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Author Topic: Cataclysm Ultra-thread  (Read 55189 times)

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Doom

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Re: Cataclysm Ultra-thread
« Reply #20 on: April 06, 2010, 08:24:23 AM »

Quote from: Warrior/Bear Rage, Heroic Strike and Maul are finally fixed!
1) Rage is no longer generated based on damage done by auto-attacks. Instead, each auto-attack provides a set amount of Rage, and off-hand weapons will generate 50% of the Rage main hands do. This amount is based on a constant formula which factors in the base swing speed of the weapon. This means the Rage gained should be averaged out between fast and slow weapons. The constant formula also gives us the ability to easily increase the rage gained if it feels too low (or reduce it if is too high). We are also implementing the following mechanics, which will still allow rage to improve to some extent as you improve gear:

    * If the attack is a critical strike, it will generate 200% Rage.
    * Haste will accelerate swing times to generate Rage faster.


2) Rage from damage taken will no longer be based on a standard creature of the character’s level, but instead will based on the health of the warrior or druid. Again, there is a constant that is multiplied by the rage generated in order to allow for fine-tuning. This calculation ignores all damage reduction from armor, absorption, avoidance, block, or similar mechanics, so improving your gear will not reduce Rage gained.

3) We will provide warriors and druids with more instant sources of rage. For example, the warrior shouts are changing to work more like the death knight ability Horn of Winter. Instead of Battle Shout consuming Rage, it will generate Rage but have a short cooldown. Both classes will have additional methods to generate Rage in an emergency or bleed off Rage when they have too much.

4) All “on next swing” attacks in Cataclysm are being removed. Heroic Strike and Maul will be instant swings that cost a variable amount of Rage. For example, imagine Heroic Strike costs between 10 and 30 Rage. You must have at least 10 Rage to use the attack, but it will consume all available Rage up to a maximum of 30. Any Rage consumed above the minimum will cause the ability to hit harder, and in some cases much harder. We will tune the ability so that it’s generally not a good idea to hit it when you have low Rage (unless everything else is somehow on cooldown) but becomes a more attractive button the higher your Rage.
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Pacobird

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Re: Cataclysm Ultra-thread
« Reply #21 on: April 06, 2010, 08:34:11 AM »

It really is a good idea but has the weird effect of making strength no longer worth gemming.
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Bal

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Re: Cataclysm Ultra-thread
« Reply #22 on: April 06, 2010, 01:05:23 PM »

Haste is sounding way too good. It increases attack/cast/dot/hot speed, and energy/focus/rune regen speed. It's like the DPS bottleneck removal stat.
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Rico

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Re: Cataclysm Ultra-thread
« Reply #23 on: April 06, 2010, 01:22:19 PM »

But it won't be as mathy as ArP, so it's okay that it's the new superstat!!!
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Shinra

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Re: Cataclysm Ultra-thread
« Reply #24 on: April 06, 2010, 08:26:14 PM »


ACTUAL CLASS PREVIEW INFORMATION BEING RELEASED SOON


OH SHIT SON
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Bal

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Re: Cataclysm Ultra-thread
« Reply #25 on: April 07, 2010, 12:09:33 AM »

I don't know. As mathy as ArP is, at a certain point the answer is just "get as much as possible".
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Cthulhu-chan

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Re: Cataclysm Ultra-thread
« Reply #26 on: April 07, 2010, 12:41:09 AM »

I don't know. As mathy as ArP is, at a certain point the answer is just "get as much as possible".

As I recall, the mathy part was knowing when that was.
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Rico

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Re: Cataclysm Ultra-thread
« Reply #27 on: April 07, 2010, 12:52:10 AM »

Also until that level it is awful and even above that level "traditional" stat gemmings are very competitive.  It's kind of this way with Haste for casters now; Haste goes into valleys where it gives virtually no benefit so you should focus on crit even if your spec doesn't scale with crit well, and then suddenly it lets you fit an entire extra cast into time window.
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Pacobird

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Re: Cataclysm Ultra-thread
« Reply #28 on: April 07, 2010, 07:12:11 AM »

Quote
As I recall, the mathy part was knowing when that was.
 

