, please let us know. (The bug thread would be a better location for that feedback than this one.)
As an aside, several of the situations you describe are encounters were the peculiarities of the fight make a pet less optimal than on others. We are totally fine with that -- it's along the same lines as not every single boss is going to be backstab-able. We don't want every spec to do identical DPS on every fight. We think that would be boring. If pet classes did sub-standard DPS on a whole lot of fights, then we think it would be a problem.
Is it worth us double checking pet scaling now (specifically FE & PFE as it appears that Primal Elementalist has some scaling issues as Elemental gears up)?
I would wait about two builds to be honest. We appreciate players going through the effort for stuff like this and don't want to waste your time.
Long story short, if you're hit/expertise capped as appropriate to your class, your pets will be too. If they didn't split it like that, then warlock melee pets would have twice as much hit as what they need, and no expertise.
Yeah, Strawberry has the right of it. If you cap, your pet should be capped. My apologies, as that seemed to cause some confusion. Another way to write it would be:
Pet Hit = 50% of Master Hit + 50% of Master Exp
Pet Exp = 50% of Master Hit + 50% of Master Exp
For Hit: Do they get 50% of our hit and 50% our Exp to calculate just hit? and then calculate it again for expertise? Or are our pets not going to be hit capped if we are hit capped. The wording confuses me.
They get 50% of your Hit added to their Hit, and 50% of your Exp added to their Hit. Same for Exp. That means that Hit and Exp are effectively combined into one communal pool for pets. That will make them hit capped if you’re hit capped. Don’t forget that Expertise grants spell hit now.
Do pets have any sort of base crit or crit from their own base intellect/agility, to which the inherited crit from their owner is added, or do they simply get the owner's crit chance directly, overwriting any base crit that may otherwise have been there?
No, these scaling values overwrite the base stats of the pet.
Is PvP intended to follow the same model of no mandatory glyphs?
That's a goal but it's definitely much harder to deliver on. When we say we don't want mandatory glyphs for PvE, what we're actually saying is we don't want a glyph that generally provides a DPS increase in most situations (if you are a DPS spec). In PvP, sustained DPS is only slightly valuable. On the other hand, a glyph that provides burst damage at the expense of sustained damage, or a glyph that provides extra CC or CC immunity looks awfully attractive for PvP. We'll still try and make sure there are no cookie-cutter talent or glyph builds though.
Just ignore the armchair moderators. If GC doesnt like the direction the thread has gone, he will tell us and get on back on the topic they want to discuss.
The topic hasn't changed. I don't have the bandwidth to make this a "defend every class design decision discussion," as much fun as that might be. The most useful questions are when you don't understand how something works (possibly because of a bug), which makes it hard to determine how rotations should work, which makes it hard for theorycrafting. I have been guilty of straying into design philosophy, because that's dear to my heart, but I recognize that can be frustrating when I respond to post A but not post B, as it always is, which is why I try not to do it very often.
Currently I believe, say, an orc dual wielding an axe and a different weapon will have 1% more expertise attributed to the swings of the axe but not to those of the other weapon, from the axe specialization racial. (If this is not how it works, please correct me.) Will pets inherit (50% of) this expertise at all? If so, is it decided by whether the owner is wielding an axe in the main hand, or in either hand, or what?
Also, what about the Draenei racial, Heroic Presence? I believe we've tested this and found it not to affect pets - can we assume this will be fixed?
The draenei racial should transfer to the pet. The expertise racials should use the higher value of MH or OH.
Death Knight (Forums) Also, is the Unholy Ghoul supposed to receive attack speed benefits from Unholy Presence and Improved Unholy Presence?
Yes. Again, I would wait a build or two before attempting to verify though.
Death and Decay: There seems to be a bug regarding this spell. The in game scrolling combat text shows that it hits 1 target 11 times, however, the combat log shows only 8 hits. Is it intended to hit 8 times or 11? And are the devs ok with the ability being in the DK single target rotation, assuming it is?
Yes, it’s fine to be in a single target rotation, and the bug where it only ticks 8 times instead of 11 will be fixed.
One thing to note about dancing rune weapon is that it currently is not copying the effects of death siphon and soul reaper. We don't want it to take a while to update the new abilities into dancing rune weapon like cata did.
