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    Deleted

    Compilation of Priest Legion Announcements

    Whilst none of this is new information I thought I'd just compile some of the priest specific things we've been shown or told about at Blizzcon. Obviously there are extensive 'generic' changes that will directly affect priests so it's still worth watching the videos and reading through the front page news to not miss anything.

    Originally Posted by Blizzard Entertainment
    General Class Design
    • Survival, Shadow, Demonology, Subtlety, Combat, Discipline are all getting big changes.
    • Disc Priest - were a different flavor of Holy, but not good enough. Atonement is now core healing mechanic, now heal by dealing damage to enemies.
    • Shadow Priest - was poor cousin of Affliction warlock. Tapping into the void. Insanity - No more mana or Shadow Orbs, going more insane. Grow tentacles, transform into Void Form. Makes you more and more powerful the longer you stay there. Can only stay there for so long, Insanity drains away, keep generating as much as you can.
    • The new Atonement mechanic is very different than the older ones. It is a mix of using damage and healing abilities to mark allies with a buff as you heal them and then heal those people as you damage enemies with Atonement spells, so you have to weave both together at all times.
    • Discipline may be one of the more complex healers.
    • Disc priest's endless PW:S spam had to go! It was bad for them and bad for everyone.
    • Shadow Priests don't have Flash Heal or Heal anymore, but they do have Shadowmend, which is a new spell that is twice as good as Flash Heal in terms of how much it heals for, but over the next 10 seconds half of that heal fades away. If the target takes damage it comes off of the Shadowmend damage first, so if the target is constantly taking damage it is a really strong heal.
    • Both Shadow and Discipline will have Shadowmend.
    • Shadow will also keep PW:S.
    • Holy priests used to have the biggest single heal in the game and the team wanted to move them back in that direction.
    • Chakra is gone
    • They redesigned the way the Holy Word: Serenity system works.
    • Holy Word: Serenity is now the biggest single target heal in the game, it has a substantial cooldown but will heal roughly half of the health bar of the target. A crit would be a full heal.
    • Holy also will have Prayer of Healing and Discipline will not.
    • Absorbs are a little bit less powerful, have longer cooldowns, and there are less of them in Legion. Paladins won't be causing absorb shields anymore, as their mastery has changed. Discipline mastery has also changed.
    From the Priest Blog found here - http://eu.battle.net/wow/en/blog/199...est-09-11-2015
    Originally Posted by Blizzard Entertainment

    Priests have a strong identity as spiritual practitioners who harness divine power to inspire and protect allies, heal the injured, and cure the ailed. But while this clearly holds true for Holy Priests, these ideas are less fundamental to Discipline Priests—and the ideals and beliefs of Shadow Priests are antithetical to those of Holy Priests.

    Despite these differences, Priests of any spec share one key thing in common: unwavering faith in something from which they draw great power. What delineates specializations is the source of that power. In Legion, we’re going to explore that dichotomy in greater depth than ever through the gameplay for each specialization.
    Originally Posted by Blizzard Entertainment
    Holy
    After spending much of their lives in temples studying ancient doctrine, preaching the tenets of their faith, and pledging their full devotion to the divine powers they follow, the most adept priests leave their houses of worship to serve on the battlefield, as shepherd to flock. There, they use their holy powers to bless allies and mend wounds. And while most stay behind the frontlines to aid their comrades, these holy champions are also capable of smiting foes and carrying out sacred justice. They’re also morally opposed to the use of Shadow and Void magic—rather, they are exemplars of the incredible grace and power of the divine and the Light, and even death cannot fully stop their healing capabilities.

    Gameplay

    Given the innate purity of the spec, we want to ensure that Holy Priests continue to have a large repertoire of compelling healing spells. The Chakra system was cumbersome, requiring additional setup to optimally use most spells and restricting how much you could fluidly shift between healing methods. We have removed it in favor of a more dynamic play style focused around Holy Words. New Holy Word spells are designed to feel absolutely miraculous, having huge effects balanced with long base cooldowns. The new passive effect of Serendipity allows those long base cooldowns to be reduced, letting you use them more frequently. Finally, in keeping with the resolute beliefs of the Holy Priest, they can make no use of Shadow spells. Smite, Holy Fire, and Holy Word: Chastise are the instruments used by Holy Priests to inflict damage upon their enemies.

