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Author Topic: Cataclysm Ultra-thread  (Read 55187 times)

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Doom

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Re: Cataclysm Ultra-thread
« Reply #40 on: April 08, 2010, 07:09:53 AM »

Bitching about current game situations when the entire game is being rewritten is kind of silly and makes you look like you hate fun, dude.

Haha, wow. Priest changes are incredible. Power Word Barrier, Inner Will and Life Grip make Priest sound like the most fun BG healer in the world.
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Niku

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Re: Cataclysm Ultra-thread
« Reply #41 on: April 08, 2010, 07:12:24 AM »

Life Grip party members into void zones, then bitch at them for not getting out of fire?

reupping.
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Bal

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Re: Cataclysm Ultra-thread
« Reply #42 on: April 08, 2010, 07:46:26 AM »

I should have known the opportunity to grief would be the thing that would break your will.
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Doom

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Re: Cataclysm Ultra-thread
« Reply #43 on: April 08, 2010, 08:11:18 AM »

Quote from: Warrior Preview
World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the warrior. The information you're about to read is not complete, and is only meant to act as a preview for some of the exciting new things to come.

New Warrior Abilities

Inner Rage (Level 81): Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time. This is a passive ability so it won't need to be activated by the player. The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don't want warriors to feel like they're supposed to pool Rage and do nothing until they hit 100, so we'll be closely monitoring how this plays out during the beta testing, and making adjustments as needed.

Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.

Heroic Leap (Level 85): This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land. Heroic Leap will be usable in Battle Stance and shares a cooldown with Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to be used in any stance and possibly while in combat. The cooldown for this ability might be longer than the Charge ability, but it will also apply a stun effect so you can make sure the target will still be there when you land.

Changes to Abilities and Mechanics

In addition to learning new abilities, you'll see changes to other abilities and mechanics with which you're already familiar. 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.


* Heroic Strike will no longer be an "on next swing" attack, as we are removing this mechanic in Cataclysm. To keep the niche of Heroic Strike as a Rage dump, it will become an instant attack, but will cost between 10 and 30 Rage. This ability will not be usable until you have 10 Rage, but if you have more than 10, it will consume up to 30, adding additional damage for each point of Rage consumed above the base 10. Other abilities, such as Cleave, Execute, and Maul (for druids) will work similarly. The goal is to provide players with an option where if you can't afford the Rage, you don't push the button, but if you have excess Rage, you can push it a lot.

* Battle Shout, Commanding Shout, and possibly Demoralizing Shout will work more like the death knight's Horn of Winter ability. Specifically, these shouts will cost no resources, generate rage in addition to their current effects, and be on a short cooldown.

* Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. The intent is for this ability to be used in multi-target scenarios and not on single targets.

* Overall, heals cast by players in Cataclysm will be a lower number relative to players' health than the current game. So to make the Mortal Strike debuff less mandatory but still useful in PvP, Mortal Strike will reduce healing by only 20%. All equivalent debuffs, including the Shadow priest and Frost mage debuffs, will be for 20% less healing. At the moment we aren't considering giving this debuff to anyone else, though we will certainly consider PvP utility for historically under-represented specs that use other mechanics.

* Sunder Armor will be reduced to three stacks instead of five, and still provide only a 4% reduction in armor per stack. We want to make this debuff easier to apply and less of a damage swing when it falls off.


New Talents and Talent Changes


* The Furious Sundering talent in the Fury tree will make the Sunder Armor ability cause 25/50% weapon damage and reduce the threat generated by 50/100%.

* The Mace and Poleaxe Specialization talents in the Arms tree will be removed. These provided just passive stats, which are not the kinds of talents we want to design in the future. We will keep the Sword Specialization talent, but it will be changed to a talent that applies to all types of weapons.

* As a Fury talent, Booming Voice will increase the Rage generated by shouts.

* While we like how Titan's Grip plays, we recognize some warriors liked the Fury tree because of the really fast swings that dual-wielding one-handed weapons could provide. Therefore, we're planning to try out a talent called Single-Minded Fury that is parallel to Titan's Grip and will provide a large boost to the damage of a pair of one-handed weapons.

* Several talents that reduce the Rage cost of abilities will be changed to focus on increased damage for those abilities instead.

* The new Arms talent called Disarming Nature will make successful disarms cause the target to cower in fear for 5/10 seconds.

* Another new Arms talent called Blitz will make the Charge ability hit for extra damage. The amount will possibly vary depending on the distance travelled.

* Improved Pummel, a Fury talent, will cause a successful interrupt to generate 10/20 Rage.


