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by Published on 2010-10-30 08:31 AM

Upcoming Tanking Changes - Update 10.29
Originally Posted by Zarhym (Blue Tracker)
We have a few more changes which have just come through the pipeline we'd like to share. Some of these changes override changes previously announced in this thread.

This is the sort of rapid iteration our development teams excel at, which is why we're sometimes unable to share every single tweak we make with the public. Game balance is an ongoing project, but since we have a good platform in this thread for sharing tanking changes, let us have a look at the latest:

  • Guardian of Ancient Kings (talented) – 50% damage reduction, 3 minute cooldown, 12 second duration.
  • Icebound Fortitude (talented) -- 50% damage reduction, 3 minute cooldown, 12 second duration.
  • Survival Instincts (talented) -- 50% damage reduction, 3 minute cooldown, 12 second duration.
  • Shield Wall (talented) – 40% damage reduction, 2 minute cooldown, 12 second duration.
  • Shield Wall (talented and glyphed) – 60% damage reduction, 4 minute cooldown, 12 second duration.

Deathy Acting Funky
Originally Posted by Nethaera (Blue Tracker)
For those of you who attended or watched BlizzCon 2010 and claimed a Deathy pet, you may have noticed that he’s acting strange. In fact, he seems to think he’s Grunty the Murloc Marine. This is an unintended consequence of the groupthink from which all murlocs suffer. Deathy will be undergoing an extensive rehabilitation program and should be acting appropriately destructive once his idol, Deathwing, shatters the world in an upcoming patch that will debut prior to the release of World of Warcraft: Cataclysm.

Cataclysm Raid - Al'akir and Nefarian
Paragon released two more raid videos from the beta realms. The first one is the fight against Al'akir, the Air Elemental Lord and end boss of the Throne of the Four Winds. The 2nd video is the last encounter of Blackwing Descent, Nefarian and Onyxia!





Cataclysm Beta - Raid Loot Update
Even more items have been discovered on test realms, it looks like Blizzard decided to introduce items with random enchantments in raid and Reforging will probably make that addition very interesting for theorycrafters.

ilvlTypeSpecSlotItem
359DaggerPhysical DPSOne-HandOrganic Lifeform Inverter
359ShieldTankOff HandAkmin-kurai, Dominion's Shield
359PlateHealFeetLife Force Chargers
359PlateHealWaistBelt of the Blackhand
359PlateMeleeWristElectron Inductor Coils
359PlateRandomLegsThunder Wall Greaves
359PlateTankShoulderPauldrons of the Apocalypse
359PlateTankWaistJumbotron Power Belt
359MaceHealMain HandAndoros, Fist of the Dragon King
359MailPhysical DPSChestVoltage Source Chestguard
359MailPhysical DPSShoulderSpaulders of the Scarred Lady
359LeatherHealShoulderPassive Resistor Spaulders
359LeatherHealWaistBelt of the Nightmare
359LeatherPhysical DPSShoulderPoison Protocol Pauldrons
359LeatherRandom AgiLegsWind Stalker Leggings
359LeatherRandom IntLegsGale Rouser Leggings
359ClothHealShoulderMantle of Nefarius
359ClothHealWaistX-Tron Duct Tape
359ClothSpell DPSChestShadowblaze Robes
359ClothSpell DPSHeadPower Generator Hood
359NeckMeleeNeckRage of Ages
359FingerPhysical DPSFingerLightning Conductor Band
359FingerSpell SpiritFingerSecurity Measure Alpha
359CloakSpell DPSBackShadow of Dread


A couple of Bind on Equip epic items also showed up on the scan, as far as I know they are world drops and you can expect to find them anywhere!

ilvlTypeSpecSlotItem
359DaggerPhysical DPSOne-HandThe Twilight Blade
359SwordPhysical DPSOne-HandKrol Decapitator
359ThrownPhysical DPSThrownSpinerender



The MMO Report
The latest MMO Report is out and I will post this one a little earlier than usual, enjoy the Blizzcon 2010 Special!



Blue Posts
Originally Posted by Blizzard Entertainment
Patch 4.0.3 on test realms
The test realms are currently loaded with 4.0.3 data. Most of the content that will be implemented with this patch will not be activated upon its release. That will come shortly after with patch 4.0.3a, which we are likely to deploy at some point during the 4.0.3 PTR phase.