    Here’s a basic look at the core combat healing abilities for Holy Priests:

    Heal
    • 2.0% Mana, 40 yd range, 2.5 sec cast
    • A slow but efficient spell that heals an ally for a moderate amount.

    Flash Heal
    • 3.5% Mana, 40 yd range, 1.5 sec cast
    • A fast but expensive spell that heals an ally for a moderate amount.

    Holy Word: Serenity
    • 4.0% Mana, 40 yd range, Instant, 1 min cooldown
    • Perform a miracle, healing an ally for an absolutely massive amount.

    Prayer of Healing
    • 8.0% Mana, 40 yd range, 2.5 sec cast
    • A powerful prayer that heals up to 5 injured allies within 15 yards of the target for a strong amount.

    Prayer of Mending
    • 2.0% Mana, 40 yd range, 1.5 sec cast, 10 sec cooldown
    • Places a spell on a party or raid member that heals them for a moderate amount the next time they take damage. When the heal occurs, Prayer of Mending jumps to another party or raid member within 20 yds. Jumps up to 5 times and lasts 30 sec. after each jump.

    Holy Word: Sanctify
    • 5% Mana, 40 yd range, Instant, 1 min. cooldown
    • Release miraculous light into a target location, healing up to 6 allies within 10 yards for a huge amount.

    Renew
    • 2.5% Mana, 40 yd range, Instant
    • Fill the target with faith in the Light, healing them instantly for a minor amount and then a large amount over 15 sec.

    Serendipity
    • Passive
    • When you cast Flash Heal or Heal, the cooldown of Holy Word: Serenity is reduced by 6 sec.
    • When you cast Prayer of Healing or Prayer of Mending, the cooldown of Holy Word: Sanctify is reduced by 6 sec.
    • When you cast Smite or Holy Fire, the cooldown of Holy Word: Chastise is reduced by 6 sec.

    Mastery: Echo of Light
    • Your direct healing spells heal for an additional 25% (with Mastery from typical gear) over 6 sec.

    Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Holy-specific talents:

    Apotheosis
    • Instant, 3 min cooldown
    • Enter a pure Holy form for 30 sec, increasing the effects of Serendipity by 200%.


    Originally Posted by Blizzard Entertainment
    Shadow
    The Light in which many priests bathe is brilliant and effervescent, granting them immense divine power. But the brightest light casts the darkest shadow—and from within this blackness, a rival power dwells. Shadow priests fully embrace this opposing polarity, their faith equally resolute as their holy counterparts—but focused on shadowy magics and mental manipulation. Like all priests, they dedicate much of their lives to worship—but they derive their power from the Void, straying dangerously close to the domain of the Old Gods. To truly understand such ancient, corruptive influence is to be driven mad. This is the state in which these dark priests thrive, embracing insanity and feeding off of the minds of their opponents to reach terrifying new limits.

    "These dark priests thrive, embracing insanity and feeding off of the minds of their opponents to reach terrifying new limits"

    Gameplay
    We’ve long alluded to the Old God influences of Shadow Priests in their spells and abilities, and we’re making that more distinct in Legion.
    A new resource, Insanity, provides a better fit for Shadow, having more granularity and gameplay that emphasizes the immense but fleeting power that the Void offers. Mind Blast, Shadow Word: Pain, and Vampiric Touch will build Insanity. Reaching maximum Insanity will transform Shadowform into Voidform, giving the Shadow Priest access to stronger Void magic, but it is unable to be maintained indefinitely. This should make for interesting gameplay as Shadow Priests try to maintain the height of their Insanity as long as possible to prey on the minds of their enemies.

    While not under the effects of Insanity, Shadow Priests continue to rely heavily on abilities that inflict sustained damage over time. Finally, having turned away from the Light, Shadow Priests eschew such spells as Heal, Flash Heal, and Prayer of Mending. Power Word: Shield and Shadow Mend are their primary healing tools.

    Voidform
    • Passive
    • When you reach 100 Insanity, you enter Voidform, transforming your Mind spells into Void spells, and increasing your Shadow damage by 30%.
    • While in Voidform, you gain 2% Haste every 1 sec. This Haste will also persist for 20 sec after Voidform ends.
    • Voidform causes your Insanity to constantly drain, faster and faster, until completely drained, and Voidform ends.

