Blizzard Quote: (Source) |
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| Q. What is it that makes them unique compared to all other classes? Ghostcrawler: Demons are a big one. Warlocks are a pet class, but they gain more of their own power from their pets and can make their pets do more than say a hunter or death knight. The way they do damage is different from a mage because a lot of their damage, even for Destruction, comes from damage-over-time spells instead. Warlocks bring some utility that doesn’t strictly increase raid damage, so we feel like it’s fine to keep those abilities unique to the lock -- things like summoning and health stones. But again, we think the real way to keep warlocks from feeling like mages with pets is to do more with the Soul Shard mechanic. Q. Soul Shards is subject that has been a constant amongst warlock players since the launch of the game. While we've made some minor improvements over time, players still find Soul Shards to be an annoyance. Are there any plans in motion to make further improvements to the warlock Soul Shard system? Ghostcrawler: Yes. As we have hinted on occasion, we have a revamp of the entire system in the works. This is a big change, beyond the scope of the 3.2 patch, but we are confident -- CONFIDENT -- that the new system will be something warlocks finally enjoy. (I’m sure I will never, ever regret saying that.) We hope to be able to talk more about it at BlizzCon, but the basic idea is that shards provide a combat boost when needed without becoming a resource that needs to be farmed. Currently too many of the shard abilities are maintenance-like things such as demons and stones. Blowing a stone should be a big deal -- an exciting moment. We want to make shards fun and remove the hassle, but we want to make them a core part of the warlock experience and not a marginalized feature. Q. Most DPS classes can spend three (or less) talent points to decrease their threat by 30%, while warlocks must spend four talent points in two different trees to gain a 10% drop in threat. What are our thoughts on this, and why the discrepancy? Ghostcrawler: There are a couple of situations like this in the warlock tree. The essential problem is we want locks to be able to go down their different trees. When you have something important like threat-reduction or range, it either needs to go very high in the trees where everyone can reach it, or you need to have duplicate talents that essentially accomplish the same thing. The problem with the latter approach is that confusing things can happen when you get both talents -- either they stack (which is too powerful) or they don’t stack (which can be confusing or make talent builds difficult). The way we have tried to solve the latter problem is having some talents affect Fire / Destro and some affect Shadow / Affliction. Of course the problem with that approach is that warlocks use both kinds of damage spells. We recognize that we need to solve this problem, but sliding a lot of talents around is the right way to do it, and also beyond the scope of 3.2. See below for a partial solution for the threat problem though. Q. As a follow-up to the last question, would we consider giving warlocks a better "aggro dump" ability? Currently, their one "aggro dump," Soulshatter, has a long cooldown and costs a reagent. Ghostcrawler: We are going to lower the cooldown of Soulshatter to three minutes. We don’t think the shard cost is a big expense in PvE situations. Threat-dump abilities are tricky to balance. We don’t want these spells to feel rotational -- you aren’t supposed to do say Curse of Agony, Immolate, Soulshatter, Curse of Agony, Immolate, Soulshatter. They are there for emergencies. Q. In PvP, warlocks feel at a disadvantage against melee classes (and hunters), particularly rogues. What are our thoughts in this, and are there any plans to provide warlocks with a little more help in this area? Additionally, players have often suggested allowing Demonic Circle to be usable while stunned, is this something we'd consider? Ghostcrawler: The reason we don’t like making Demonic Circle usable while stunned is that changes the ability from a remote evacuation into a stun-breaker. Our concern is locks would never use it except for the stun removal, which makes the spell a lot less cool. Circle is definitely one of those abilities that requires a lot of finesse. Clever locks can do amazing things with it and beginner locks might not get as much benefit out of it. It’s probably also fair to say that stuns (especially chained ones) have become too important in PvP, especially now that we have toned down the impact of some of the other forms of crowd control. Q. Pet survivability is something that comes up often. Do we see this as a concern, and if so are there any plans to increase warlock pet survivability and/or consider decreasing the warlock's dependency on pets in PvP? Ghostcrawler: It is a concern. We never wanted it to feel like it was stupid to attack the pet -- like they were so unkillable that you just have to endure damage from the pet while you chase down the lock. You have to remember that locks were once really dangerous in PvP (this was back when we added resilience for DoTs) and so everyone was nervous about making their pets too powerful. It’s just incredibly frustrating to be on the other end of that and finally get a pet down