Mastery Passive Talent Tree Bonuses

Arms
Melee Damage
Armor Penetration
Bonus Swing

Fury
Melee Damage
Melee Haste
Enrage Intensity

Protection
Damage Reduction
Vengeance
Critical Block Chance

Bonus Swing: This is similar to the Sword Specialization talent that is currently in the game, but Bonus Swing will work on all attacks and with all weapons. You have a chance to proc a free, instant weapon swing that hits for 50% damage.

Enrage Intensity: Every benefit of being enraged is increased. This includes doing more damage/healing/ etc. from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.

Critical Block Chance: As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing's damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing's damage instead. There will likely be talents available to push the amount blocked even higher.

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character's un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won't see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.

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.

HOLY BALLS EVERY PREVIEW IS MAGNIFICENT
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Pacobird

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Re: Cataclysm Ultra-thread
« Reply #44 on: April 08, 2010, 09:14:36 AM »

Wow.  Those are shitty changes.

Nerfed sunder?  A solution to Fury spamming Heroic Strike that involves making Fury spam Heroic Strike?  Jacking Whirlwind, which is essentially the only compelling reason to play Fury?  Incredibly boring Mastery bonus?  No crit mastery bonus for the most crit-dependant DPS class in the game?  But hey guys it's cool because we can do crummy damage while applying sunder now!

Well, I guess there's still the Mage preview.




addendum: in fairness, Thundercharge seems fun.
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Rico

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Re: Cataclysm Ultra-thread
« Reply #45 on: April 08, 2010, 09:21:35 AM »

To top this off, they should give Warriors a tier set that looks like Bloodseeker from DotA.

Y'know, the Warcraft 3 Shaman model....
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Burrito Al Pastor

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Re: Cataclysm Ultra-thread
« Reply #46 on: April 08, 2010, 12:28:35 PM »

God damn it, all those changes to shadowpriests sound like exactly what I would have wanted.

I quit wow because it stopped being the game I wanted to play. I'm not sure how I feel about the idea of it becoming the game I wanted to play again.
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Ziiro

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Re: Cataclysm Ultra-thread
« Reply #47 on: April 08, 2010, 01:41:04 PM »

I know a priest who is a total dick and exists to grief. He rerolled Paladin due to the superior PVP healing mechanics, but I have no doubt "Life grip" will get him to switch back.

I don't want to be pulled into void zones to die. Shit, he'll go so far as to only use Guardian spirit to keep himself alive so he can pull at the last possible moment so there's no escape. Fuck.
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Rico

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Re: Cataclysm Ultra-thread
« Reply #48 on: April 08, 2010, 02:39:43 PM »

Oh hey a friendly priest named zombor oh God lava

I thought I told my phone to not autocorrect zombor to zombie.
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Shinra

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Re: Cataclysm Ultra-thread
« Reply #49 on: April 08, 2010, 04:56:58 PM »

Wow.  Those are shitty changes.

Nerfed sunder?  A solution to Fury spamming Heroic Strike that involves making Fury spam Heroic Strike?  Jacking Whirlwind, which is essentially the only compelling reason to play Fury?  Incredibly boring Mastery bonus?  No crit mastery bonus for the most crit-dependant DPS class in the game?  But hey guys it's cool because we can do crummy damage while applying sunder now!

Well, I guess there's still the Mage preview.




addendum: in fairness, Thundercharge seems fun.

I'm less worried about this than I am about all warrior specs being rage hell for the first two patch cycles after cataclysm. For some strange reason I am envisioning rage not generating fast enough and going down too fast...
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Doom

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Re: Cataclysm Ultra-thread
« Reply #50 on: April 08, 2010, 05:14:39 PM »

Quote from: Death Knight Preview
World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. In this preview, you'll get a glimpse at some of the new abilities, spells, and talents in store for the death knight class, along with an early look at some improvements we plan to make to the rune resource system.

New Death Knight Abilities

Outbreak (level 81): Outbreak infects the target with both Frost Fever and Blood Plague at no rune cost. This ability allows death knights to apply diseases quickly when they are switching targets or when their diseases have been dispelled.

Necrotic Strike (level 83): Necrotic Strike is a new attack that deals weapon damage and applies a debuff that absorbs an amount of healing based on the damage done. For context, imagine that the death knight can choose between doing 8,000 damage outright with a certain ability, or dealing 6,000 damage and absorbing 4,000 points in incoming heals with Necrotic Strike -- the burst is smaller, but a larger overall amount of healing would be required to bring the target back to full health.