That sounds like a bug. We'll get it fixed.
In that case, let me rephrase a question we've already been asking amongst ourselves for some time now: How do YOU see us using Soul Reaper in a sub-35% situation?
For every theorycrafted result we've simmed/tested so far, we've estimated that its gain is so strong that sitting on a Death Rune just to match with the cooldown is more than worth it. Not using it off cooldown is a loss. Thus, it dominates our rotation completely and frankly makes for rather unenjoyable gameplay, given how antithetical holding back runes feels.
As such, we're also getting numbers higher than your stated 7% for Unholy and 4% for Frost- far higher.
This is one of the primary reasons why we're so slanted towards generating and maintaining Death Runes as constantly as possible, and thus why we say talents like Blood Tap and Plague Leech being mandatory. Is there something radically different we're doing than from what your internal numbers show you?
Give us some time to take another look at Soul Reaper. We certainly hear the concern, and I don't want to dismiss it, but without doing some research, I wouldn't be able to add anything new to the conversation.
Actually, sitting on runes for 6 sec to fuel Soul Reaper during an execute phase isn't a problem. It's an execute, and it should dominate the execute phase. A warrior would do the same thing with rage and Execute itself. I was more referring to the concern about whether Blood Tap and Plague Leech are mandatory because more Death Runes during execute are so important.
For the sake of clarification, does this mean you would examine the functionality of Blood Tap and Plague Leech? Or re-examine abilities which cost a Death Rune cost?
The last time we ran a test, choosing Blood Tap was within 1% DPS of Runic Empowerment and Runic Corruption (and was actually the lowest). Since your sims suggest otherwise, we'll have to figure out the source of the discrepancy. It could be the sims have bad numbers somewhere or it could be you are using a different (more optimized?) rotation than we are. Actual dungeon and raid parses will help, since most players care a lot more about those than theoreticals.
Is it really meaningful to compare Rage to Runes? Because they aren't the same...at all.
Classes are designed to be different from each other, true. The assertion was that it was bad to sit on resources to wait for a big attack. We don't think that is a problem.
This is the total opposite of how Death Knights have been played since Wrath.
I don't follow. You would use Icy Touch any moment a Frost Rune became available rather than wait for an Unholy Rune?
Hunter (Forums) Anyways, the main theorycraft question I have is in regards to stampede mechanics and intent as it relates to the extra pet's abilities. Obviously there are two styles of abilities of note that I would love to see addressed, those are the party buffs and the target debuffs.
The pets will indeed use their special abilities, using whatever autocast settings they had last. The buffs/debuffs they apply will persist as long as they normally would.
Based on feedback, we are going to try an implementation of Stampede where the pets have more uptime (some combo of lower duration and shorter cooldown) but are weaker than they would be individually.
I am praying that the "lower" duration was a typo and what you meant was "longer" duration.
Yes, I meant longer duration on Stampede. Sorry.
Mage (Forums) Is the health of Mirror Images being looked at? As I understand it they are considered Guardians not Pets. Currently they look to be 10% of the mages Hp's at level 90 (for me that is 26,628), and that is not enough to survive a single blow from a mob where we would be interested in using Mirror Images to buy us the time to kill said mob.
Each Image has 10% of the mage's health. Basic level 90 mobs (such as a Bluehide Mushan, for comparison) hit a level 90 green-geared mage for just over 10k damage, and the Mage has a bit under 300k health. The Mirror Images have 30k health, so can take 3 hits each, not 1. We just tried it, and the Mushan took 18sec to kill all 3 images. Obviously, harder hitting mobs are going to kill them faster.
Current: Raid/Dungeon: DPS cooldown, sometimes used in emergencies to prevent wipes since they can take 2-3 hits each (6-9 swings)
Maybe in a dungeon. In raids, Mirror Images take about 1 boss hit to die even in Cataclysm. The fact that you have 3 will buy you a little time, which should be about the same in Mists.
Paladin (Forums) Is the Healing from Light's Hammer supposed to scale with Inquisition? The other 2 L90 Talents' damage scales with Inquisition but not the healing, is this intended?
Light's Hammer is built a little unusually. It probably wouldn't hurt if it benefits from Inquisition as long as that doesn't make it the go-to choice.