only to have to then face the warlock. However times have changed and we think pets are too fragile now. We tried buffing their health a few times, but we think it’s finally time to add resilience to pets and fix it right. Q. Continuing off of the previous question, are we happy with pet scaling currently? One constant request by warlocks in PvP, is to allow scaling for resilience. Would we consider making this change? Ghostcrawler: Yes, pets are never going to scale correctly as long as there are some stats that affect the master but not the pet. If the lock gains crit and haste, the demons don’t benefit as much as if the lock had gained spellpower. This is a problem. We need to make pets just scale with all stats. Technically, this is not a “flip the switch” kind of change. It’s complicated so it’s going to take some time to do right. We’ll get resilience and spell pen done first. Q. Many warlocks often find it difficult to resummon or switch pets, especially when compared to other pet classes. Fel Domination with Master Summoner is nice for those who have the talents, but still somewhat problematic due to the long cooldown of Fel Domination. Ghostcrawler: As you probably know by now, we are dramatically lowering the cooldown on Fel Domination. Q. Talents that increase the range for spells is often a point of concern, particularly for PvE-focused warlocks due to the warlock's mixture of using both Affliction and Destruction abilities. Is it possible that warlocks can be given a merged range talent in a low tier of either tree? Ghostcrawler: This is the same problem I mentioned above. Moving the talent up higher is one solution, but it would have to be very high and whatever talents are there now would have to come down. This then becomes a pretty significant re-architecture of the talent tree. It is something we want to address, but probably isn’t a 3.2 change. Q. Do we have plans to add a little more burst potential to the Affliction tree? Ghostcrawler: Yes, and Haunt is probably the right place to do it. Haunt is one of the few Affliction spells that can’t reach the 200% crit level, so we are going to make that change through Pandemic. Q. The spell Hellfire is one that warlocks rarely use, due to that fact it's channeled, generates a great deal of threat, and has self-damaging properties. What are our thoughts on how this spell currently functions, and what might we consider changing in the future? Ghostcrawler: We’d agree that the “interesting tradeoff” isn’t that interesting, and in fact it’s hard to find niches for so many different AE spells. Long-term this might be the kind of spell that gets cut. Q. A common concern that comes up regarding warlock players is in regards to their minor glyphs. While they understand that these glyphs aren't meant to be game-changing, many of the minor glyphs focus on improving spells that aren't really used at all, such as Eye of Kilrogg. Would we consider looking at the minor glyphs available for warlocks and possibly making some improvements? Ghostcrawler: We can look at the minor glyphs. We are more concerned at the moment with making sure the major glyphs are interesting without being overpowered. Q. Green fire for spells has been something that's often requested by warlocks. Would we consider adding this into the game, possibly in the form of a minor glyph so that we're not forcing it on players who may not desire their fire spells to be green? Ghostcrawler: We wouldn’t do it through a minor glyph. Originally, we were going to make the minor glyphs mostly cosmetic like this, but as we evolved the glyph feature we found that some spells just didn’t make sense to have a major glyph, so these became minors. We definitely understand some (many? all?) warlocks would love to have green fire and we’ll try and find a cool way to deliver on this. At this point, we’d probably rather do it with a flashy new spell rather than just change up an existing one, but we’ll have to see. As with the new druid forms, after waiting so long, we’d want to do it right. Q. Would we consider adding a warlock-specific flying mount? Warlocks have promised to never complain again should such a feature be added. Okay, not really... Ghostcrawler: I think it fits the warlock kit pretty well to have some kind of crazy flying demon. We don’t have any art for such a creature yet, but we’ll keep it in mind. You’d have to go back to Dire Maul to get it. Okay, not really… Q. Are there any plans to allow warlocks to slightly customize or change the appearance of their pets? Ghostcrawler: This is something we are discussing. There are several voidwalker and imp models we could use pretty easily and it might be nice to add more felhounds and succubi. This isn’t a high priority, but something we would like to eventually get around to improving. We are discussing whether this is simply just random variation (like the names) or whether it becomes an even bigger feature. |
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Blizzard Quote: |
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| Does blizzard think that dispel protection is a problem for dot heavy casters? If you do what are you planning to do to fix this? If you don’t why not? I understand that vampiric touch has a penalty for being removed but I just don’t feel like it is strong enough or even compares to it’s much stronger version unstable affliction.
