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  1. #61

    Re: Pot nerf, (restricted to 1 pot for a boss?)

    pot speced alches are good for what now?

  2. #62

    Re: Pot nerf, (restricted to 1 pot for a boss?)

    Quote Originally Posted by Fallens
    I just had to post this of my alt. WTS.

  3. #63
    Pit Lord Alltat's Avatar
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    Re: Pot nerf, (restricted to 1 pot for a boss?)

    Considering that you have 220 hours worth of persisting-through-death weapon oil in that screenshot, I don't think potion sickness will be the deciding factor in how long that stash will last.
    Diplomacy is just war by other means.

  4. #64

    Re: Pot nerf, (restricted to 1 pot for a boss?)

    Sigh.

    Hunters are really, really screwed by this change. On many fights we chug fel mana potions and still can't keep up. And steady shot's new ranks take it from 110 mana to 220/280. Some mana restoration (which has an internal cooldown, and in the case of Hunting Party just got a substantial nerf) dosn't begin to make up the difference, especially since due to the unlinking of steady and auto shot we'll be firing more steady shots than ever.

    i.e. downranking steady and using little else

    That or this change is a mistake and is supposed to be aimed at a new type of potion.

  5. #65

    Re: Pot nerf, (restricted to 1 pot for a boss?)

    Quote Originally Posted by Dawn Falcon
    Sigh.

    Hunters are really, really screwed by this change. On many fights we chug fel mana potions and still can't keep up. And steady shot's new ranks take it from 110 mana to 220/280. Some mana restoration (which has an internal cooldown, and in the case of Hunting Party just got a substantial nerf) dosn't begin to make up the difference, especially since due to the unlinking of steady and auto shot we'll be firing more steady shots than ever.

    i.e. downranking steady and using little else

    That or this change is a mistake and is supposed to be aimed at a new type of potion.
    I dare corect you and say mana users are really screwed =P

  6. #66

    Re: Pot nerf, (restricted to 1 pot for a boss?)

    Quote Originally Posted by Dawn Falcon
    Sigh.

    Hunters are really, really screwed by this change. On many fights we chug fel mana potions and still can't keep up. And steady shot's new ranks take it from 110 mana to 220/280. Some mana restoration (which has an internal cooldown, and in the case of Hunting Party just got a substantial nerf) dosn't begin to make up the difference, especially since due to the unlinking of steady and auto shot we'll be firing more steady shots than ever.

    i.e. downranking steady and using little else

    That or this change is a mistake and is supposed to be aimed at a new type of potion.
    http://wotlk.wowhead.com/?spell=53253 <-- Here is your reason to get Cobra strikes.
    http://wotlk.wowhead.com/?spell=53294 <-- coupled with http://wotlk.wowhead.com/?spell=34074 should be enough for a SV Hunter

    Yes, MM Hunters are rather ... fucked but then again, most of their new talents seem so PvP-oriented I don't think MM is going to be a popular raiding tree anyway.

  7. #67

    Re: Pot nerf, (restricted to 1 pot for a boss?)

    Quote Originally Posted by Eleena
    I dare corect you and say mana users are really screwed =P
    Not really. Hunters allready have the greatest issue with mana, and the % rise in spell costs is less severe (steep, but less than 100%) for other classes bread and butter spamable spells.

    Guran -

    Invigoration appears to have an internal cooldown in the region of 15 seconds. Hunting Party is down to 60%, so allowing for shot timers that's going to be firing off roughly every 15 seconds as well. Even given an unfeasable large mana pool of 15,000 (300 per proc), that's 100mp5. And for BM hunters it depends on the pet being able to attack, which is not the case on many bosses.

    100mp5 is in theory nice, but we will use *933* mana every 5 seconds spamming rank 3 steady. Using rank 1 steady gives us the far, far more feasable usage of 367 every 5 seconds.

  8. #68

    Re: Pot nerf, (restricted to 1 pot for a boss?)

    Quote Originally Posted by Dawn Falcon
    Not really. Hunters allready have the greatest issue with mana, and the % rise in spell costs is less severe (steep, but less than 100%) for other classes bread and butter spamable spells.

    Guran -

    Invigoration appears to have an internal cooldown in the region of 15 seconds. Hunting Party is down to 60%, so allowing for shot timers that's going to be firing off roughly every 15 seconds as well. Even given an unfeasable large mana pool of 15,000 (300 per proc), that's 100mp5. And for BM hunters it depends on the pet being able to attack, which is not the case on many bosses.