There are a few changes, but the majority of the patch 4.0.3 content is "under the hood," so to speak. There will be a number of bug fixes going in, though some of them will not be active until 4.0.3a either due to the way production on these two patches is being handled. It's somewhat of a unique patching process for us in World of Warcraft's history, so we'll do our best to clarify what is changing and when. (Source)

Early level balance
Very few players raid below max level. All of the tanks will be fully capable of handling 5-player dungeons below max level. It's important that things don't feel too broken below max level, but balance is not exposed to anywhere near the same harsh spotlight it is at max level. You'll be fine below level 79. (Source)

Healing burst damage
I said that dragons don't breath for 100% of tank health. If they breathe for 60% of tank health and your tank dies, then you made a fatal error in your healing strategy. If the dragon breathes for 60% of tank health while simultaneously clawing the tank for 60% of tank health, then we made an unhealable encounter and deserve to be ridiculed for it.

You seem to be implying that you shouldn't ever have to worry about the tank dying, which is not our design intent. You should not have to worry about the tank dying in two melee hits before you can get a spell off, assuming you weren't asleep at the wheel for the period prior to those two hits. When the dragon breathes is usually telegraphed far in advance so that everyone can work together (including the tank) to make sure the tank is topped off and emergency spells are at the ready. (Source)

Survival Talents
Selfish players won't take survival talents. Pug players who don't interact with a regular group might not. But we think organized guilds will. This kind of situation happens already, and we think it will happen even more in Cataclysm:

The raid wipes. The leader, or the officer, or the tacticians or whoever start looking through combat logs and parses to see what they can do better. Ah, the Resto shaman kept running out of mana. They start to look at why. Well, this one rogue and one dps warrior took a ton of damage that ended up wasting healer mana. Maybe they stood in the fire. Maybe they were too focused on dps and not on situational awareness. Maybe they skipped over a couple of talents that could have minimized damage. We don't expect every guild to post damage *taken* logs and tell their guys to fix those problems. But some will. (Source)

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Warrior changes clarification
  • Warriors get 15% block chance for choosing Protection.
  • Their mastery stat on gear increases their chance to block and their chance to critical block.
  • Shield Block provides +25% block chance temporarily. If any of that chance is wasted (that is it would put you over 100%) the excess counts as critical block instead.
  • The Vigilance talent no longer provides 3% damage reduction. It is otherwise unchanged.
  • Finally, Shield Wall provides 50% damage reduction on a 2 min cooldown (talented). If you use the glyph, you can have 50% damage reduction on a 3 min cooldown instead.

That clearer? It only sounds complicated because we're trying to explain the difference between the 3.3.5 patch, the 3.9 patch, the current beta patch, and the beta patch after these changes. Those are all different states of the game, so it's often hard to keep track of what change is where. After the big dragon arrives, everything will be in sync. (Source)
by Published on 2010-10-29 04:40 PM

Patch 4.0.3 now available on Test Realms
Patch 4.0.3 is now available on test realms, no spells or achievements change since the latest beta build but you will most likely have a chance to test a few more things from the Cataclysm prologue event.



by Published on 2010-10-29 08:09 AM

Upcoming Tanking Changes - Compiled list
The tanking changes have been updated, I compiled all the changes from the past and new posts in a nice list.
Originally Posted by Zarhym (Blue Tracker)
Here are a few additional changes we are making which will be applied in patch 4.0.3a:


  • These changes are all slated for patch 4.0.3a when the shattering of Azeroth takes place, and are not currently implemented on live realms. Some of them may be active in the beta test – the Savage Defense change for example was applied via a hotfix to the beta realms recently.


Death Knight (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Icebound Fortitude -- Damage reduction changed from 30% to 20% (or 60% to 50% talented). Cooldown still 2 minutes. Duration still 12 seconds.


Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Savage Defense is massively overpowered on beta and has been dealt with accordingly. Many of the reports of beta raid bosses two-shotting tanks were because that was how much damage the bosses needed to do in order to challenge Feral tanks. With less damage absorbed, the boss damage can be adjusted downwards. We've reduced the multiplier for attack power on the absorption effect (from 65% to 35%, still modified by mastery) and it no longer procs from periodic critical hits.

  • Bear Form -- Stamina bonus lowered from 20% to 10% and Heart of the Wild health bonus from 10% to 6%. Bear health should be close to plate tank health with this change.

