doesnt sound that bad , lets see how it works in practice
doesnt sound that bad , lets see how it works in practice
Intellect - Intellect will now grant Spell Power (more on this below). Intellect will also provide less mana than it currently does.
•No Intellect on melee gear. Hunters won’t need Intellect since they will no longer use mana. Shaman and Retribution paladins will get mana and spell damage in other ways.
Now, that's interesting. I don't know how a Retribution Paladin works, but for an Enhancement Shaman, Intellect is a core stat (while for many other classes, as the post itself states, Intellect is not a "so cool stat" to gear into), with talents like Mental Dexterity (+100% of Intellect as AP) and Mental Quickness (+30% of AP as SP).
Wondering how the whole Enhancement Shaman talent system will change, now that Intellect will be removed from our mail gear... (With intellect also providing SP, probably we would have had a surplus of SP, due to talents and SP provided by intellect itself. I think that's the main reason we are about to see Intellect vanishing from gear addressed to our class... but still, they could have just decided to nerf out talents, or something like that, so... I'm missing something , can't wait to read more about all this stuff)
Because right now caster's power does not scale as well with weapons as physical DPS classes do. Blizz needs a way to keep caster weapons within the item budget, make them over-proportionally better than a robe for instance, but without adding the side effects -aka mana- by stacking more INT.Originally Posted by Tinkerbelle
How come, there is always someone who thinks he is so much more clever than the developers?
Originally Posted by wooshiewooI think he was refering to this.. Didnt get that line much tbhOriginally Posted by Boubouille
Oh true - i remember reading that but since it wasnt Gnome specific i think i havent payed attention on it much.. Thank youOriginally Posted by Nymrohd
If choosing gear isn't going to be any more harder or easier from these changes than it is now, how is the hell in this a dumbing down of the system? Really the way it is right now people just loot gear with higher ilvl, which is as easy like seeing which of two numbers is greater.
People will still do that in Cataclysm, but Reforging is going to hit those players in the face eventually.
"Questions are for those seeking answers. Those who have answers are those who have asked questions." -Mike R. (Malthurius)
So when the gear change patch comes out before Cata, am I gonna have a crapload of useless gems on my boomie??
8 year olds Dude.
well it sounds like cataclysm will change many things
i feel very excited about all of that
Actually , its quite the opposite. The new stat cannot already be on the item; you can’t reduce stamina to add additional strength, but you can reduce stamina to add hit rating to the item, for example. ( at 50% value of course ). Another example would be a lock trying to reforge a robe with spirit , you cant remove spirit to get more INT but you could get more Haste if it's not already on the item.Originally Posted by igibum
source : http://www.wow-cataclysm.info/reforg...-wow-cataclysm
btw , looking forward to changes
Yes an increase of the number of potentially shitty tanks. We know we are going to get that guy who says, F it i'll tank just to get this shit over with. Id rather have the guy who wants to roll tank in my "raid". Yeah i said "Raid". honestly nobody as far as i read into the comments mentioned Ret/Arm/Fury/... tanking in a raid situation. Who the fuck cares about heroic after a week(or less) at max lvl.
I highly doubt that this bullshit will go live. They removed EVERY sense of progression in this xpac so you can go from heroics -> ICC...So, they simplify stats and makes things less messy.
Then they completely mess up hit rating by making the hit cap change for every tier of content!? wtf?
Guild chat: "What's the hit cap for my class?"
"What's the hit cap?"
"In T11 content, it is 567. in T12 content it's 622, in T13 it is 666..."
"So, I need to have one set of gear for each content with different hit caps? "
"Yep. And remember to switch around depending on what instance you go to"
"Great. Glad they simplified stats"
The above change would be a 180° turn, since it forces players to progress all raids in order to get that much hit/crit/whatever in order to do the proper and needed damage.
Also it's quite an idiotic mechanic to need different hit values for different encounters oO
this. it's better to have something to aim toward, then having 50% of your gear wasted because it has stats that are in excess to what you need. right now I'm using pvp gear to dps, e.g. wrathful belt, because it has:Originally Posted by Nymrohd
a) more strength than the equivalent pve item
b) has more crit
c) has more stamina (never really a bad thing)
d) doesn't have hit rating which is wasted
You miss their point. The goal is for there never to be specifically undesirable stats.Originally Posted by Granyala
Health go up between raid tiers, and it has to because enemies hit harder.
Damage goes up between raid tiers, and it has to because enemies have more hit points.
Healing goes up between raid tiers, and it has to because the fights are (should be) more complex.
Hit rating, Haste, and Crit are the only things that people talk about "caps" for, and after the cap they become increasingly useless. To the point that raiders have to decide to either take an upgrade from a new raid that has a ton of haste and then redesign the rest of their gear to not be so over-cap, or they just pass on that particular item and wait for an alternative with no hit. These changes make sure that Hit remains important, and an interesting choice (do I take this item for when we move into the next tier, or do I wait and hope I can get something there that will bump me up? Is this item a dps upgrade in this tier? Is it a dps upgrade in the next tier?).
It makes sense that along with their health and damage, bosses should scale how easily they are hit and crit as well. Hopefully they apply the same thinking to things like Dodge and Parry so we can avoid a "Deathwing-well Radiance" scenario in the last content tier.
I'm just gonna bold it for you. Basically, parry means you have a free shield wall for both this past attack, and the next one.Originally Posted by Infallible
Our ultimate goal is make gear a more interesting (and less confusing) choice
yeah beacause we all know WOW is well known for its confusing gear-choices e.g. does defense rating help me not getting hacked when i click on a keylogger? does stamina help me in pug's? Will intellect make me quit the game?
ohh the confusion!
My main question is that they said that they were making haste more appealing to melee classes through regen rates like rune generation and energy, but how will the haste effect rage, if at all? Will we be stuck with the crappiest resource in the game for executing moves?
I have seen many people roll on gear simply because it is a higher ilvl.
I have barely made GS cutoffs for some PuG raids because I am still wearing a couple pieces of lower ilvl gear, because they are superior to most of the higher level items. For example, my destro warlock is still using the Abyssal Rune i200 trinket, because I have yet to win the Dislodged Foreign Object i264 trinket. I see many melee DPS'ers still using their Darkmoon trinkets.
The problem is for a lot of gear, you wouldn't know which gear is really an upgrade without a spreadsheet or external program like Rawr.
I see this as a move by Blizzard to try and eliminate the need for outside help for when determining gear upgrades.
Don't worry folks, you will still see min-maxers release guides on cookie cutter builds, preferred gems, recommended reforging goals, and so forth in Cata. You will see many threads in forums of people discussing which weapon procs are better than others, because Blizzard has stated they envision more gear like Nibelung to be in Cata where weapons have fun procs instead of additional stats.