    Mind Flay
    • 40 yd range, Channeled
    • Assault the target’s mind with Shadow energy, causing minor Shadow damage over 3 sec and slowing their movement speed by 50%.
    • While in Voidform, transforms into Void Flay, which also extends Shadow Word: Pain by 3 sec.

    Mind Blast
    • 40 yd range, 1.5 sec cast, 9 sec cooldown
    • Blasts the target’s mind for strong Shadow damage.
    • Generates 15 Insanity.
    • While in Voidform, transforms into Void Blast, which has a 4.5 sec cooldown, and also extends Vampiric Touch by 3 sec.

    Vampiric Touch
    • 40 yd range, 1.5 sec cast
    • A touch of darkness that causes huge Shadow damage over 24 sec, and heals the Priest for each point of damage dealt.
    • If Vampiric Touch is dispelled, the dispeller flees in Horror for 3 sec.
    • Each time Vampiric Touch deals damage, it generates 3 Insanity.

    Shadow Word: Pain
    • 40 yd range, Instant
    • A word of darkness that causes minor Shadow damage instantly, and an additional huge amount of damage over 18 sec.
    • Each time Shadow Word: Pain deals damage, it generates 3 Insanity, and has a 10% chance to reset the cooldown of Mind Blast.

    Mastery: Madness
    • Increases the damage and Insanity generation of your Mind Blast, Shadow Word: Pain, Vampiric Touch, and Shadow Word: Death by 20% (with Mastery from typical gear).

    Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Shadow-specific talents:

    Oblivion
    • Instant, 2 min cooldown
    • Let the power of the void flow through you, instantly generating 100 Insanity.

    Originally Posted by Blizzard Entertainment
    Discipline
    Some priests pride themselves on pragmatism. They understand that light casts a shadow, that darkness is defined by light, and that true discipline stems from one’s ability to balance these opposing powers in services of a greater cause. While these priests possess many holy virtues to aid their allies, they also dabble in the dark arts to debilitate their enemies—always exercising immense discipline to keep themselves away from the brink of insanity. Many would say the ends justify the means; scriptures both virtuous and vile should be studied and understood to protect the congregation.

    "True discipline stems from one’s ability to balance opposing powers in services of a greater cause"

    Gameplay
    The power of absorption mechanics has created a gameplay issue for healers that we’re looking to address in Legion. Discipline Priests have been so effective in their role of preventing damage that it has sometimes left other healers yearning for an opportune time to throw out a clutch heal. To alleviate that issue, we’re tempering Discipline’s emphasis on shields in lieu of a reimaged Atonement mechanic.

    Discipline Priests are now more clearly defined by their use of both Holy and Shadow magic, and that extends to how they function in combat. Sacrificing a portion of healing ability and having a reduced focus on absorption spells, they gain a significant contribution in damage. Still filling a healer role in group content, they aim to strike a balance between healing allies and damaging enemies in a unique gameplay style. Discipline Priests have strong cooldowns with Power Word: Barrier and Pain Suppression, along with Rapture, a new cooldown that temporarily removes the cooldown of Power Word: Shield.

    Here’s a basic look at the core defensive and offensive combat abilities for Discipline Priests:

    Atonement
    • Passive
    • Plea, Power Word: Shield, and Shadow Mend also apply Atonement to your target for 15 sec.
    • When you deal spell damage, you instantly heal all targets affected by Atonement for 50% of the damage done.
    • Developer comment: Healing is not split between Atonements—the more allies you have Atonement on, the more total healing that a damage spell will cause.

    Mastery: Absolution
    • Increases the healing transferred through Atonement by 28% (with Mastery from typical gear).

    Defensive
    Plea
    • 1.2% Mana, 40 yd range, Instant
    • A quick, efficient plea to heal an ally for a minor amount.

    Shadow Mend
    • 3.0% Mana, 40 yd range, 1.5 sec cast
    • Wrap an ally in shadows which heal them for a large amount, but at a price.
    • The ally will take minor damage every 1 sec, until they have taken half that amount of total damage from all sources, or leave combat.

    Power Word: Shield
    • 3.5% Mana, 40 yd range, Instant, 6 sec cooldown
    • Shield an ally, absorbing a large amount of damage. Lasts 15 sec.
    • While the shield holds, spellcasting will not be delayed by damage.