    100mp5 is in theory nice, but we will use *933* mana every 5 seconds spamming rank 3 steady. Using rank 1 steady gives us the far, far more feasable usage of 367 every 5 seconds.
    Give back feign death => drink, that was so fun pre-tbc. Well not really, but feign death repair bot was fun though .

  9. #69
    Thandrin
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    Re: Pot nerf, (restricted to 1 pot for a boss?)

    Quote Originally Posted by tortugapir8
    Thank God for this change. I'm getting sick of farming Mana pots, Haste pots, etc... Yeah short term this sucks, but long term it's a fantastic change. Alchemy does get screwed at the moment with this, and stuff like the Alchemist stones becomes really underwhelming. Hopefully Alchemists will get some compensation for it.
    QFT. New manaregen will handle this "problem". I always dissliked the diablo 2 style boss combats where you won when you just spammed potion button (little exaration but whatever).

  10. #70

    Re: Pot nerf/Potion Sickness (restricted to 1 pot for a boss?)

    The only place this is really hurts is on dps pots. With the new mana regen and buff changes, we are going to be ok on mana. Huntards always ran out of mana because they were put into shitty groups, and normally had no shaman or shadow priest. With raid-wide mana totems, plus all the other raid-wide and party-wide buffs going on, we will be ok.

    With that said, I think they made this change so people aren't chugging destro/haste pots the entire fight. Basically, pick the one time the entire raid needs a serious boost in dps, and everyone use their one pot there.

  11. #71

    Re: Pot nerf/Potion Sickness (restricted to 1 pot for a boss?)

    It just occurred to me... I wonder if they'll change the resist potions to last more than 2 minutes with this change... makes sense they would...

  12. #72

    Re: Pot nerf, (restricted to 1 pot for a boss?)

    Quote Originally Posted by Abominatus
    Why the hell would this be necessary, or a good idea?

    Blizzard's reasoning on this escapes me entirely ???
    NO MORE COPIOUS FARMING.

  13. #73

    Re: Pot nerf, (restricted to 1 pot for a boss?)

    Quote Originally Posted by PvE_Mage
    it's a direct nerf to PvE casters and a second nerf to Alchemy.... quite unnecessary !

    if you're complaining "oh the mat farming sucked"... Blizz just needed to reduce the mats required. 2 Dreaming Glory per potion is lame considering that a 20 stack in the AH can cost around 40+G (on Arathor, US)

    10 minute Boss fights REQUIRE multiple mana pots
    a 20 stack costed like 20g on mine and that was alright with me. but anyhow , blizz is just trying to make mana batteries classes even more viable ,i dont mind, plus the gear might compensate this nerf with some spirit incoming (to casters that is, as for health pots, 1 should be enough and you still got HS).


  14. #74

    Re: Pot nerf/Potion Sickness (restricted to 1 pot for a boss?)

    does the change also include removing the shared CD on mana and healthpots, and healthstones?

  15. #75
    Pit Lord Alltat's Avatar
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    Re: Pot nerf/Potion Sickness (restricted to 1 pot for a boss?)

    Quote Originally Posted by Quarjii
    does the change also include removing the shared CD on mana and healthpots, and healthstones?
    I assume that all potions still share a cooldown. Haven't seen anything to indicate that it would affect Healthstones, since HSes are being nerfed to be unique across all talent ranks anyway. Considering it's a class ability, it would be rather silly to have potion sickness affect it, and there's not much point in adding a healthstone sickness since you need to combat trade someone to get another one.
    Diplomacy is just war by other means.

  16. #76

    Re: Pot nerf/Potion Sickness (restricted to 1 pot for a boss?)

    Alchemcy will of course still be worth keeping, as elixir or transmute spec, but will theyre be any value in pot spec in wotlk ?

    I've been potion spec since 1st choosing specialisation. Is theyre any change to alchemy specialisation in wotlk or should I just respec to transmute or elixir now?

  17. #77

    Re: Pot nerf/Potion Sickness (restricted to 1 pot for a boss?)

    As others have probably said, this is good. They will balance it to make it so we wont actually need all those extra pots, and less money will be spent bringing "consumables" to raids.

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