Haste is bad because it will never make me feel like I've entered the Land of Milk and Honey.  This is not sarcasm.
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Doom

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Re: Cataclysm Ultra-thread
« Reply #29 on: April 07, 2010, 08:29:38 AM »

http://www.youtube.com/watch?v=rL9ihXiFAko

Quote from: Shaman Preview
In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at some of the changes in store for the shaman class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

New Shaman Spells

Primal Strike (available at level 3): Primal Strike is a new weapon-based attack that every shaman will learn very early in the game. Our goal with this ability is to make leveling as Enhancement rather than as Elemental more viable, since many key Enhancement talents become available at fairly high levels.

Healing Wave (level 4): While the shaman already has an ability called Healing Wave, we're adding another spell to the class's direct-healing arsenal and giving it a familiar name. The current Healing Wave will be renamed Greater Healing Wave, and the intent is for the 'new" Healing Wave to be the shaman's go-to heal. Lesser Healing Wave and Greater Healing Wave will be used on a more situational basis.

Unleash Weapon (level 81): Unleashes the power of your weapon enchants for additional effects (see below). A dual-wielding Enhancement shaman will activate the effects of both of their weapon enchants. Instant cast. 30-yard range. 15-second cooldown. Undispellable.

Here are a few examples of effects we're considering for this ability:

    * Windfury Weapon – Hurls a spectral version of your weapon at a target, dealing 50% weapon damage and increasing the shaman's Haste for the next five swings.
    * Flametongue Weapon – Deals instant Fire damage and buffs the shaman's next Fire attack by 20%.
    * Earthliving Weapon – Heals the target slightly and buffs the shaman's next healing spell by 20%.


Healing Rain (level 83): An area-effect heal-over-time (HoT) spell that calls down rain in a selected area, healing all players within it. There is no limit to the number of players who can potentially be affected; however, there are diminishing returns when healing a large number of targets, much like the diminishing returns associated with AoE damage spells. This should give Restoration shaman another healing tool that improves their group-healing and heal-over-time capabilities. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.

Spiritwalker's Grace (level 85): When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it’s necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.

Changes to Abilities and Mechanics

In addition to adding new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

    * Restoration shaman and other healing classes will need to pay attention to mana more than they've had to during Wrath of the Lich King. Spirit will be the Restoration shaman's primary mana-regeneration stat.
    * We're making changes to which classes and specs are able to dispel magic, diseases, curses, and poison, largely for PvP purposes. Shaman will have Cleanse Spirit as a baseline ability, but it will only remove curses. Restoration shaman will have a talent that will improve Cleanse Spirit so that it also removes magic. Shaman will no longer be able to remove poison.
    * Cleansing Totem will be removed from the game, as we want dispels to be a decision for players, not something done mindlessly. To that end, all dispels will cost slightly more mana, and you will waste the spell if you cast it when there is nothing to remove. (Currently, the dispel is only cast when there is something to remove, which encourages spamming 'just in case.") We will balance PvE dispelling with this new model in mind.
    * Totem of Wrath now will replace Flametongue Totem for all shaman, and dropping this totem will buff the group's spell power by 4%. Elemental shaman will have a talent that lets all Fire totems provide +10% spell power, allowing them to drop Searing, Magma, or Fire Elemental Totems without losing their spell-damage buff. The 4% and 10% buffs will be exclusive with each other and with the warlock's Demonic Pact, so you can't benefit from all of them at once. We're also considering letting Elemental drop Searing Totem at range.
    * We want to free up Enhancement global cooldowns to make the spec more dynamic to play. We're considering, for example, increasing the cooldown of Lava Lash so shaman have time to work other interesting abilities into their rotation.