This ability is meant to bring back some of the old flavor from when death knights could dispel heal-over-time (HoT) effects. It also gives the class a bit more PvP utility without simply replicating a Mortal Strike-style effect.

Dark Simulacrum (level 85): The death knight strikes a target, applying a debuff that allows the death knight to copy the opponent's next spell cast and unleash it. Unlike Spell Reflection, Dark Simulacrum does not cancel the incoming spell. In general, if you can't reflect an ability, you won't be able to copy it either.

Rune System Changes

While we're satisfied with the way the rune system works overall, we're making a few major changes to the mechanics that will ultimately help death knight players feel less constrained. Here's the rationale behind the changes, followed by an explanation of how the new system will work.

    * In the current rune system, any time a rune is sitting idle, death knights are losing out on potential damage output. By comparison, rogues spend most of their time at low energy levels, and if they're unable to use their skills for a few seconds, that energy builds up and can be spent later, minimizing the net loss from the interruption.
    * A death knight's runes, on the other hand, cannot be used until they are fully active. If a death knight ever goes more than a few seconds without spending an available rune, that resource is essentially wasted. Because the death knight is pushing buttons constantly, it can be difficult to add new mechanics to the class because the player doesn't have any free global cooldowns to use them. We can't grant extra resources or reduced cost, because there is no time to spend them. Missing an attack is devastating, and it's impossible to save resources for when they're most useful.
    * Additionally, each individual death knight ability has a fairly low impact on its own, making it feel like most of the death knight's attacks are weak. The death knight's rotations are also more easily affected by latency or a player's timing being just a little off. At times, it feels like death knights aren't able to take advantage of their unique resource mechanic, which can diminish the fun.
    * The new rune system will change how runes regenerate, from filling simultaneously to filling sequentially. For example, if you use two Blood runes, then the first rune will fill up before the second one starts to fill up. Essentially, you have three sets of runes filling every 10 seconds instead of six individual runes filling every 10 seconds. (Haste will cause runes to fill faster.) Another way to think of this is having three runes that go up to 200% each (allowing extra "storage"), rather than six runes that go up to 100% each.
    * As this is a major change to the death knight's mechanics, it will of course require us to retune many of the class's current abilities. For example, each ability needs to hit harder or otherwise be more meaningful since the death knight is getting fewer resources per unit of time. Some abilities will need to have their costs reduced as a result.



Talent Changes

Next we'll outline some of the death knight talent-tree changes we're planning in Cataclysm. This list is by no means comprehensive, but it should give you a sense of how we're intending each death knight spec to perform.

    * One of the biggest changes we're making is converting Blood into a dedicated tanking tree. While we feel that having three tanking trees was successful overall, it's less necessary in a world with dual-specialization. In addition, the current breakdown isn't as compatible with the Mastery-based passive talent-tree bonuses we want to add (see below). We'd rather spend time tweaking and balancing one good tanking tree rather than having a tank always wondering if they picked the "correct" tree out of three possibilities.
    * Blood seemed like the best fit for tanking. Unholy has always had a strong niche with diseases, magic, and command over pets. Frost now feels like a solid dual-wield tree with Frost magic damage and decent crowd control. Blood's niche was self-healing -- fitting for a tank -- as well as strong weapon swings, which could easily be migrated to Frost and Unholy.
    * Our plan is to move the most interesting and fun tanking talents and abilities to Blood. For example, you will likely see Vampiric Blood and Will of the Necropolis remain, while Bone Shield will move over from Unholy.


Mastery Passive Talent Tree Bonuses

Blood

    * Damage reduction
    * Vengeance
    * Healing Absorption


Healing Absorption: When you heal yourself, you'll receive an additional effect that absorbs incoming damage.

Vengeance: This new mechanic is designed to ensure that tank damage output (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will grant a stacking Attack Power buff equal to 5% of the damage done, up to a maximum of 10% of the character's unbuffed health. For boss encounters, we expect that tanks will always have an Attack Power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Blood tree; these values will be smaller at lower levels.

You only get the Vengeance bonus if you have spent the most talent points in the Blood tree, so you won't see Frost or Unholy death knights running around with it. Vengeance will let us continue to design tank gear more or less the way we do today; there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but the goal is that all four tanks will do about the same damage when tanking.

Frost

    * Melee damage
    * Melee Haste
    * Runic Power Generation


Runic Power Generation: This will function as the name implies, and the new rune system will make generating Runic Power more appealing.