    Power Word: Radiance
    • 7.0% Mana, 40 yd range, 2.5 sec cast
    • A burst of light heals a friendly target and their 5 nearest allies for a moderate amount, and applies Atonement for 50% of its normal duration.

    Offensive
    Smite
    • 0.75% Mana, 40 yd range, 1.5 sec cast
    • Smite an enemy for moderate Holy damage.

    Mind Blast
    • 3.0% Mana, 40 yd range, 1.5 sec cast
    • Blast the target’s mind for strong Shadow damage.

    Penance
    • 2.5% Mana, 40 yd range, Channeled, 9 sec cooldown
    • Launches a volley of holy light at the target, causing huge Holy damage over 2 sec.
    • Channelable while moving.

    Revelation
    • Passive
    • Your Smite and Mind Blast casts have a 30% chance to reset the cooldown on Penance.

    Shadow Word: Pain
    • 2.0% Mana, 40 yd range, Instant
    • A word of darkness that causes minor Shadow damage instantly, and an additional huge amount of Shadow damage over 18 sec.


    Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Discipline-specific talents:

    Grace
    • Passive
    • Increases your non-Atonement healing and absorption by 30% on targets with Atonement.
    Updates from twitter;
    https://twitter.com/WarcraftDevs/sta...08897396793344
    Originally Posted by Blizzard Entertainment
    Anything can change, but we currently have 8 different talents that relate to Insanity.
    https://twitter.com/WarcraftDevs/sta...12757372858368
    Originally Posted by Blizzard Entertainment
    The current plan is to remove Weakened Soul.
    https://twitter.com/WarcraftDevs/sta...63099124879360
    Originally Posted by Blizzard Entertainment
    Voidform doesn't stop your abilities from generating Insanity. Mastery will allow you to maintain Voidform longer/stronger.
    https://twitter.com/WarcraftDevs/sta...60351495069696
    Originally Posted by Blizzard Entertainment
    Disc's 70/30 - how will healing be competitive without damage being significant. Guaranteed Disc raid spot still exists?
    Those were just off-the-cuff examples. Goal is that they provide respectable damage and healing, and we'll iterate as necessary.
    https://twitter.com/WarcraftDevs/sta...59967351353344
    Originally Posted by Blizzard Entertainment
    Was just curious about how fast the drain is-it will always be greater, at least to some degree, than our ability to generate?
    At first, the Voidform drain is slower than you can generate Insanity, but it ramps up over time, draining faster and faster.
    https://twitter.com/WarcraftDevs/sta...13220755345408
    Originally Posted by Blizzard Entertainment
    Will Holy Priest have an AoE damage spell, since Mind Sear is now out? (Holy Nova seems like the obvious solution)
    Holy Nova is, in fact, the current plan! All healers will have some capacity to damage multiple targets.
    https://twitter.com/WarcraftDevs/sta...12583263105024
    Originally Posted by Blizzard Entertainment
    is atonement a buff that gets renewed or extended? for example, casting plea 2x in a row on same target = 15 sec or 30?
    It gets renewed. We're considering having it behave similar to DoT effects, which have some leeway on when you refresh.
    https://twitter.com/WarcraftDevs/sta...11458417844224
    Originally Posted by Blizzard Entertainment
    A crit Holy Word: Serenity is basically a full heal. We think that qualifies as "absolutely massive."
    https://twitter.com/WarcraftDevs/sta...10373506592769
    Originally Posted by Blizzard Entertainment
    In Legion, will Shadow Mend overhealing still trigger the DoT? Basically, is it possible for it to be a net loss?
    Nope! Only the effective healing will turn into a DoT.
    https://twitter.com/WarcraftDevs/sta...10111614283776
    Originally Posted by Blizzard Entertainment
    will solo healing 5-mans be inherently more difficult for discipline due to the changes in legion?
    We'll be making sure that Discipline is still able to heal dungeons comfortably.
    https://twitter.com/WarcraftDevs/sta...09936170725376
    Originally Posted by Blizzard Entertainment
    Just reading priest blog and unless im mistaken PoH group restriction appears gone. Is that so ( *crosses fingers* )
    Indeed! We're trying a different targeting method for Prayer of Healing, which makes it more localized instead of group-based.
    https://twitter.com/WarcraftDevs/sta...09607526035456
    Originally Posted by Blizzard Entertainment