New Talents and Talent Changes

    * Elemental Reach will be simplified so shaman have a more consistent spell range.
    * We plan to add Earthquake as a deep Elemental talent for targeted and persistent AoE.
    * Spirit Link will likely be worked back into deep Restoration in some form. The idea is that you will be able to link targets together so they share damage. When we had previously tried to implement Spirit Link, it was hard to balance and a little confusing. However, we really liked the concept -- and so did players -- so we are trying to bring it back.
    * Elemental will have a deep talent that allows Spirit (which will appear on the gear they share with Restoration shaman) to boost their Hit rating.
    * Ancestral Knowledge will boost mana pool size, not Intellect.
    * Enhancing Totems will be replaced with Focused Strikes, which will improve the damage of the new spell Primal Strike and Stormstrike.
    * With the Mastery system, we're also considering removing a number of talents that grant passive bonuses, such as Mental Quickness, Improved Windfury Totem, Mental Dexterity, Call of Thunder, Tidal Mastery, Purification, Nature's Blessing, and others, to allow players more freedom to choose more interesting talents.



Mastery Passive Talent Tree Bonuses

Elemental

    * Spell damage
    * Spell Crit
    * Elemental Overload


Elemental Overload: Your direct-damage spells have a chance to proc a less powerful 'bonus" version of the spell. This will work much like the current Lightning Overload talent, but would also apply to Lava Burst.

Enhancement

    * Melee damage
    * Melee Haste
    * Nature Damage


Nature Damage: This will provide a passive bonus to the Nature damage dealt by the Enhancement shaman.

Restoration

    * Healing
    * Meditation
    * Deep Healing


Deep Healing: Your direct heals will do more healing when the target's health is lower. This will scale to damage (e.g. someone at 29% health would receive more healing than someone at 30%) rather than have arbitrary break points.

We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
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Doom

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Re: Cataclysm Ultra-thread
« Reply #30 on: April 07, 2010, 08:31:30 AM »

Earthquake as channeled elemental talented AoE, targeted Healing Rains AoE Heal, Totem of Wrath made baseline and Elemental can gain it's bonuses from Searing/Magma/Fire Elemental Totems, our 85 defining cooldown spell lets us move and cast at the same time(NOW THIS IS WHAT A UNIQUE CLASS FEATURE IS), some form of Strike at early level to make the wait for talented strikes less terrible, and some giant motherfuckin' combo weapon shit.

daaaaaaaaaaaamn.
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Pacobird

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Re: Cataclysm Ultra-thread
« Reply #31 on: April 07, 2010, 08:54:09 AM »

You know what the Disc Mastery needs to be?  A scaling bonus to damage for targets shielded while at low health.  It would be one way to ensure Disc plays fundamentally differently from Holy or other healers.
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Pacobird

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Re: Cataclysm Ultra-thread
« Reply #32 on: April 07, 2010, 11:46:13 AM »

Nice new Soul Shard mechanics; they'll now function as "charges" (you can have up to three at once) that you burn to augment a spell, for various glyph-esque effects.
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Doom

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Re: Cataclysm Ultra-thread
« Reply #33 on: April 07, 2010, 12:10:01 PM »

Quote from: Warlock Preview
In World of Warcraft: Cataclysm, warlocks will receive changes to their class talents and abilities. Outlined below are some of these changes. Keep in mind that this is an early preview and that these modifications are still under development, so you may see further adjustments to the listed changes as we get closer to launch. That said, here is a first look at these new warlock spells and abilities!

New Warlock Spells

Fel Flame (level 81): Quick-hitting spell dealing Shadowfire damage. This is similar to the mage ability Frostfire Bolt, in that the lower of the two resistances (in this case shadow and fire) on your target will be used for calculating its damage. Additionally, Fel Flame refreshes the duration of Immolate and Unstable Affliction. Our goal for Fel Flame is to provide a spell that's good for mobility and for use by Destruction and Demonology specs. Also, did we mention it uses green fire? Yep. Instant cast.