Unholy

    * Melee damage
    * Melee and spell critical damage
    * Disease Damage


Disease Damage: Unholy death knights will be able to get more out of their diseases, which are integral to the tree's play style.

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.

Spell Reflect Strike :jizz:

In before "too boring."
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sei

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Re: Cataclysm Ultra-thread
« Reply #51 on: April 08, 2010, 11:19:39 PM »

Good to see a baseline ability effectively replacing Glyph of Disease.
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Doom

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Re: Cataclysm Ultra-thread
« Reply #52 on: April 08, 2010, 11:22:28 PM »

Quote from: Rogue Preview
In World of Warcraft: Cataclysm, we'll be making several changes to class talents and abilities across the board. Here, you'll get a glimpse at what's in store for the rogue class, including a look the new high-level abilities and an overview of how the new Mastery system will work with the rogue's different talent specs.

New Rogue Abilities

Redirect (available at level 81): Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue's current target, helping to ensure combo points aren't wasted when swapping targets or when targets die. In addition, self-buff abilities like Slice and Dice will no longer require a target, so rogues can spend extra combo points on those types of abilities (more on this below). Redirect will have a 1-minute cooldown and no other costs.

Combat Readiness (level 83): Combat Readiness is a new ability that we intend rogues to trigger defensively. While this ability is active, whenever the rogue is struck by a melee or ranged attack, he or she will gain a stacking buff called Combat Insight that results in a 10% reduction in damage taken. Combat Insight will stack up to 5 times and the timer will be refreshed whenever a new stack is applied. Our goal is to make rogues better equipped to go toe-to-toe with other melee classes when Evasion or stuns are not in play. This ability lasts 6 seconds and has a 2-minute cooldown.

Smoke Bomb (level 85): The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional gameplay, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.

Changes to Abilities and Mechanics

We're also planning to make changes to some of the other abilities and mechanics you're already 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 want for each spec.

    * In PvP, we want to reduce the rogue's dependency on binary cooldowns and "stun-locks," and give them more passive survivability in return. One major change is that we'll put Cheap Shot on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well.
    * In PvE, even accounting for active modifiers like Slice and Dice and Envenom, a very large portion of the rogue's damage is attributable to passive sources of damage. Yes, they are using abilities for the entire duration of a fight, but we want to reduce the percentage of rogue damage that comes from auto-attacks and poisons. More of their damage will be coming from active abilities and special attacks.
    * We would like to improve the rogue leveling experience. Positional attacks and DoT-ramping mechanics will be de-emphasized at low levels and then re-introduced at higher levels for group gameplay. We are also providing rogues with a new low-level ability, Recuperate, to convert combo points into a small heal-over-time (HoT).
    * To complement the change to combo points, non-damage abilities such as Recuperate and Slice and Dice will no longer have target requirements and can be used with any of the rogue's existing combo points, including combo points remaining on recently killed targets. This will not affect damage abilities, which will still require combo points to be present on the specific target you want to damage. To coincide with this, the UI will be updated so that rogues know how many combo points they have active.
    * Ambush will now work with all weapons, but will have a reduced coefficient when not using a dagger. When opening from Stealth, all rogues will be able to choose from burst damage, DoT abilities, or a stun.
    * As we've done recently with some of the Subtlety abilities, we want to make sure more rogue abilities aren't overly penalized by weapon choice. With a few exceptions (like Backstab), you should be able to use a dagger, axe, mace, sword, or fist weapon without being penalized for most attacks.
    * Deadly Throw and Fan of Knives will now use the weapon in the ranged slot. In addition, we hope to allow rogues to apply poisons to their throwing weapons.
    * We are very happy with Tricks of the Trade as a general mechanic and as a way to give rogues more group utility, but we don't want it to account for as much threat transfer as it does now.



New Talents and Talent Changes

In Cataclysm, the overall feel of each of the rogue's talent trees will change, as we would like each tree to have a clearly defined niche and purpose. The talent details below are meant to give you an idea of what we're going for.

    * Assassination will be more about daggers, poisons, and burst damage.
    * Combat will be all about swords, maces, fist weapons, axes, and being engaged toe-to-toe with your enemies. A Combat rogue will be able to survive longer without needing to rely on Stealth and evasion mechanics.
    * The Subtlety tree will primarily be based around utilizing Stealth, openers, finishers, and survivability. It'll be about daggers, too, but less so than Assassination.
    * In general, Subtlety rogues needs to do more damage than they do today, and the other trees need to have more tools.
    * Weapon-specialization talents (for all classes, not just rogues) are going away. We do not want you to have to respec when you get a different weapon. Interesting talents, such as Hack and Slash, will work with all weapons. Boring talents, such as Mace Specialization and Close Quarters Combat, will be going away.
    * The Assassination and Combat talent trees currently have a lot of passive bonuses. We plan to dial back the amount of Critical Strike Rating provided by these trees so that rogues still want it on their gear.