    Insanity shares some of the pre-WoD eclipse problem. Idea: Remove damage buff, make it about max. DoT extension/Haste Buff.
    You'll be able to return to Voidform very quickly, thanks to the Haste from your previous Voidform persisting for 20 seconds.
    https://twitter.com/WarcraftDevs/sta...09364164128768
    Originally Posted by Blizzard Entertainment
    Love the Holy Priest redesign. Hope for fun smiting talents to go with it. Does Holy Word: Sanctify replace Circle of Healing?
    We're currently considering talent options that bring back Circle of Healing, or something similar.
    https://twitter.com/WarcraftDevs/sta...08503023144960
    Originally Posted by Blizzard Entertainment
    No mention of Holy Nova. Is it gone?
    The current plan is for Holy Nova to be Holy's method of dealing AoE damage.
    https://twitter.com/WarcraftDevs/sta...08145727197184
    Originally Posted by Blizzard Entertainment
    how long is the atonement buff supposed to be?
    Currently 15 seconds, with a talent available to extend that to 20 seconds.
    https://twitter.com/WarcraftDevs/sta...07800783450112
    Originally Posted by Blizzard Entertainment
    I WILL HEAL YOU TO DEATH! GLORY TO CTHULU, FTHAGN RY'LEH!
    Sounds like you may enjoy the fact that you're forced to speak Shath'yar - the language of the Old Gods - while in Voidform.
    https://twitter.com/WarcraftDevs/sta...07287723585536
    Originally Posted by Blizzard Entertainment
    unclear in the blog: is insanity capped at 100, is void form toggleable?
    Yes, Insanity is capped at 100. Voidform is automatically activated, not toggled.
    https://twitter.com/WarcraftDevs/sta...06445045977088
    Originally Posted by Blizzard Entertainment
    Bit of conflicting info. Darkmoon Faire Q&A made it sound like Disc. was losing PW:S, blog shows it as a spell. Is it staying?
    Discipline still has Power Word: Shield, but it will have a 6-second cooldown, to reduce spamminess.
    https://twitter.com/WarcraftDevs/sta...83520461242368
    Originally Posted by Blizzard Entertainment
    Will Holy Word: Serenity still apply a crit buff, as it does currently?
    No. The spell is now entirely focused into being a very large instant heal.
    https://twitter.com/WarcraftDevs/sta...83852419493888
    Originally Posted by Blizzard Entertainment
    there is no mention of Divine Aegis in the priest blog, is it going to be gone?
    Yes. The number of absorbs (especially passive ones, such as Divine Aegis and Illuminated Healing) is being heavily reduced.
    https://twitter.com/WarcraftDevs/sta...84048868085760
    Originally Posted by Blizzard Entertainment
    So @WarcraftDevs how viable will leveling as Discipline be in Legion? I love Disc and don't want to go away from it to even level.
    The goal is for healing specs to be fully viable for solo questing outdoors.
    https://twitter.com/WarcraftDevs/sta...66601751556096
    Originally Posted by Blizzard Entertainment
    Talents will offer some potential alterations to Penance.
    https://twitter.com/WarcraftDevs/sta...65632808583168
    https://twitter.com/WarcraftDevs/sta...65688831905792
    https://twitter.com/WarcraftDevs/sta...65761259171840
    Originally Posted by Blizzard Entertainment
    • Mind Spike is a talent (and no longer clears DoTs). Devouring Plague is gone for now - doesn't fit well with the theme.
    • Yes, Mind Sear has a Void version, but we're still working out the details.
    • DoTs update dynamically with Haste from Voidform. No snapshotting.
    https://twitter.com/WarcraftDevs/sta...41222530150400
    Originally Posted by Blizzard Entertainment
    When Voidform ends, you get a buff that provides the Haste from that Voidform for 20 sec. It stacks with the next Voidform.



    Class Halls
    • Still no news!?



    Artifacts
    A link to official Priest artifacts page - http://eu.battle.net/wow/en/blog/19942704/
    Originally Posted by Blizzard Entertainment
    Discipline - Light's Wrath
    Obsessed with cleansing undead from the world of Azeroth, the fanatical Scarlet Crusade tried to create a second Ashbringer in the form of a staff. However, a dreadlord who had infiltrated the order intervened, interrupting their efforts and triggering a violent magical explosion. The damaged staff’s power proved nearly uncontrollable. After several wielders tried and failed to use the staff safely, the elite magi of the Kirin Tor hid it away lest it unleash further deadly calamities.