Also, some Hand spells are now 40 yards, while some are still 30. Is this intended as well, or an oversight?
IIRC, we made Salvation and Sacrifice longer so they would match heal ranges. The others are probably shorter for fear that they become too good in PvP, but my suspicion is they would all be fine at 40.
Glyph of Immediate Truth... where to begin...
It's intended to be a DPS loss in sustained combat (else what would be the point of the ramping?) It's intended for burst scenarios, perhaps in PvP or while solo when Censure won't always stack up.
What is the design goal for Hand of Salvation?
We removed it originally in Mists, but it does get situational use, such as say a fight like Alysrazor that has huge DPS buffs. It won't get a lot of use and we're fine with that.
What is the design goal for the Battle Healer glyph? The only spec that is in "Seal of Insight stance" is typically Holy.
It's intended for Holy paladins who like or are able to stand in melee or for Ret or Prot paladins who like to do a little off-healing, such as in PvP. It shouldn't be a very popular glyph for raid boss encounters.
Is there a reason Light of Dawn absolutely has to retain the beacon transfer?
No. It might be worth trying at the same 15% as Holy Radiance. We made it transfer through Beacon long ago when it was a cone-shaped spell that was tricky to use. Some paladins were not even choosing the talent, so we kept buffing it both in power and ease-of-use. It's a different spell in Mists.
One other change I'm concerned about and find frustrating is the cooldown on cleanse. This serves no PVE purpose that I can come up with, and seems to only serve to limit encounter design and raid composition. I've found a couple places (admittedly in 5 man instances) where mobs put dots on the group more frequently than the cleanse CD, which forces me to heal through the remainder until cleanse comes off CD. It's not difficult in these cases, so it's not a question of it being game breaking, but it's frustrating being forced to spend more mana to heal through something I could cleanse if it wasn't for a CD which serves no PVE purpose. It feels like I'm being forced to play suboptimally, especially coming from a situation on live where that isn't the case.
We think it’s more fun gameplay to use a dispel at the right time rather than be asked to spam it. Since healers can’t spam dispels any more, the encounters won’t be designed with that intent. That doesn’t always mean you’ll remove a debuff the second it is applied.
(I agree your life would be easier if you could dispel whenever you want to. Your life would also be easier if you didn’t have to dispel at all, but we want our encounters to have a variety of challenges.)
I definitely would love to use it in PvP as well as certain areas in PvE, but do you think there's some room for making it attractive to Holy paladins even in raid scenarios as well, akin to Atonement and Telluric Currents or even the Mistweaver melee healing style? Because of the way we've been designed, I know most people are more comfortable in the back healing, but there have been a niche of players who would be attracted to that playstyle of Paladin, myself included.
Ultimately, that's the niche we're trying to carve out, but it's tricky to make things like that optional. Telluric Currents started out optional but because of the way mana pools grew, it reached the point where it was considered a mandatory mana management mechanic (say that 5 times fast) for shaman. We think Telluric Currents will work as intended in Mists, but we don't want the Battle Healer glyph to become the new mandatory mechanic.
My other question is, are the weird cooldowns for our offensive CDs intended? After playing around with two minute cooldowns in Cata, it feels so odd working with a three minute cooldown with Avenging Wrath (as Ret/Prot at least, Holy iirc has it at 2 minutes) and two minute Holy Avenger (although Sanctified Wrath kinda justifies the AW CD). The Tier 14 4-piece bonus adds to that confusion, not to mention propels Sanctified Wrath to the forefront.
We don't really like having cooldowns all line up neatly. When they do, there is such a strong incentive to blow them all at once (often timed with Bloodlust) that it feels like they should just really all be one cooldown rather than requiring separate buttons (or more likely macro lines). When cooldowns have different timing, you have to think more about when to use them.
Priest (Forums) Just a question about the healing Priest 4-piece PvP bonus, Diamond Soul: Is the resilience bonus supposed to apply only to the Priest when cast on oneself or is it supposed to extend to any eligible player target?
Any PW:S target.
