for once why can't blizzard artwork show a troll owning something rather than being the helpless victim?
for once why can't blizzard artwork show a troll owning something rather than being the helpless victim?
LOOOOOOOOOOOOOOOOOOOOOOOOL 20$
Originally Posted by Boubouille
Sigh, I hate stacking hit as it now.. Hopefully they reduce how much we need to carry then.. Because it is just dumb for rogues compared to my warrior..
Man, I gonna laugh so hard if they decide to remove HL just before Cata release :POriginally Posted by Blizzard Entertainment
I though the same as well, I think we just automatically read it that way as that is the model we are used to at the moment. I've had a search through US and EU blue quotes and can't find any that use the word small in conjunction with the fast heal. Perhaps they are leaving it vague on purpose.Originally Posted by Sormer
[/quote]Originally Posted by Blizzard Entertainment
Its called Paladin tanking. A complete snore fest (9696969zzzzzzz96zzz9696zzzz).
Someone finally concerned about all the resto druids changes.
1) Hots gaining extra ticks with haste.
2) Hots now being critable.
3) Hots doing more healing when target is at low hp.
3) ToF making regrowth instant and making lifebloom give 2 stacks.
4) Tranquility being raid-wide.
Too many buffs compared to other classes. This will make Resto Druids much more valuable then Priest and Shamans when it comes to raid healing, especially in 10 mans. In 10 man, it will be bring a Resto Druid and random healer for tank healing (maybe a 3rd healer for 10man hc). In 25 man they will dominate by far as well, now that the raid will never be full health, so they will always be 100% efficient and providing excellent "Oh Shit!" healing.
Guilds will go with 3 resto druids, 1 paladin, 1 priest (disc) and priest (holy)/resto shaman.
Even though Resto Shamans got some awesome spells, they look excellent on paper, but won't be that good in actual play.
1) Healing rain. Has a long cd, diminishing returns, applied to an area rather then directly on players, meaning if players move from that area, the healing is lost. Whereas Wild Growth does not have are restriction and much lower cd.
2) Spirit Walker's Grace. Spells can now be casted while moving, 2 mins cd. Whereas ToF now makes Regrowth instant and LB provide 2 stacks. Not to mention the hots.
3) Spirit Link. No info on this, but by looking at things, it is a damage reduction spell, one which takes some damage from the target and applies it to another. Nothing special really.
Disc Priest are the only healers which look decent besides Resto Druids. Because they bring damage reduction. Disc Priest + Resto Druid = win for any 10man raid. I am not really familiar with all the Holy Priest and Holy Paladin changes (as I don't play either of them) but they don't look so awesome.
I know these are not the final changes and we have beta and haven't seen the encounters. But these are some legit concerns.
The prize for this arena tournament is a skin for your celestial steed so you don't get made fun of anymore.
Originally Posted by Anarchos
200 ilvl (epic) 2h weapon = 186,6 dps
245 ilvl - 2h weapon = 255,7 dps
264 ilvl - 2h weapon = 294,7 dps
277 ilvl - 2h weapon = 325,7 dps
284 ilvl - 2h weapon = 344,2 dps
Look at the difference in dps! Almost double. Sure, most people have weapon at 245 - 251 range, still weapon dps scaling is ... mind boggling.
Look at the difference between 245 and 284 weapon. more than 30% better dps from weapon alone, yet ilevel difference is only 15,9%
Except that the proposed ability is completely unlike Healing stream Totem. First, there's mobility. If HST is like Death and Decay, the new Paladin heal is like Swipe. D&D is great (in some ways better) if you know where the MoBs will be, and won't need to move them. Swipe is much better if the MoBs spawn randomly or you have to move them around. The Paladin will become the mobile source of group healing, as opposed to a totem which is a statically placed item that you have to avoid getting out of range for.Originally Posted by Deviltry
Perhaps more importantly, I assume, the new Paladin ability will be a real heal, ticking for a reasonable amount of health. HST just ticks for a little bit to kind of offer supplemental heals. You can't "raid heal" with HST except in the most trivial of circumstances.
Edit: As I think about it, the Totem is even more limited than D&D, because it only appears near the Shaman's current location. It's more like Consecrate. Great if you happen to be standing where you need the threat, but not so much if you need to move.