    Holy - Tuure, Beacon of the Naaru
    As beings of Holy Light, the benevolent naaru rescued the draenei from their homeworld after most of its people were transformed into demonic recruits for the Burning Legion. Demons nearly overwhelmed the fleeing draenei, but the naaru protected the refugees with this beacon crystal. Tuure channels the Light's essence into healing radiance, regenerating horrific wounds and bringing people back from the brink of death. Ultimately the crystal was lost to Legion forces on an invaded world. It hasn't been seen since.



    Shadow - Xal'atath, Blade of the Black Empire

    This terrifying dagger was made from the claw of an Old God eons ago, and dark priests used it for ritual sacrifices during the height of the Black Empire. After the fall of the Old Gods, Xal'atath was hidden away by cults. It has surfaced from time to time over the course of history, inevitably associated with some horrific ritual or disaster. The blade has a will of its own: it uses powerful Void energies and mind magics to warp everything around it for some nefarious purpose.


    Some more images of the priest artifact weapons;
    Disc - http://media.mmo-champion.com/images.../WoWGSP030.jpg
    Holy - http://www.mmo-champion.com/content/#image=WGSYS:31
    Shadow - http://www.mmo-champion.com/content/#image=WGSYS:32

    Also this point was brought up regarding the spriest dagger
    Originally Posted by Blizzard Entertainment
    • All of the caster Artifact weapons that look they are 1H do have off-hands.
    Unofficial confirmation that the artifacts will interact with spells, presumably visually. fairly certain at this point they will mechanically!
    https://twitter.com/FinalBossTV/stat...43986598629376


    Priests got a slight mention in the Story, Lore, and Questing panel
    Originally Posted by Blizzard Entertainment
    • Most of the priests you would recognize are Alliance, so some new Horde priests are going to be added.

    New legendary Items;
    These didn't have class restrictions so possibly useful to priests, hard to tell what the final goal is for these.



    Please post things I've missed! Also feel free to bring up the generic points that have implications for priests and discuss any of these changes/announcement, interested to hear your thoughts. Will try to keep this updated with any new information posted in the thread right up until at least beta release (and probably further). Keep it to legion info though, not WoD changes.
    Last edited by mmocc73a7e76d4; 2015-11-11 at 01:29 AM.

  2. #2
    Looks good! I missed that legendary neck. Not a fan of everyone having a legendary again, would like something unique. Eagerly awaiting this beta so I can hopefully take a crack at the priest stuff.

  3. #3
    Deleted
    Quote Originally Posted by djriff View Post
    Looks good! I missed that legendary neck. Not a fan of everyone having a legendary again, would like something unique. Eagerly awaiting this beta so I can hopefully take a crack at the priest stuff.
    Sorry about that!

    There are some other generic points that priests, specifically, might be interested to see;

    Originally Posted by Blizzard Entertainment
    Healing
    • Healers should always have something to do. In Legion when you are doing group PvE content you will notice that you can do a lot more damage than you could before when you choose to spend globals and resources on it. When you are overgearing the content, the damage you do in your spare time will go from close to meaningless (now) to being a useful contribution to the raid (in Legion).
    • You should be able to level as a healer, so when you are playing solo you should be able to do substantial damage. Druids having Thorns again will help, things attacking you will take substantial damage.
    I know we've had a few posts about getting benediction/anathema back, so how about this little quote?
    Originally Posted by Blizzard Entertainment
    • The transmog system will include old quests that have been removed. There is a chance a few quests were modified that shouldn't have been, but they will handle those on a per quest basis.
    Some speculation on this perhaps? I'm super curious to see what we get here, some kinda void wormhole perhaps? Or a shortcut through the spirit realm?
    Originally Posted by Blizzard Entertainment
    • Every class will have their own variation of Death Gate to quickly go to their class hall and back. Giant eagle that takes you for hunters.

  4. #4
    The legendaries they showed were "random world drops" with "some possible ways to farm specific ones" and "supposed to be relevant throughout the expansion.