Dark Intent (level 83): Increases the target's chance for a critical effect with periodic damage or healing spells by 3%. When the target lands a crit, you get a buff to your damage for 10 seconds. This effect stacks up to three times.

Demon Soul (level 85): Fuses the warlock's soul with his or her demon. This provides warlocks with a self-burst cooldown to use. The specific effects granted by Demon Soul depend on the demon chosen. Demon Soul lasts for a certain number of charges or until it expires (around 20 seconds), depending on the demon used. 2-minute cooldown.

Soul Shard Overhaul

This major change regarding Soul Shards was previously announced at BlizzCon 2009. Soul Shards will no longer be inventory items, but instead a new UI resource mechanic. Warlocks will have 3 Soul Shards that can be used during a fight and will not be able to gain additional shards during combat. Soul Shards will not be required outside of combat. Soul Burn will consume a Soul Shard resource, thereby allowing you to use the secondary effects of some spells. Soul Burn has no mana or health costs and is off the global cooldown. Planned secondary effects are outlined here.

    * Summon Demon + Soul Burn = summon the demon instantly.
    * Drain Life + Soul Burn = Reduces cast speed by 60%.
    * Demonic Circle + Soul Burn = Increases movement speed by 50% for 8 seconds after teleporting.
    * Unstable Affliction + Soul Burn = Instantly deals damage equal to 30% of its effect.
    * Soul Fire + Soul Burn = Instant cast.
    * Healthstone + Soul Burn = Increases total health by 20% for 8 seconds.
    * Searing Pain + Soul Burn = Increases the crit chance of Searing Pain by 100%, and subsequent Searing Pain spells by 50% for 6 seconds.


Next you will find a list of some of the warlock spell and talent changes for the release of Cataclysm. There will be further changes, but those revealed below should offer some insight into our goals.

Changes to Abilities and Mechanics

    * All warlock damage-over-time (DoT) spells will benefit from crit and haste innately. Haste will no longer act to reduce the DoT's duration, but rather to add additional ticks. When reapplying a DoT, you can no longer "clip" the final tick. Instead, this will just add duration to the spell, similar to how Everlasting Affliction currently works.
    * Curse of Agony and Curse of Doom will be converted into Bane of Agony and Bane of Doom. Bane spells are considered magic instead of curses. This means you will be able to cast one Bane (e.g. Bane of Agony) and one Curse (e.g. Curse of Elements) on a single target.
    * Hellfire will no longer deal damage to the warlock.
    * Imps will lose Fire Shield, but will gain a new ability, Burning Ember, which is a stacking DoT.
    * The succubus melee range will be increased. The succubus will no longer have Soothing Kiss, but will instead have Whiplash, which knocks back all enemies within 8 yards.
    * Voidwalker Torment will do increased damage and generate a lot of area-of-effect (AoE) threat. Suffering will become a single-target taunt.



New Talents and Talent Changes

    * Pandemic will now cause Drain Soul to refresh Unstable Affliction and Bane of Agony on targets below 25% health.
    * The ability Fel Domination will be removed (because Soul Burn accomplishes the same effect).
    * Demonology will gain a new direct-damage spell, Demon Bolt. Demon Bolt will add a debuff that improves the damage done by the demon to the target.
    * We plan to add a new talent, Impending Doom, which will give certain spells a chance to reduce the cooldown on Metamorphosis and Bane of Doom.
    * Metamorphosis will no longer be subject to demonic crowd control. Furthermore, abilities available only while under the effects of Metamorphosis will be altered to put more emphasis on the warlock's own spells.
    * Shadowburn will now do additional damage to targets below 25% health.


Mastery Passive Talent Tree Bonuses

Affliction

    * Spell Damage
    * Spell Crit
    * Shadow DoTs


Shadow DoTs: The damage caused by Shadow damage-over-time spells is increased.

Demonology

    * Spell Damage
    * Spell Haste
    * Demon Damage


Demon Damage: The damage caused by pets and Metamorphosis is increased.