In doing the raid testing over the past few weeks Disc priest feels like it is slacking behind the other healers. To me it is feeling rather weak in its healing to mana cost ratio. Also aoe healing for Disc seems to be quite lackluster. PoH throughput to mana cost just seems out of proportion. It was nice to get PW: Solace but at the same time to get the mana back you have to be not healing which seems rather counter intuitive as a healer in a raid. The other talents in the tree Mindbender and From Darkness, Comes Light just don't seem to restore the mana that Solace gives back as long as the downtime to cast it is there.
The question I am asking you is, do you feel that Disc is at a point where it is balanced compared to the single target and aoe healing that the other healing classes can throw out when considering throughput and mana cost as well as mana regen downtime?
Dungeon and raid tests are ongoing, but we haven't seen any real weaknesses in Disc compared to the other healers thus far. The level 45 tier is intended to provide different ways of getting back mana or being mana efficient. Solace may seem more desirable on fights where you have long periods of not healing, but those fights probably can't stress your mana that much anyway.
Shaman (Forums) Can we get shaman elementals and fire totems to count as pets then?
Elementals do count as pets now. Totems are kind of a special unique snowflake. They’re not pets, but they do use their master’s stats directly for some things. It’s currently intentional that Searing Totem doesn’t cast faster with Haste, but we agree that that’s odd and inconsistent, so will likely keep that in mind if we find that shamans need more value from Haste (we think they are probably fine at the moment).
I read these two comments where one says that R Shaman have a niche (stacked up healing), and the other comment that no healers should have a niche. I'm bringing this up specifically regarding 10 man spread raid healing, 25 man spread healing for Shaman is not really an issue. There were plenty of fights outside of Dragonsoul that were absolutely painful to heal through as a Shaman, and nothing has been done to help us spread heal AoE raid damage that is coming out regularly. It seems to me that class balance is significantly lacking with regards to 10 man spread healing.Thanks again for the feedback you've been dishing out
My first comment was that we don't want healer specs to be "I'm the tank healer guy" vs. "I'm the AE healer guy." These days nobody freaks out if you ask the paladin to heal the raid or ask the shaman to heal the tank, which we think is good. My second comment was that it's fine for the different healers to have different strengths and weaknesses and mechanics. We think Resto shaman fall squarely into the second category.
Is there a reason why Healing tide doesn't scale with mastery and is there a reason why healing stream doesn't scale with haste or crit ?
It just seems strange that Healing tide works with haste and crit but not mastery and healing stream works with mastery but not haste and crit.
Those are both bugs.
Warlock (Forums) When you say "Melee/Ranged/Spell individually", do you mean my (warlock) pets get my melee crit chance, of which I have very little? If so, is it really intended that my caster pets crit much more than my melee pets just because I'm a caster myself?
Correction: Your highest crit % (of melee, ranged, or spell), is given to your pet as all 3 kinds of crit. So a warlock with 5% melee crit and 30% spell crit will have a Felguard with 30% melee and spell crit.
Warrior (Forums) Another thing I noticed was the first tier talent Double Time. Reading it, I was under the impression that I could charge someone, they immediately use an escape (blink/disengage etc), then I can immediately charge again, and after the second charge the cooldown is incurred. However, at this point in time I charge something, and it is not available for use for another 10-12 seconds as it 'recharges'. This goes against what the talent reads "You can use charge twice before incurring it's cooldown". Is this intended?
Charge with Double Time should work almost exactly like monk Roll. Imagine you have Charge A and Charge B. Each has a 20 sec cooldown and you can use Charge B exactly 1 sec after you use Charge A. If you use them back to back, then Charge A comes off cooldown in 20 sec and Charge B comes off cooldown in 21 sec.
(As far as your other question goes, I feel like we have addressed that: we like the shield requirements on Shield Wall and Spell Reflect. We added Die by the Sword and Mass Spell Reflect for warriors who just can't bear to use them.)
Originally Posted by Blizzard Entertainment
Scenario Rewards are Not Impressive
Rewards for scenarios are not complete. You should see a grab bag with a chance for a random dungeon quality blue coming soon. (Blue Tracker / Official Forums)
Monk (Forums) Spinning Crane Kick Chi So why is it that 3 friendly targets being healed by SCK doesn't generate 1 Chi as well?
It will. (Blue Tracker / Official Forums)
Raid Testing Schedule - July 3 & July 5
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
On Tuesday, July 3, we'll be testing two encounters; on Thursday, July 5, we'll test two more.