  5. #5
    Deleted
    Quote Originally Posted by Nzete View Post
    The legendaries they showed were "random world drops" with "some possible ways to farm specific ones" and "supposed to be relevant throughout the expansion.
    The one I linked that was shown is fairly generic but the other legendaries they showed were quite specific, one of them was a bonus to avengers shield for example. Was mostly wondering what kind of things we'd get for the priests specs

  6. #6
    So... That Disc atonement mechanic.

    I never played Warhammer Online, but friends of mine did. And that sounds like how they described the... Archmage? I want to say it was Archmage.

    That sound right to anyone else?

  7. #7
    Deleted
    Quote Originally Posted by Jetstream View Post
    So... That Disc atonement mechanic.

    I never played Warhammer Online, but friends of mine did. And that sounds like how they described the... Archmage? I want to say it was Archmage.

    That sound right to anyone else?

    Never played warhammer online... but the atonement mechanic sounds interesting from a gameplay perspective. It seems they really want to flesh it out, not just a 'spam smite on boss for smart heal'. They mentioned buffing specific players so those players get the healing which takes a lot of the rng out of how we know atonement works now. I wouldn't be surprised to see a few brand new spells to 'proc' atonement also.

    The main concern I have is the 70/30 thing they mentioned. Way back when it was first announced that this was their philosophy for the spec they made it sound like the spec would still be 100% healer but would grant the healing by using offensive abilities, that is, casting stuff at the boss instead of your allies. It seems they actually did mean that disc would straddle that hybrid line and do less hps than a healer and less dps than a damage dealer, they mentioned it would 70% healing and 30% damage.
    I'm not too keen on that idea. There seem to be very obvious balance concerns for the top level of raiding. In a situation where you bring 3 healers and the average healer does 100k hps. Either that fight requires 300k hps and you can't bring a disc priest or you only need 270k hps and you must bring a disc priest to maximize your raid comp.
    Even worse is balancing the new extensive 5man content. If you're doing the new 'challenge mode', if a disc priest does enough healing to get through the dungeon then they're the default best because of the dps they bring. If they don't do enough healing then you have 1 spec completely locked out of content.

    I'm unsure how they plan on implementing this but I'm sure they have some ideas with the new talent system that might allow disc priests to shift their throughput somehow.

  8. #8
    I don't particularly care what Blizzard does so long as PWS spam is getting the boot. Atonement being viable again is a huge plus as well, especially after they completely nerfed it to the point of "why is it even here" in WoD.

  9. #9
    Couple more things that are important to us I think.

    Originally Posted by Blizzard Entertainment

    Professions
    • Obliterum. Build a big forge in the middle of Dalaran, convert crafted items you don't need anymore into Obliterum. Create ring, it has the wrong stats, destroy it and make Obliterum, use it to increase power of the ring you are wearing.
    • Crafted gear should be special, helms are made out of gun parts. Shoot bullets at enemies with your head. Necks from JCs have guaranteed gem slot. Class specific buffs, 15% move speed for Warrior when enraged.
    • Inscription - Major glyphs are gone! Still have Minor Glyphs and Darkmoon Trinkets. Glyphs are a consumable, applied directly to the spell. One glyph per spell, but no limit on total glyphs! Vantus Rune - Week long buff that targets a specific boss. 10% bonus damage on Xavius.
    Originally Posted by Blizzard Entertainment

    Items
    • Used to have rare world drops, they are back.
    • Rare drops, from anywhere in the world.
    • Power should be relevant throughout the entire expansion.
    • Unique effects - Role, Class, Spec based effects. Movement speed increase based on haste, extra rage from blocked attacks, etc.
    • World drops are legendary! - DoT has a chance to trigger full remaining effect each time they tick.
    • Lots of world drop variety.
    • Drops aren't fully random, will have ways for you to target them.
    • All of the Legion items can scale, could be the best item in the game (super rare).

  10. #10
    Quote Originally Posted by Redsparowe View Post
    Originally Posted by Blizzard Entertainment
    • Every class will have their own variation of Death Gate to quickly go to their class hall and back. Giant eagle that takes you for hunters.
    So wouldn't it be cool that Priests will have a Valkyr to pick us up to our Class Hall?

  11. #11
    Quote Originally Posted by djriff View Post
    Couple more things that are important to us I think.