Mastery Passive Talent Tree Bonuses

Assassination

    * Melee damage
    * Melee critical damage
    * Poison damage


Combat

    * Melee damage
    * Melee Haste
    * Harder-hitting combo-point generators


Subtlety

    * Melee damage
    * Armor Penetration
    * Harder-hitting finishers


The initial tier of rogue Mastery bonuses will be very similar between the trees. However, the deeper that a player goes into any tree, the more specialized and beneficial the Masteries will be to the play style for that spec. Assassination will have better poisons than the other two specs. Combat will have very steady and consistent overall damage. Subtlety will have strong finishers.

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.

Mmm, more control.
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Shinra

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Re: Cataclysm Ultra-thread
« Reply #53 on: April 08, 2010, 11:48:24 PM »

I like how they finally did what people have been saying they should have done since wrath beta with the death knight trees.

I know they wanted to make a class where all three trees were both effective dps and effective tanking, but as we saw all through wrath of the lich king, this really does not fucking work.
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Bal

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Re: Cataclysm Ultra-thread
« Reply #54 on: April 09, 2010, 07:16:02 AM »

Fuuuuuck, where's my hunter preview.
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Ziiro

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Re: Cataclysm Ultra-thread
« Reply #55 on: April 09, 2010, 07:34:56 AM »

I'm not sure how I feel about the DK changes. I'm sort of glad they went so far as to make one tree a direct tanking tree, but I really enjoyed blood DPS. My secondary choice, frost, is becoming a dual wield tree - but I'm all about the two handers.
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Bal

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Re: Cataclysm Ultra-thread
« Reply #56 on: April 09, 2010, 07:36:20 AM »

And here's me, preferring blood for tanking and unholy for DPS the entire time.
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Doom

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Re: Cataclysm Ultra-thread
« Reply #57 on: April 09, 2010, 08:40:38 AM »

I don't get the "I liked being a Blood DPS" thing. Blood and Unholy DPS are very thinly veiled copies of one another.

Quote from: Hunter Preview
With the upcoming World of Warcraft: Cataclysm many game elements will be changing, and each class will be receiving a number of tweaks. Here, we will explore the changes that are being made to the gun-wielding, pet-training hunter. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Without further ado, let’s take a look at the new hunter abilities!

New Hunter Abilities

Cobra Shot (level 81): A new shot that deals Nature damage instead of Physical damage. This ability will share a cooldown with Steady Shot. This will give hunters an alternative to Steady Shot on heavily-armored targets, and we will have talent incentives in the Beast Mastery tree to make this a signature shot.

Trap Launcher (level 83): When used, the next trap can be shot to a location within 40 yards. This provides the current Freezing Arrow treatment to all traps and, as a result, we will be removing the current ability Freezing Arrow. 1-minute cooldown. No global cooldown.

Camouflage (level 85): The hunter enters an obscured state that prevents him or her from taking ranged damage. The character would still be subject to melee or area-of-effect attacks, and dealing or taking damage will break the Camouflage effect. The hunter can move and set traps when under Camouflage, and will receive a damage bonus when attacking while under Camouflage (which will then break the effect).

Resource Mechanic Change

Here we come to the meat of the upcoming hunter changes.

    * Hunters will no longer use mana; instead the class will use Focus. Focus generates much like Energy, by building up. It will not be affected by Intellect at all. Haste will improve its generation. Hunters will generate roughly 6 Focus per second, slightly less than rogues' Energy generation rate of around 10 Energy per second. Below, we have listed some examples of how we intend Focus costs to operate:
          o Steady Shot/Cobra Shot: No cost. Generates 9 Focus per shot (or 12 per second instead of 6).
          o Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.
          o Aimed Shot/Multi-Shot: 60 Focus.
          o Concussive Shot/Tranquilizing Shot: 35 Focus.
          o Rapid Fire/Master’s Call/Disengage: 30 Focus.


Changes to Abilities and Mechanics

In addition to the resource change and new abilities listed above, we intend to make adjustments to some of the other abilities and mechanics you already know well. 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’re going for with each spec.