  • Survival Instincts -- Damage reduction changed from 60% to 50%. Cooldown reduced from 5 minutes to 2 minutes. Duration still 12 seconds.


Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Holy Shield will be changed to increase block value by 10% (40% total) instead of increasing block chance by 15%. Since this will cause Mastery to become more valuable, the amount of block granted by Mastery will be reduced to 2.25% block chance per point of Mastery, down from 3%.

  • Paladin tanks are not intended to go cap block as fast as they can. It’s fine if you want to do that, but we don’t treat it as “the new defense cap” and we don’t balance paladins assuming they have a 100% block chance. That is something the community identified as being not only possible, but likely, and one of the reasons we changed the way block works for paladins.

  • Guardian of Ancient Kings -- Damage reduction changed from 60% to 50%. Cooldown still 2 minutes (talented). Duration still 12 seconds.


Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • At level 85, the value of Shield Block decreases as block value generated by Mastery increases. To remedy this, we will convert overflow of block + avoidance that exceeds 100% into critical block chance instead. Along with that change, Shield Block will be reduced to +25% block chance (down from +100%), but this will still yield a net buff for most warriors. Also in response to this change, the amount of block and critical block provided by Mastery will be equalized. Finally, Mastery will now grant 1.5% block chance per point.

  • The new warrior Mastery is 1.5% block and 1.5% critical block per point of mastery.

  • Shield Block will spill over into critical block if any portion of the 25% would have been wasted because your block + dodge + parry is so high already. If you are somehow always over 100% (which will be pretty hard now), you only get the critical block when Shield Block is up. The intent is to make sure Shield Block isn't wasted, not to make sure you have mastery coming out your ears (or any other orifice in the facial region).

  • Shield Block is not intended to be a magic damage cooldown (neither is Blood Shield, which also is physical damage only). We don’t want to duplicate the exact same ability on every tank when we can avoid it. Bosses generally don’t spam out a lot of magic damage on short cooldowns. On the other hand, Shield Block has a much higher up-time than Barkskin. We still believe the Cataclysm raiding environment is going to be a lot less centered around tanks dying to spike damage than players currently experience at level 80. Mitigating a lot of damage to save healer mana can be very valuable in Cataclysm.

  • Vigilance -- No longer reduces damage by 3%, but will still reset Taunt cooldown and provide Vengeance for the warrior.

  • Glyph of Shield Wall -- Now buffs damage reduction by 10% (to 60%), but only adds 1 minute of cooldown.

  • Shield Wall -- Damage reduction changed from 40% to 50%. Cooldown still 2 minutes (talented). Duration still 12 seconds.


Blue Posts
Originally Posted by Blizzard Entertainment

Raid Heroic Mode
You will have to complete the Normal mode of a raid dungeon once before you can switch to Heroic the next week. (Source)

Beta Raid Difficuly
Normal mode raids are currently too easy (with few exceptions). You'll likely be seeing substantial buffs across the board in the next beta patch. (Source)

Removal of the Zul'gurub instance in 4.0.3a
We feel Zul'Gurub will serve the updated old world much better as a new questing area (and potentially a space for future dungeons), rather than an irrelevant instance. We understand there are some cool flavor items there, but that alone just wasn't justification enough to keep the place walled off so a very tiny fraction of the playerbase can continue farming endlessly for these items. One day maybe these items will make their return when the timing and implementation feels right. (Source)

Is it possible to increase the droprate of ZG mounts before it's removed?
No. (Source)

Tanking
Dragons damage / Magic Tanking
If Deathwing is anything like our current dragons, he'll do 60% physical damage and 40% magical damage. Dragon breaths never take you down to 100% of your health, so if the tank dies during them, it's probably because she wasn't topped off before hand (from all the physical damage before hand).

We got rid of the magical tank niche early in LK development because it wasn't a strong enough niche and it wasn't fun for groups to have to swap MTs. All four tanks are tanking Lich King and all four tanks will be tanking Deathwing. (Source)

RNG Deaths in WotLK
I agree it worked that way in Lich King. Tanks were often at risk of dying within 2-3 boss hits, often faster than a heal could land. In that environment anything that can prolong your life at all is very valuable, and by extension anything not related to reliably prolonging your life (parry for instance) is not attractive.