    Originally Posted by Blizzard Entertainment

    Professions
    • Obliterum. Build a big forge in the middle of Dalaran, convert crafted items you don't need anymore into Obliterum. Create ring, it has the wrong stats, destroy it and make Obliterum, use it to increase power of the ring you are wearing.
    • Crafted gear should be special, helms are made out of gun parts. Shoot bullets at enemies with your head. Necks from JCs have guaranteed gem slot. Class specific buffs, 15% move speed for Warrior when enraged.
    • Inscription - Major glyphs are gone! Still have Minor Glyphs and Darkmoon Trinkets. Glyphs are a consumable, applied directly to the spell. One glyph per spell, but no limit on total glyphs! Vantus Rune - Week long buff that targets a specific boss. 10% bonus damage on Xavius.
    Originally Posted by Blizzard Entertainment

    Items
    • Used to have rare world drops, they are back.
    • Rare drops, from anywhere in the world.
    • Power should be relevant throughout the entire expansion.
    • Unique effects - Role, Class, Spec based effects. Movement speed increase based on haste, extra rage from blocked attacks, etc.
    • World drops are legendary! - DoT has a chance to trigger full remaining effect each time they tick.
    • Lots of world drop variety.
    • Drops aren't fully random, will have ways for you to target them.
    • All of the Legion items can scale, could be the best item in the game (super rare).
    I do hope they know what moderation means, I would hate for non-raid items to be the clear BiS items for raiding all over again.

    Stuff like world drops are legendary and JC necks having a guaranteed gem slot rings many, many alarm bells.
    "My successes are my own, but my failures are due to extremist leftist liberals" - Party of Personal Responsibility

    Prediction for the future

  12. #12
    It'll be interesting for sure. Gonna be hell of a time putting together new BiS sets. Also legendaries will probably have a cap similar to crafted items now (speculation).

    I'm fairly excited for the new glyph system. No longer will I have to choose between 4-5 glyphs that would be good on a fight (shadow), now I can just bring them all!

  13. #13
    Deleted
    Quote Originally Posted by PosPosPos View Post
    I do hope they know what moderation means, I would hate for non-raid items to be the clear BiS items for raiding all over again.

    Stuff like world drops are legendary and JC necks having a guaranteed gem slot rings many, many alarm bells.
    Legendary world drops

  14. #14
    http://media.mmo-champion.com/images...ga_jpgcopy.jpg

    They posted this in press. Maybe the priest class hall?

    Removed image tags cos that was huge D: - redsparowe
    Last edited by mmocc73a7e76d4; 2015-11-08 at 10:31 PM.

  15. #15
    Deleted
    Quote Originally Posted by Blacklabel View Post
    http://media.mmo-champion.com/images/news/2015/november/Warrior_Order_Hall_tga_jpgcopy.jpg

    They posted this in press. Maybe the priest class hall?
    I believe this was a screenshot of one of the new dungeons, stormhein perhaps?

  16. #16
    Stormheim: A perfect spot to have a class hall for Priests. We have the Valkyr look, so why not have them in our class hall?
    It would fit my priest fantasy perfectly.

  17. #17
    Quote Originally Posted by Blacklabel View Post
    http://media.mmo-champion.com/images...ga_jpgcopy.jpg

    They posted this in press. Maybe the priest class hall?
    That file is named "Warrior Order Hall"..

    Still looks like it's part of that Valkyr/Vrykul dungeon.

  18. #18
    Well if I recall corretly that dungeon represents valhalla. Basically were all great vrykul warriors go. So I doubt it. also keep in mind it must also represent shadow.

    And while you are linking all that stuff, what might be interesting too is that they are changing the talents. Instead of rows with a specific theme. Now colums have specific themes. Wich can be incredibly interesting. For example: Cascade vs Feathers vs guise, etc.

  19. #19
    Ahhhh to bad, i kinda liked this idea

  20. #20
    Deleted
    Quote Originally Posted by Mazeari View Post

    And while you are linking all that stuff, what might be interesting too is that they are changing the talents. Instead of rows with a specific theme. Now colums have specific themes. Wich can be incredibly interesting. For example: Cascade vs Feathers vs guise, etc.
    That did get me thinking about some of the possibilities for shadow but I soon realized there are too many and I should just wait for a preview xD

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