Each encounter should be available at approximately the listed times below for all Beta Test Realms, regardless of suggested geographical region.
Tuesday, July 3
Elegon (Mogu'shan Vaults) - 10 Player Normal
10:30 PDT (13:30 EDT, 19:30 CEST)
Blade Lord Ta'yak (Heart of Fear) - 10 Player Normal
16:00 PDT (19:00 EDT, 01:00 CEST)
Thursday, July 5
Protectors of the Endless (Terrace of Endless Spring) - 10 Player Normal
10:30 PDT (13:30 EDT, 19:30 CEST)
Tsulong (Terrace of Endless Spring) - 10 Player Normal
16:00 PDT (19:00 EDT, 01:00 CEST)
As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session or cancel it entirely, due to bugs, builds, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.
Curse Weekly Roundup
Pico is back again with news from GW2, SWTOR, Conan's gaming involvement and more!
Mists of Pandaria Collector's Edition Mount and Pet
Pictures of what is likely the Imperial Quilen and Lucky Quilen Cub were posted to the Warcraft Facebook page this afternoon, along with this note: "Tales of their existence will soon come to fruition in Mists of Pandaria."
Mists of Pandaria Beta Key Giveaway
If you aren't in the Mists of Pandaria Beta yet, or didn't win a key last time, now is your chance! If you entered the last contest, please log in and check your PMs, there are still many beta keys unclaimed.
The giveaway is for 100 x Mists of Pandaria Beta Keys.
To enter the giveaway, just reply to this post!
Entering more than once is useless and will get you disqualified. There will be no 2nd chance for people posting more than one comment in this thread, you have been warned. (We will also of course check for double accounts, etc)
The giveaway will be closed on Tuesday, July 3rd at 11:59 PM EDT (5:59 AM CEST) and winners will be chosen randomly.
If you want to talk about the rest of the news post, head over to this topic on the forums!
Grand Expedition Yak Price Increase
The Reins of the Grand Expedition Yak has been hit with a price increase to 120,000. Most players will be able to purchase it at the discounted price of 108,000, which comes from the Bartering guild perk.
The Lorewalker Stories
In Mists of Pandaria there are several extra lore related achievements to go with the regular zone exploration achievements.
Once you have found all of the objects for an achievement, Lorewalker Cho will send you mail that asks you to meet him at the Seat of Knowledge. Once there he will narrate a small story that gives you some more information about Pandaria lore.
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
We knocked out a lot of bugs on pet scaling. You probably have some of these now and will get more updates over time.
All pets get:
Crit: 100% of your Crit (Melee/Ranged/Spell individually)
Hit: 50% of your Hit and 50% of your Exp
Exp: 50% of your Hit and 50% of your Exp
Resil: 100% of your Resil
PvP Power: 100% of your PvP Power
Haste: 100% of your Haste (Melee/Ranged/Spell/Regen individually)
Dodge: 100% of your Dodge
Parry: 100% of your Parry
Armor: Various %s of your Armor, based on pet
HP: Various %s of your HP, based on pet
Some pets get, as appropriate to the pet:
SP: Some % of your SP, AP, or RAP, based on pet
AP: Some % of your SP, AP, or RAP, based on pet
RAP: Some % of your RAP, based on pet
Mastery: Warlock and Mage pets get 100% of your Mastery
Mana: Mage pets get 100% of your Mana
Mana Regen: Mage pets get 100% of your Mana Regen
This might work in an average raiding guild. But I'll tell you right now I can already spot a few encounters where a particular class is going to outshine another class due to the mechanics of the encounter and abilities of a class.
Please provide that feedback (perhaps in the dungeon and raid forum) as you see it. We don't believe it's an unsolvable problem though. Healer representation was pretty good throughout Cataclysm, even when various classes had the fight or two that was awesome for them.
I liked the old model of Wrath far more than Cata and Mists current model. When you try to make each healer a jack of all trades you essentially take away a very key aspect of why players chose to play the class to begin with. I love tank healing, and it's actually why I rolled a Paladin to begin with. But, we've been such strong AoE healers all expansion that over the course of time tank healing duty has shifted from paladins to other classes that cannot put out the output that paladins do.