This is also something we have set out to change. I understand that you personally don't believe we will change it, and since your vision of what the world will be like is at odds with our vision, it is unsurprising that the changes we make to bring about our vision might not make sense to you.

But if healer mana doesn't matter, our whole combat design collapses. Healers won't value cheap heals. Since mana won't constrain them, overhealing will be common, so they may start devaluing crit as well. DPS specs won't value talents that help them stay alive. And the only way to challenge raids will once again be to clobber tanks so hard that any missed heals will result in tank death. It doesn't have to be this way, and in fact it wasn't this way for much of the game. We were watching the new Nefarian fights and recalling the old Nefarian fights where, in the absence of a berserk timer, the fight could really last for a long time -- maybe 20 minutes or more -- if you had a lot of deaths. The tank wasn't in much danger of RNG dying, so as long as the healers didn't run out of mana, the raid could keep the fight going nearly indefinitely.

As we said above, in the beta raid tests, druids were easy to keep alive and the other tanks were dying in two hits. That wasn't the design we were going for, so we brought the druid down to the other tank levels and adjusted the damage accordingly. (Source)

Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Vengeance and Savage Defense
Vengeance isn't a problem with Savage Defense in our minds. In fact, it works out well because it lets Savage Defense roughly scale the same way blocking scales, rather than being overpowered for 5-player dungeons or underpowered in raids. When you're getting hit the hardest (hard enough to stack Vengeance a lot), you're also blocking a lot.

Savage Defense was just mitigating too much damage in raids though, which is why we have nerfed it. (Source)

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Shield Block
When those scary moments come, you use Shield Wall. Or Last Stand. Or both. They are often telegraphed far in advance, so you can also get Guardian Spirit and all the other healer cooldowns lined up as well. You don't need Shield Block to withstand those big magical hits, in the same way you didn't need it to survive Fusion Punch. That's not what it's for. It is for reducing damage taken over time so that healers expend less mana over the course of the fight and don't run out. Very few bosses hit for only magical damage, so in that sense Shield Block and block and armor for that matter are what allow your healers to make it through an encounter.

We could consider adding a Shield Block glyph in the future that removes the block but adds magic damage reduction instead, but overall I think you guys are way over-freaking out about this. (Source)

Blizzcon Pre-Sale Shipping Delays
Originally Posted by Bashiok (Blue Tracker)
Due to an error in our shipping process, BlizzCon items ordered during the pre-sale have been delayed by approximately two weeks. We're expecting all items to now be shipped by November 3.

The intent of the pre-sale is of course to allow you to buy your items ahead of time, and get them as close to BlizzCon as possible, if not before. These issues, while unforeseen, are entirely regrettable and we apologize for any inconvenience they've caused. We're working to get you your goodies as soon as we possibly can.

Thank you for your patience.
by Published on 2010-10-28 06:21 PM

Update #2 - Added tons of details to the tanking changes.
Update - The Cataclysm Digital Pre-Sale is now available on the EU and US official sites.


Upcoming Tanking Changes
Originally Posted by Nethaera (Blue Tracker)
As the release of World of Warcraft: Cataclysm draws near, we continue to fine-tune various class abilities. Based on feedback and our own testing, we're in the process of assessing and amending tanking cooldowns -- at level 85 in particular. Some of these abilities, like druid Savage Defense and death knight self healing, are particularly difficult to model, so further testing will be necessary before there is sufficient information to base adjustments on.

In the case of paladins and warriors, we have recognized that it is possible for block chance to get too high too quickly and cause a situation where stacked mastery and the warrior Shield Block ability behave strangely. Since that's a scenario we want to avoid, we're making some changes regarding how block chance is handled for each of these classes:

Paladins - Holy Shield will be changed to increase block value by 10% (40% total) instead of increasing block chance by 15%. Since this will cause Mastery to become more valuable, the amount of block granted by Mastery will be reduced to 2.25% block chance per point of Mastery, down from 3%.

Warriors - At level 85, the value of Shield Block decreases as block value generated by Mastery increases. To remedy this, we will convert overflow of block + avoidance that exceeds 100% into critical block chance instead. Along with that change, Shield Block will be reduced to +25% block chance (down from +100%), but this will still yield a net buff for most warriors. Also in response to this change, the amount of block and critical block provided by Mastery will be equalized. Finally, Mastery will now grant 1.5% block chance per point.