You're overreacting. You are viewing these changes against the current environment and context. It's as if you think these changes are coming in just another patch. I don't think you realise how much things will change in Cataclysm.Originally Posted by Waterisbest
All health pools will be huge relative to where they are now. In addition, the mana costs of all spells will greatly increase. This will have a huge impact on overhealing. With the additional changes to the paladin healing model, for example, I'm guessing overhealing will be rare. In such an environment, stats like haste, if they were kept as they are now, would actually be a significant disadvantage. You would eat through mana while gaining next to nothing. That's why haste, and to a lesser extent crit, is being re-worked. If druids attempted to spam Rejuv as they do now, by raid-wide pre-hotting against incoming damage (effectively acting like super-efficient PWS shielders), they would be OOM in next to no time. Most of the time all healers will simply not be able to afford keeping everyone topped up nor will they need to (due to incoming damage changes).
In other words, if anything druids are going to be the most affected by all the changes because due to lots of HoT spells, many of them instant, and now with much higher mana costs, they will not be able to chain HoTs per target or spam group wide heals. Even when they do, if their spells remained exactly as they are now, their HoT spells alone would be by far the most inefficient healing from the the lowest health. This is why HoT Scale Healing was introduced - it improves throughput for "boot-strap" heals in particular.
With regards to Tree of Life, no one knows how long and how often the cooldown can be used. And in fact, they haven't set in stone (certainly not published) what it will actually do. If they make it too powerful and general, it becomes a huge crutch for druids. Their healing will be luckluster or even gimped whenever they are not able to use ToL. It would also make a mockery of Blizzard's class balancing system since healers are balanced in caster form without taking into account active cooldowns. If they make it too powerful but situational, it could end up becoming like the current Tranquility. People will start to realise its simply not needed most of the time, its tricky to organise in a raid and eventually (especially due to passive bonuses that require respeccing into), they could just ignore it all together. So, making a ToL that is useful but not a crutch and not situational to the point of being useless, will be very tricky indeed. This is one of the reasons why some PvE healing druids did not want ToL to be switched from passive to active - they would rather it had been removed entirely if they could no longer have a mainly passive healing ability for sustained healing throughput.
As for tranquility becoming raid-wide, well every other healer has more oh-shit buttons - especially paladins. Priests also have a viable raid-wide oh-shit button (Divine Hymn + Divine Aegis). How come druids are the only ones without oh-shit buttons? Nature's Swiftness barely counts since all other healers have at least that button. So, finally they make Tranquility useful.
TL;DR. The druid changes cannot be considered in isolation, especially not against the current healing environment, type of incoming damage and stat system. They could be fair changes or even underpowered and situational come Cataclysm. In addition, Cataclysm will be the expansion of reactive healing not pro-active healing. This is a big blow to the current druid healing model - certainly druids are the most affected due to the ease of pre-hotting - and, in my opinion, a power shift towards preventative healing (priests and to a lesser extent paladins).
People really need to get out of thinking that the next expansion means were playing wow version 4.0 and instead think of it as become WoW2, i.e. how things are and interact now all stops and a whole new system is coming in.Originally Posted by Waterisbest
Maybe even with extra hot ticks the the total healing provided is less than now
Maybe the new hot crits only bring it up to the current levels
etc
We don't know (possibly Blizzard isn't certain either) and won't until people start getting into the Beta.
What they [Blizz] are doing is putting in tools (namely Mastery) to make their life easier with regards to balancing the various specs, though that's just one of the possibilities.
I do not suffer from insanity, I enjoy every minute of it.
This post is brought to you by the letters U and F (though not necessarily in that order)
I do not agree with the picture of the Arena with a troll getting his head bashed.
Should've been a gnome... :P
So many changes, it's nice to keep reading and reading even if it not all makes it to the end cut.
Political correctness in WoW - whatever next...Originally Posted by Luris
Racist! Reminds me of Dark Legacy "woblin"Originally Posted by Luris
Good luck to peeps in Arena Tournament.
He couldn't have meant Intimidating shout could he? ???
I am pretty sure he meant demo shout...
http://www.wowarmory.com/character-sheet.xml?r=Ner%27zhul&n=Paulkariya