    * A major change coming for the hunter is the removal of ammunition. Guns, bows, and crossbows will now do damage without consuming ammunition at all. There will be no more ammo slot on the hunter’s character display. Any ammunition that a hunter has at the time of the change will become gray sellable items. Existing quivers will be converted into large bags -- though each hunter can only have one and non-hunters will not benefit from this change -- and we will not be making any additional quivers.
    * Pet management will also change. Hunters will now have two types of attainable pets: active pets and stored pets. Hunters will be able to have up to three active pets (perhaps five for Beast Mastery specialized players) and will have the ability to switch among these pets any time they are out of combat, without going to town. They will also be able to have a large number of pets in storage at the stables. In order to swap a pet from active to passive, a hunter will still need to visit their local Stable Master. However, this should afford ample storage for the many Spirit Beasts wandering the lands of Azeroth.


    * Additionally, hunters will now start with a race-appropriate pet at level 1 and will be able to tame a different pet at level 10. We are also changing many pet family abilities to provide important buffs and debuffs. The intention is to allow the hunter to be able to swap pets and fill a position if a certain role is missing from the group. The goal is to have all pets provide a damage increase that is very similar and no greater than any other pet. Some examples of the changes we are making to the pet families are listed below:
          o Wind Serpents: Will provide a debuff that increases the amount of spell damage taken by an enemy (similar to a weaker version of the warlock ability Curse of Elements).
          o Ravagers: Will provide a debuff that will increase an enemy's Physical damage vulnerability (similar to a weaker version of the warrior ability Rampage).
          o Hyenas: Will provide bleed damage (similar to a weaker version of the druid ability Mangle).


    * Stings and other periodic effects will now benefit from haste and critical strike ratings. Hasted damage-over-time abilities do not lose duration, but instead add additional damage ticks.
    * Viper Sting will now restore 9 Focus every 3 seconds.
    * We are reinforcing hunters as a ranged class. To this end, the class will now start with ranged abilities at level 1, and we will be removing some melee abilities, such as Mongoose Bite.



New Talents and Talent Changes

    * Beast Mastery hunters will have a new talent called Careful Aim, which increases the damage of the next Steady Shot or Cobra Shot, but also increases the cast time of these abilities. The intention is to make the combination of spells into a decent damage opener, especially in conjunction with the new ability Camouflage.
    * Beast Mastery hunters will also have talents that make Cobra Shot superior to Steady Shot, such as Longevity reducing the cast time of Cobra Shot to 1.5 seconds.
    * Rapid Recuperation will cause Rapid Fire to give 20/40/60 Focus immediately and will cause Rapid Killing to generate 3 Focus per second.
    * Efficiency will reduce the Focus cost of Chimera Shot, Aimed Shot, and Arcane Shot.
    * Thrill of the Hunt grants Focus when you land a critical strike.
    * Hunter vs. Wild increases the hunter’s Focus generation when his or her pet is snared, stunned, or rooted.



Mastery Passive Talent Tree Bonuses

Beast Mastery

    * Ranged Damage
    * Haste
    * Pet Damage


Pet Damage: Many of the passive benefits to pet damage will no longer be available in the Beast Mastery talent tree. However, these will be provided through the new Mastery mechanic.

Marksmanship

    * Ranged Damage
    * Armor Penetration
    * Double Shot


Double Shot: The hunter will have a chance to launch a free attack off of the global cooldown for 50% damage.

Survival

    * Ranged Damage
    * Ranged Critical Damage
    * Elemental Damage


Elemental Damage: Hunter abilities such as traps, Black Arrow, and Explosive Shot will do elemental damage of the following types: Arcane, Fire, Frost, Nature, and Shadow.

We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind that what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these planned changes as well as others continue to develop in response to feedback and testing.

May be my favorite changes, honestly. Hunter has always secretly been a super high skill ceiling class and it'll be cute to see all of the retardos crash and burn while the cool kids get so many awesome new toys and set-ups.

Also Cobra Shot should've been Raccoon Shot.  :nyoro~n:
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Pacobird

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Re: Cataclysm Ultra-thread
« Reply #58 on: April 09, 2010, 09:50:49 AM »

I am going to go arms and reforge all my stuff to haste/mastery.  hand of justice build #1
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Ziiro

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Re: Cataclysm Ultra-thread
« Reply #59 on: April 09, 2010, 10:38:20 AM »

I enjoyed blood because of the self healing mechanics mostly. Being a free space for healers on certain fights was pretty great.(Mimiron, for example)

Very glad to see the focus mechanic being put on hunters. Mana always seemed off to me.
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