Ghostcrawler: We think the whole dispel protection game needs to be overhauled. Buffs should be valued for their buffs, not for whether or not they can protect other buffs. We need to change this whole system to something more sane. Whether or not you have a dispel, and whether or not your target is vulnerable to it has just become way too important. You are right that the VT penalty is so low as to be silly, and that’s something we would like to boost for 3.2. Alot of players feel as though replenishment should belong solely to shadow priest, we understand that you would like to “bring the player not the class,” but honestly could you say that having a unique class/spec ability is such a bad thing? Ghostcrawler: Yes, it’s a bad thing. It’s good if you’re a shadow priest wanting a raid slot. It’s bad if you’re the druid or warrior who can’t come because the raid leader feels like they must bring the shadow priest in order to raid. We want the challenge to be the encounters, not the logistics of building the group. It takes shadow priest significantly longer to set up our damage than other classes. Would it be in your intentions to add an initial damage component to vampiric touch and make it instant cast to help alleviate some of the wait-time for damage? Ghostcrawler: I think there is something to the set-up-your-damage issue, but at the same time, dots also have a lot of benefits over direct damage spells. We would not want any spell that Shadow priests felt like they could just cast instead of doing their rotation, and if the instant-damage spell was weaker than the rotation, it would likely see only situational use (though maybe that’s a fine niche) Are you planning on implementing a snare/root for shadow priest? Shadow Priest is currently the only caster that has no snare/root abilities. These types of abilities are essential when we are not able to tank damage and wear cloth. Ghostcrawler: We don’t want to give every mechanic to every class if we can help it. Just above you asked if it was a bad thing to have some unique mechanics. Saying no isn’t the same as saying everyone can have some mechanics. We intend for the Shadow CC to be things like Psychic Horror and Silence, and to a much lesser extent, Mind Control. Shadow priest are always triggering our global cooldown but have no way to make it shorter. Are you planning to implement maybe a talent to reduce our global cooldown? Ghostcrawler: We wouldn’t do it through a talent, but we might let haste do it. Remember, the global is there for a reason. Having too many abilities short-circuit it will ultimately have consequences. As you may know shadow priest have a fair amount of mobility issues, are you planning on adding a short immunity to snares after fade is used? ( Improved Fade ofcourse.) Ghostcrawler: No. We would be more likely to nerf snares. We don’t want to have an arms race of snares, then snare immunity, then the snare that can’t be made immune, and so on. Are you planning to add Body and Soul to the shadow tree? Ghostcrawler: No. The fear/blind DR has severely destroyed a lot of synergy shadowpriest and rogues shared, are you planning to revert this change next season? Ghostcrawler: No. The game needs more DR on crowd control, not less. Using your crowd control at the right time is awesome. Chaining different forms of CC together to keep an enemy from ever being able to move is a lot less fun. Dispersion a lot of people feel the abilities strength does not merit it as a 51 point talent, are there any plans to move this to a lower tier in the shadow tree? Will there be any plans to remove the silence effect it applies in the future? Ghostcrawler: We don’t want to remove the silence for the reason we’ve never wanted to remove it—we want Dispersion as an escape mechanism, not an offensive cooldown. We might lower Dispersion’s cooldown though. We want it to do it’s job, not get marginalized in the tree. Was the disarm on Psychic horror intended to occur after the “horror,” or during? Is there any intention of removing the travel time on Psychic Horror, If not will you add an animation? Ghostcrawler: What do you mean by animation? To the projectile or the target? The disarm was intended to occur during the horror. Psychic Scream is a very powerful spell for getting attackers off of you, but there are various ways to counter it. Would it be reasonable to add a penalty for removing this spell early, maybe a 2 second stun or a snare. Ghostcrawler: We do the dot / hot penalties because its a weakness of dots. We’re not crazy about going down the road of making all CC have a kiss / curse element with its removal. Most damage over time spells just tick with no special effect with an exception to a few. In order to help us damage better could we get more “effects” on our damage over time spells such as ticking hard initially and damage slowly wearing off. Ghostcrawler: This might be something we’d consider. I understand the concern. From my understanding there is a cooldown on Devouring Plague to keep us from putting it on multiple targets. Couldn’t you just make Devouring Plague only usable on 1 target at a time and remove the cooldown? Ghostcrawler: Yes. I’m not sure many players would consider that a buff though. Mind Control although this is a fun spell it isn’t very useful in pvp situations because it leaves your character immobile for however long and randomly breaks. Could mind control make the controlled target your pet but movable by using the same mechanic