The problem with that design is that you are then saying every raid needs a paladin for tank healing, or else we say e.g. Disc priest is the other tank healer and you need one of them. The group that has a Disc priest and a paladin is just screwed. All of those single-target heals and mechanics for shaman and Holy priests become pointless because those players will say "We're the raid healers. We only AE." Now that we have 6 healing specs, it would be very challenging to make them all desirable if they had narrow niches. You can make a similar argument for tank specialization. Does a guild need to keep a Prot paladin in the wings for the fight where a Prot paladin shines? Do all the tanks just do daily quests waiting for the one fight where they get to come tank? We just think it works better if most designated specs can handle any tanking or healing situation, with enough unique mechanics that things don't get too stale.
Death Knight (Forums) HS does around 20% of your DPS. Switching to Blood Boil, then, will be a considerable drop. DS does 15% of your DPS.
I mentioned Blood Boil above. We also agree that the difference in damage between Death Strike and Heart Strike was too much, so we increased Death Strike and decreased Heart Strike.
Is the Gargoyle intended to gain any benefit from Unholy Presence or Improved Unholy Presence, given the latter's classification as increased attack speed and rune regen?
Nope. Those don’t give any Spell Haste, which is what the Gargoyle cares about.
Hunter (Forums) 1) Currently having 1 pet and the glyph to duplicate said pet (assuming Ferocity) does significantly less (about ~40-45%) of having 5 Ferocity pets on-call when using Stampede. Can you clarify if there is a bug currently with the glyph?
The gylph required new code support, which may not be in yet. Regardless, it should cause no difference in damage, from just having 5 Ferocity pets naturally.
2) Assuming the glyph is being used and 4 duplicates of your current pet are called, are the 4 duplicates called with the baseline stats, or are the buffs from the original pet copied to them; i.e. is the design of Stampede intended for it to be used after AP procs and Rabid/Bestial Wrath to maximize the damage of the other pets? It seems to fit the niche of the Doomguard for Demo currently where lining up buffs causes the Doomguard to scale in damage and would add a measure of complexity to the CD.
It doesn’t copy buffs from the current pet, but all of the pets do benefit from pet scaling (more on scaling in a bit).
Paladin (Forums) Do the developers intend/want Holy pallys to use Selfless Healer, Glypth of Ascetic Crusader, and those types of rotations (Crusader Stirke for melee range, Judgement for extended range) to manage mana/heals?
There should be no mandatory talents or glyphs. We left Selfless Healer as an option for Holy paladins who like using Judgment. We don't have a problem with using Crusader Strike sometimes -- there are going to be plenty of situations where you won't want to stand in melee.
It sounds like part of the problem is that Holy is using Light of Dawn in every situation, even tank healing because of the Beacon transfer. In our effort to get paladins to use the spell again (instead of just spamming Holy Radiance and ignoring Holy Power), we may made it too good relative to Word of Glory. As I said recently, if we buff Holy Radiance too much and nerf Light of Dawn too much, then we're back to ignoring Holy Power. If Holy Radiance is too weak and Light of Dawn is too strong, then paladins can only AE heal once every X seconds.
We're not seeing paladins struggle with mana (including paladins who stay at range and aren't using Selfless Healer) compared to shaman, druids and priests in our raid tests. The more Flash of Lights and to a lesser extent Divine Lights you throw out, the worse your longevity will be, but of course sometimes you need to use those spells.
Is the expectation that Holy pallys will be an ultra specialized raid class? I'm curious on this, as currently the mutliple situtaional rotations are complex at best.
No, we don't do that anymore. Different healers do have different mechanics, which will enable them to shine in different situations, e.g. grouping up favors Resto shaman a lot. But the goal is that if your 10-player raid has 2 of any class of healer (and possibly even two of the same spec, though that may be tougher), you're in good shape and don't generally swap one healer for another on certain fights.
While I agree with your stance and understand that this is the ideal direction and that it is going to be hard to reach it, you have to at least acknowledge that SH is going to be better in mostly any scenario for PvE. If this continues to be the case I assure you that it will not be an option, it will become a mandatory talent.