Destruction

    * Spell Damage
    * Spell Critical Damage
    * Fire Direct Damage


Fire Direct Damage: The damage caused by Fire direct damage spells is increased.

Well that concludes this Cataclysm preview for the warlock class. The development of these changes will continue to evolve in the coming months. Please be sure to provide any feedback and thoughts you might have on what was covered here.

Looks like a huge injection of extra fun. Addresses Succubus being useless, Demonology being powerful but dull and adds an execute to Shadowflame and then some.
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Pacobird

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Re: Cataclysm Ultra-thread
« Reply #34 on: April 07, 2010, 12:20:51 PM »

Oh wow, the babelnotes did a bad job of explaining Dark Intent.  This game needs more High Five Bro abilities like that.

Not enough to get me to play Dotsarehard again, though~



EDIT: WTF REMOVING SENTRY TOTEM
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Rico

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Re: Cataclysm Ultra-thread
« Reply #35 on: April 07, 2010, 12:32:29 PM »

Do you know what personally amuses me?  People who quote the entirety of notes as if anyone who's actually interested hasn't already read them on MMO-champ.
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Niku

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Re: Cataclysm Ultra-thread
« Reply #36 on: April 07, 2010, 06:04:53 PM »

Do you know what personally amuses me?  People who quote the entirety of notes as if anyone who's actually interested hasn't already read them on MMO-champ.

hi.
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norn

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Re: Cataclysm Ultra-thread
« Reply #37 on: April 07, 2010, 11:35:31 PM »

The return of dispel pulling, since you can now cast dispels on targets without buffs/debuffs? Life Grip party members into void zones, then bitch at them for not getting out of fire?

Temptation to re-main Madrea... rising.
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Joxam

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Re: Cataclysm Ultra-thread
« Reply #38 on: April 07, 2010, 11:44:34 PM »

Quote
In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at some of the changes in store for the priest class, including a rundown of some of the new spells, abilities, and talents, as well as an overview of how the new Mastery system will work with the different talent specs.

New Priest Spells

Heal (available at level 16): While priests already have a spell called Heal, the existing version becomes obsolete at higher levels, which is something we intend to change in Cataclysm. Introduced at a low level, the "new" Heal spell will functionally work much like a down-ranked Greater Heal did in the past, adding more granularity to your direct-healing arsenal. If you need to heal someone a moderate amount and efficiency is an issue (making Flash Heal the incorrect spell for the job), then Heal is what you want to use. Heal is intended to be the priest's go-to direct-healing spell unless they need something bigger (Greater Heal) or faster (Flash Heal). We will be following a similar philosophy with all the healing classes.

Mind Spike (level 81): Deals Shadowfrost damage and puts a debuff on the target that improves subsequent Mind Spike damage. The intent of Mind Spike is to fill a niche missing in Shadow DPS, though it may be occasionally useful for healers as well. Mind Spike provides a quick nuke to use in situations where the priest doesn't have time to set up the normal rotation, such as when adds are dying too fast or you have to swap targets a lot. Spamming Mind Spike will do about as much damage as casting Mind Flay on a target afflicted with Shadow Word: Pain. The idea behind the debuff is that when you cast Mind Spike, we expect you to cast a lot of them; we don't intend you to fit it into an already full Shadow rotation. It also provides Shadow with a spell to cast when locked out of the Shadow school. (School lockouts will no longer affect both schools for multi-school spells.) 1.5-second cast. 30-yard range. No cooldown.

Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can't have both up at once. Inner Fire provides a spell power and Armor buff; Inner Will should be useful on a more situational basis.

Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or "Life Grip") is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can't seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.