used to place a death and decay? Ghostcrawler: We might do something like that for pets in general. Mind Control however is a really powerful ability. Not only does it prevent the target from doing anything, it also lets you use their abilities against their allies. It’s going to be hard for us to remove too many downsides from the effect. Are you planning on giving spriest a new 51 point talent? Ghostcrawler: No. We want the 51-pointers to be very attractive, but not necessarily the most powerful talent in the tree. A great number, if not a majority, of Shadow priests have Dispersion so it’s hard to argue it isn’t attractive. I understand some players want the 51 to be a big damage spell for damage-dealing specs, but that just isn’t always what we think the tree needs. I’m not saying we are going to take the talent trees to 61 or 71 points soon, but if we did, just think of the expectation. Does the 71 pointer need to blow all of the previous talents out of the water? Do deeper talents need to become more powerful at the same time the character gets more of them? That leads to a lot of power inflation. We think talents probably account for too much of a character’s power already. |
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Client: Pepsi Cola Company
Air Date: June 2009
Title: “Level Up or Die”
Length: :30Production Company: radical.media / Santa Monica / CA
Director: Tarsem Singh
EP: Frank Scherma
EP: Tommy Turtle
Production Supervisor: Susan Loncto Sullivan
Head of Production: Cathy Dunn
Assistant Director: Rick LangeAdvertising Agency: BBDO NY / New York / NY
EVP, Executive Creative Director: Mike Smith
Copywriter, Associate Creative Director: Adam Reeves
AD: Marcel Yunes
VP/EP: Amy Werthheimer
SVP, Account Director: Tara DeVeaux
Associate: Yoonie ParkVisual Effects Production: Zoic Studios
EP: Steve Schofield
CD: Chris Jones
CD/VFX Sup: Leslie Ekker
Producer: Maya Sanchez
Coordinator: Adam Reeb
CG Supervisor: Andy Wilkoff
Animator: Chris Strauss
Animator: Laura Barbera
Rigging: John Riggs
Rigging: Scott Rosekrans
Hair Dynamics: Sal Massimini
Hair Dynamics: Kevin Quattro
Model Clean Up: Kris Kelly
Tracking: Steve McLafferty
Flame: Steve Meyer
Compositor: Chris Irving
Compositor: Jason Zimmerman
Compositor: Zach Zaubi
Rotoscoping: Tyler Nathan
Engineering Support: Dmitri Gueer
Engineering Support: An Dang
Engineering Support: Aaron Llorens
Engineering Support: Saker KlippstenEditorial Company: Rock Paper Scissors / Santa Monica / CA
Editor: Kirk Baxter
Producer: Mike Goble
Assistant Editor: Anton Capaldo-Smith
Path of Cenarius
The card gives you a stack of 100 'Path of Cenarius' uses. When used, bright animated-flowers appear beneath your feet. When you walk or run, you leave a path of flowers behind you in a similar way to how the 'Path of Illidan' works. If you wish to disable it, simply click the buff icon or wait until the 5 mins ends. If you mount, the buff also ends.

El Pollo Grande Blizzard Quote: |
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| Q. What is it that makes them unique compared to all other classes? Ghostcrawler: Their resource system is very unique. It is impossible for death knights to ever run out of resources. Any kind of benefit that makes rune-based abilities cheaper or finish their cooldowns faster are generally useless to a death knight. In fact, the whole rotation risked being very regular and even boring until we came up with a strong role for the Death Runes. The death knight can do excellent melee damage, but also better ranged damage than most melee classes, and all three specs deal a large amount of non-physical damage. Death knights also have a lot of abilities with medium-length cooldowns. This means they can be used multiple times per fight, but aren’t always there exactly when needed. A lot of the skill involved in playing a death knight, whether for PvP, tanking, or doing raid dps, involves using these at the right time. Death knights also hybridize into a lot of different directions. What I mean is that they have surprisingly high area damage for a predominantly melee class. They have a pet. They have interrupts, (reverse) gap-closers, and strong snares. They are very well-rounded, which has been the cause of many of the balance problems we’ve had with them in PvP. Death knights don’t have a dedicated tanking tree. Blood, Frost or Unholy death knight tanks are all viable, and each one can be slightly more useful depending on the boss encounter. And then there is the obvious: they start at high level, showered in blue gear and even a mount. They have some of the best quests in the entire game in their start zone, and their identity is stitched heavily into the story of Northrend and the Lich King specifically. Community Team: One question in particular that relates to one of the earliest designs of the Death Knight class and has been burning on the minds and tongues of every death knight for quite awhile now. Q: How do we feel about the current viability of dual-wielding? Are there plans to improve it or have it fit a specific role for the class? Ghostcrawler: This is a controversial topic because we realize some players just aren’t interested in dual-wielding (or seeing any death knights even do it), while others love the faster strikes that come with it. Our design has always been that dual-wielding should be an option, but that also means that it can’t take over, as it often does for classes in which we provide the option. Part of our goal with the death knight was