Update - Here are some additional details based on the questions and feedback we're seeing:

  • The new warrior Mastery is 1.5% block and 1.5% critical block per point of mastery.

  • Shield Block will spill over into critical block if any portion of the 25% would have been wasted because your block + dodge + parry is so high already. If you are somehow always over 100% (which will be pretty hard now), you only get the critical block when Shield Block is up. The intent is to make sure Shield Block isn't wasted, not to make sure you have mastery coming out your ears (or any other orifice in the facial region).

  • Shield Block is not intended to be a magic damage cooldown (neither is Blood Shield, which also is physical damage only). We don’t want to duplicate the exact same ability on every tank when we can avoid it. Bosses generally don’t spam out a lot of magic damage on short cooldowns. On the other hand, Shield Block has a much higher up-time than Barkskin. We still believe the Cataclysm raiding environment is going to be a lot less centered around tanks dying to spike damage than players currently experience at level 80. Mitigating a lot of damage to save healer mana can be very valuable in Cataclysm.

  • Savage Defense is massively overpowered on beta and has been dealt with accordingly. Many of the reports of beta raid bosses two-shotting tanks were because that was how much damage the bosses needed to do in order to challenge Feral tanks. With less damage absorbed, the boss damage can be adjusted downwards. We've reduced the multiplier for attack power on the absorption effect (from 65% to 35%, still modified by mastery) and it no longer procs from periodic critical hits.

  • Paladin tanks are not intended to go cap block as fast as they can. It’s fine if you want to do that, but we don’t treat it as “the new defense cap” and we don’t balance paladins assuming they have a 100% block chance. That is something the community identified as being not only possible, but likely, and one of the reasons we changed the way block works for paladins.

  • These changes are all slated for patch 4.0.3a when the shattering of Azeroth takes place, and are not currently implemented on live realms. Some of them may be active in the beta test – the Savage Defense change for example was applied via a hotfix to the beta realms recently.
by Published on 2010-10-28 05:03 PM

Cataclysm Digital Pre-Sale FAQ
Originally Posted by Slorkuz (Blue Tracker)

Q. In what regions is the Cataclysm pre-sale available? What day/time is Cataclysm launching in my region?
A. The pre-sale is available in the following regions, with realms scheduled to launch at the following times:

Americas, Australia, New Zealand, and Southeast Asia - December 7 at 12:01 a.m. PST Europe and Russia - December 7 at 12:01 a.m. CET

Q. When will my credit card (or other payment method) be charged?
A. You will be charged on the day that you place your pre-order for World of Warcraft: Cataclysm.

Q. Why do I need to log in to the game once after I’ve upgraded?
A. The first time you log in after pre-ordering, your account will become eligible to begin receiving the Cataclysm data when it’s available. The data will automatically download in the background while you play World of Warcraft or while you have the Launcher window open.

Q. Can I pre-order a physical copy of Cataclysm and have it shipped?
A. Not from Blizzard Entertainment, but many retailers offer pre-orders of physical boxes and Collector’s Editions.

Q. Will a digital version of the Collector's Edition, with the exclusive pet, be available?
A. No. The World of Warcraft: Cataclysm Collector's Edition is exclusive to physical retail copies. The digital version consists of the standard edition.

Patch 4.0.3 / The Shattering Date
Originally Posted by Zarhym (Blue Tracker)

Even though we have a set December 7 release date for Cataclysm, we still want to avoid giving out specific dates for upcoming events and patches in the event we need to shift our scheduling around at all to meet production needs.

I'll try my best here to give you useful information without it feeling like a non-answer. :)

Be patient! If you're really hoping to roll brand new characters once the shattering of Azeroth takes place, I'd strongly recommend just waiting. You'll get a sense soon enough for how events will unfold from now until December 7. I suggest you stick to your main characters for now. Very soon the pre-Cataclysm events will begin and they'll continually ramp up in severity and things to do over time, leading up to the shattering (patch 4.0.3a). You're going to want to participate in these events, as they'll only be around for a short time and will not return once Deathwing is unleashed.

[...] One thing we'll be clarifying a bit better next week is the distinction between what is in patch 4.0.3 versus when the shattering takes place.

Patch 4.0.3 will implement virtually all of the content necessary to make the changes to Azeroth, but those changes will actually take place in patch 4.0.3a, which is scheduled to be released shortly after patch 4.0.3.