I think that's just tuning. Do you think Selfless Healer would be so attractive without the Ascetic Crusader glyph? We don't think that glyph is super compelling for Prot and Ret these days (meaning beta) and it wasn't intended to have such strong synergy with Selfless Healer.
I agree that the issue is LoD being ridiculous right now. But there's more to it. Perhaps a solution to look at is adding Holy Power generation back to Holy Light. Maybe not every cast, but perhaps every 2 Holy Lights you cast you generate one Holy Power. Right now HR is barely worth casting, and as such very few are going to take advantage of it. Holy Power generation feels weak because of it. Mana feels weak because of Holy Power generation.
We may be being too cautious with Holy Radiance, but it is very easy to turn it into something like the new Light of Dawn, where every cast is better spent on Holy Radiance than single target heals. 25-player raids (which we aren't publicly testing yet) always allow healers to specialize a little more, and players haven't yet seen every raid fight, so they don't have a good grasp of how many group up vs. spread out (too over-simplify matters) there are.
We wanted to see what giving back a little haste and crit to everyone would do. If that isn't sufficient to bump up Holy Power generation a little, we're also considering reinstating Divine Favor.
There may be some way to return Holy Power to Holy Light, but we don't want a return to the style of spamming Holy Light on the Beacon target and nothing else. All of these mechanics are intended to give paladins options rather than there being the one true rotation that works for most rotations. Sometimes you should want to heal a wounded target and rely on Beacon to help the tank. Sometimes you should want to heal the tank directly (and benefit from Tower of Radiance to provide Holy Power). Sometimes you should want to Holy Radiance because several folks are wounded and sometimes the mana should be better spent on a Divine Light or Flash of Light. Sometimes Holy Power should be for Light of Dawn and sometimes for Word of Glory (or Eternal Flame).
Shaman (Forums) What are the Echo of the Elements proc chances for Enhancement and Elemental?
Echo of the Element’s proc chance is 6% for Elemental and Restoration, and 30% for Enhancement.
Warlock (Forums) Touch of Chaos is used to refresh Corruption, then is manually canceled prior to dropping from Metamorphosis to prevent any in-flight bolts refreshing Corruption without the buff Metamorphosis confers?
We think this was a little confusing, so we renamed the auto attack override to simply "Melee", and Demonic Slash to "Touch of Chaos." The new Touch of Chaos (aka, Demonic Slash), extends Corruption (instead of refreshing, which would recalculate damage). The Melee auto attack no longer affects Corruption. This means no more problems with in-flight bolts.
How is the interaction with Malefic Grasp/Drain Soul speeding Dot ticks and KJ's cunning supposed to work? Does the slowing of cast time have some interaction with the dot ticks or does it only affect the channeled spell's tick time (and therefore dmg)?
The period of channeled spells is slowed with Kil’jaeden’s Cunning, but the DoT hastening effect of Malefic Grasp and Drain Soul is not. Just the MG will deal reduced DPS -- the DoTs will stay full DPS.
Also, what is the intended interaction between burning rush and KJ's cunning?
I assume you’re referring to them both affecting movement speed? They stack, multiplicatively: normally 100%, but while casting and moving 80%, while burning 150%, and while casting and moving and burning 120%.
Warrior (Forums) How does Flurry interact with auto-attack swing times? If you gain the Flurry buff on an auto-attack, does the next auto attack from that hand gain the haste benefit? When dual-wielding, does the Flurry buff that gets removed / added "mid-swing" affect the remaining auto-attack swing time(s)? Finally, at what point is the Flurry stack decremented?
The exact specifics of what happens to swings that are partially cooled down when the buff expires or is gained are a little hazy, but it should basically work like this: while the buff is up, both auto-attacks’ swing timers are shortened. If the buff falls off when one swing is 50% cooled down, it continues from being 50% cooled down at the slower swing time. If you gain the Flurry buff on one auto attack, the next auto attack from that hand does gain the haste benefit. The Flurry stack is decremented when the 3rd auto attack lands after the attack that triggered Flurry.
Mists of Pandaria Beta Key Giveaway for Addon Authors
If you are an addon author who still doesn't have beta access, we might be able to help you out! As long as you have a 1,000 user install base for at least one of your addons, you are eligible to grab a beta key. There is no charge, so head over to the Curseforge store to order.