Changes to Abilities and Mechanics

In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate).
We want to bring back Shadow Word: Death as an "execute" -- something you do when the target is at 25% health.
While we want to keep the priest's role as a well-rounded healer, we also want to make sure the class is a viable tank healer, which is something priests moved away from a little in Wrath of the Lich King. Greater Heal will probably be the tank-healing spell of choice, though we've also discussed giving Discipline a second shield so that they have a small shield to cast on lots of different targets, and a big, more expensive shield to cast on a tank or anyone else taking a ton of damage.
Divine Spirit and Prayer of Spirit will be removed from the game. As Spirit will be the primary mana-regeneration stat, we don't want it to vary as much between solo, small group, and raid play. Blessing of Kings and Mark of the Wild will not boost Spirit either.
Mana will be a bigger consideration for all healers. We aren't trying to make healing more painful; we're trying to make it more fun. When the cost of a spell isn't an issue, then casting the right spell for the job is less of an issue because you might as well just use your most powerful spell all of the time. We are, however, getting rid of the five-second rule, because we don't want to encourage standing around doing nothing. We're also going to cut back on the benefits of buffs such as Replenishment so priests (and all healers) don't feel as penalized when those buffs aren't available.

New Talents and Talent Changes

We want to improve Discipline's single-target healing capacity. One key is to make sure shielding isn't always a more attractive option than healing.
We want to improve Holy for PvP healing. One way to do this is to make sure that Heal's throughput is similar between both specs.
We want to improve Shadow for short fights and reduce its susceptibility to school lockouts.
Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.
We want to make Holy a little bit more interesting to play. One new talent will push the Holy priest into an improved healing state when he or she casts Prayer of Healing, Heal, or Renew three times in a row. The empowered state varies depending on the heals cast.
Since the Shadow tree has a lot of passive damage-boosting abilities -- something we're trying to avoid in Cataclysm -- we will need to replace several of the tree's talents. One idea is to play off of the new Shadow Orbs mechanic (see Mastery section below), possibly allowing you to consume an orb to increase damage from Mind Blast or reduce Mind Spike's cast time.
Misery will no longer affect spell Hit chance. We want players to be able to gear themselves around a Hit cap that isn't variable depending on group composition.


Mastery Passive Talent Tree Bonuses

Discipline
Healing
Meditation
Absorption

Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier.

Holy
Healing
Meditation
Radiance

Radiance: Your direct heals add a small heal-over-time component to the target.

Shadow
Spell damage
Spell Crit
Shadow Orbs

Shadow Orbs: Casting spells grants a chance for Shadow Orbs to be created that fly around you and increase your shadow damage. This will help lower-level characters feel more like "Shadow priests" before they obtain Shadowform.

We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

[...]

A few quick clarifications:

Neither Inner Fire nor Inner Will has charges. The decision is on which armor you want up at the time.

Preventing dot clipping is something we want to do in general. It obviously benefits Shadow priests just as much as warlocks.

The idea behind Mind Spike is that you can't always settle into your normal, and high-ramp up rotation. It's also useful when you have to move or get school locked.

The closest analogue to PW:B is the DK Anti-Magic Zone, but it has some important differences, such as a way to counter it in PvP (since it absorbs all damage, not just magical damage).

The idea behind the Holy "cast three in a row" talent (it's called "Chakra") is that we've always positioned Holy as a versatile healer. This talent lets you shift into different modes. If you need to be a tank healer, cast three single target heals and your single-target healing is now better. Cast three area heals, and you can be a temporarily specialized group healer. We're going to try to play this mechanic up with a cool UI to try to get that "I'm almost in the zone" feel. We'll let it apply to as many types of spells as we can, perhaps even Smite for those times when nobody's taking damage.

We pulled Misery because we are pulling every group benefit that improves hit. It's annoying to have to swap your gear in and out depending on who shows up for your group. In general we're going to push even harder in Cataclysm for bringing people you like to play with, not bringing people who have awesome buffs. The answer to almost every question of "But why would they bring me?" should be "Because you know what the hell you're doing."
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Shinra

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Re: Cataclysm Ultra-thread
« Reply #39 on: April 08, 2010, 01:28:15 AM »

No more hit buffs? Hurray.

 ::(:

Because I really enjoy the arbitrary gateway to get into raids, and I'd really like it to be narrower.
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