Expertise Cap
Originally Posted by Ghostcrawler (Blue Tracker)
Due to recalibrating expertise for Cataclysm, level 80-83 creatures (which includes bosses) dodge and parry less, so you need less expertise, 23, to be exact. Sorry we didn't announce this. I would classify it as an unintended consequence (though not unknown) and not a desired change on our part.

At level 85, you will need 26 again.

Blue Posts
Originally Posted by Blizzard Entertainment
Current class balance
At 85 on the current beta build, Fury is high. Ret, Feral and the DKs are either close or slightly high. Rogues and Enhance might be a little low. This is how things look this AM and after a few more raid tests and balance tweaks, we might feel differently.

We know not everyone is able to beta raid test, but it is very useful to compare our internal tests and estimations to what players are actually able to accomplish. (Source)

Unique Buffs
Nobody brings unique buffs anymore. It isn't a tenable design when you have 30 different specs and raid groups that are sized 10 and 25 to have 30 very valuable unique buffs. I further question how fun it is to know that you probably only got brought because you make everyone else functional.

[...] A raid leader should bring you because you perform well, contribute to guild progression and are a pleasant person to play with. If your dps is dreadfully low, then it's understandable if a progression-focused leader feels like he or she can't afford a spot for you. The only PvE specs we felt were dreadfully low in the previous expansion were Arms warrior, Frost mage, Subtlety rogue and BM hunter. If we can fix those for Cataclysm then we'll be in pretty good shape and the onus will be on you to be a capable enough raider that folks want to raid with you. (Source)

Insane of the Membrane breaking in 4.0.3
Most of those changes are specific to when the world actually changes (mounts, feats, quests, etc). That's technically patch 4.0.3a. We'll have more information on the distinctions between patches 4.0.3 and 4.0.3a to announce next week. (Source)

Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Shield of the Righteous changes in latest build
We changed Shield Slam and Shield of the Righteous to do more base damage and scale less with AP. This was to fix a problem where numbers became absurdly large with a lot of AP, especially under the effects of Vengeance, dwarfing the damage done by druid or DK tanks. With these changes, a tank in heroic dungeon blues should deal the same damage with no Vengeance, but Vengeance will have less of an impact.

The coefficient for Shield of the Righteous was lowered from 120% to 60% at 3 Holy Power. The coefficient for Shield Slam was lowered from 75% to 60%. (Source)

Word of Glory
We buffed Word of Glory base points for Holy paladins. We nerfed the Ret and Prot talents to keep it about the same for them. (Source)

Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Vanish Bug
The only live Vanish bug we know of had to do with pets and guardians still being able to target you. We have fixed that on our end. (Source)

Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Enhancement
We are seeing Enhancement at about the same dps they were at before at level 80, and are competitive with e.g. Fury warriors, Ret paladins and Unholy DKs at 85 as far as PvE dps goes. As always, it depends a lot on the encounter and the individual behind the keyboard.

If you find that is not the case for you, let us know, but it would be helpful to provide something more than anecdotal information.

[...] From a quick glimpse at some of these parses, the priority of abilities seems fine but the numbers are lower than some of the other ones we've seen. That suggests it could be a gear issue. Mastery is pretty good for Enhancement shaman, and some chose to reforge and regem for it. I didn't go inspect all of you to know if you tried that or not.

We'll keep looking into the issue though.

I am looking at an Al'Akir parse right at this moment with an Enh shaman tied with Frost DKs, Fury and Ret. (Source)

Enhancement and Lava Burst
We don't intended for Enhance to use Lava Burst rotationally. If you hard cast a Lava Burst when you're out of range, no problem. The value of Lava Burst to score a crit will also go down as your natural crit rate rises (at 85; I assume your crit rate is probably pretty high at 80). (Source)

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Shield Slam changes in latest build
We changed Shield Slam and Shield of the Righteous to do more base damage and scale less with AP. This was to fix a problem where numbers became absurdly large with a lot of AP, especially under the effects of Vengeance, dwarfing the damage done by druid or DK tanks. With these changes, a tank in heroic dungeon blues should deal the same damage with no Vengeance, but Vengeance will have less of an impact.

The coefficient for Shield of the Righteous was lowered from 120% to 60% at 3 Holy Power. The coefficient for Shield Slam was lowered from 75% to 60%. (Source)

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