not to have a tanking or PvP tree, and we feel we’ve been pretty successful with that. However, adding dual-wield to that matrix just gives us an impossible task, because then you need to have the Blood dual-wield tank spec and the Frost two-hander PvP spec and so on. Community Team: The Blood tree has been quite popular lately, but the players have been actively discussing the 51-point talent, Dancing Rune Weapon, lately. Even with the glyph for it, Dancing Rune Weapon only lasts through about one rotation of abilities while the Unholy 51-point talent, Summon Gargoyle, lasts much longer. Q: Do we have plans for any changes or improvements to Dancing Rune Weapon? Ghostcrawler: We tried to make Dancing Rune Weapon and Gargoyle unique, but I think it has ended up causing more problems than anything. I think it’s likely you’ll just see both abilities as flat runic power costs that summon a creature for a flat period of time. This will let us balance the numbers appropriately. Community Team: Due to their effectiveness while tanking, death knights saw a rapid popularity growth as tanks which caused the reduction of the armor bonus of Frost Presence in patch 3.1.3. Some players are afraid this will push them out of being an option as a main tank as they felt they were when originally implemented. Q: What are our current thoughts on the status of death knight tanks and do we have plans for further changes? Ghostcrawler: Almost all of the top raiding guilds considered the death knight to be overpowered as a tank and the only real option for many of the Ulduar hard modes. While the community isn’t always right about everything, they are right a lot, and in this case we think the evidence is overwhelming. We wanted to make the cooldowns the unique part of death knight tanking, and we haven’t given up on that design, but it has also turned out that having lots of powerful cooldowns is just an extremely potent way to tank. Many of the Naxx and Ulduar bosses were dangerous from predictable blasts of damage on cooldowns longer than the death knight ones. Plus the cooldowns could be used to survive just a bit longer. When the other tanks could survive two hits, the death knight could survive three. It’s entirely possible you’ll see Icebound Fortitude on a two-minute timer in the 3.2 patch. I want to reiterate though that our vision hasn’t changed—we still want death knights to be able to tank every encounter. Rather than posting in the forums that you are now doomed and will have to reroll, help us get the death knights in a place where they are an attractive option but not the clear best option on most fights. Community Team: There have been some complaints among the death knight community about stats on armor pieces, especially set pieces, not benefiting the talent spec that they want to play as much as another talent spec. Q: Are we satisfied with stats such as Armor Penetration, Haste, and Hit having very different values depending on which talent spec a death knight is using? Ghostcrawler: No. We don’t want to create multiple types of death knight armor, other than tanking and damage dealing. We already support like 19 different types of tier pieces because for example all of the mail users want slightly different stats. It is a problem that, say, Blood wants armor penetration and Unholy does not. But our answer to that problem is going to be to make all specs regard the stats more similarly, not to provide lots of different armor choices. It’s already hard enough to get a boss to drop what you want. Community Team: With the recent implementation of the dual-spec feature, players have greatly enjoyed the flexibility of having two specs to switch between depending on what they are currently playing. But this feature has also lead to number of extra requests from players to make things easier for them when transitioning. Q: Would it be possible to save runeforge enchants to primary and secondary talent specializations or add rune forges to more convenience places than Acherus? Ghostcrawler: Considering the huge benefits that the runeforge enchants already offer the death knight, it’s hard to argue that they need to be even more convenient. A paladin who swaps from a Retribution build to a Protection build can’t even use the same weapon, let alone have an enchant change out as well. We don’t save gems and enchants as part of the dual-spec feature. The expectation generally is that you have multiple sets of gear. Community Team: Anticipation is considered a more attractive talent than Frigid Dreadplate because dodge can trigger Rune Strike. Players feel this is a little confusing because Frigid Dreadplate is way more down in the talent tree. Q: Are there plans to change or improve the Frigid Deadplate talent? Ghostcrawler: We don’t necessarily consider the deepest talents in a tree to be the best ones. Generally when we push talents deep, it’s because they are of limited interest to other specs or else so powerful that we want to keep them away from other specs. Frigid Dreadplate is a great tanking talent since it adds avoidance. I can’t imagine a death knight tank actually skipping out on Anticipation, so it doesn’t bother us that the Anticipation talent is considered better. That said, we think avoidance is likely too high on all tanking classes, so we aren’t likely to buff Frigid Dreadplate. Community Team: Death Knights think that only a few players choose Will of the Necropolis because of the proc condition, internal cooldown, and so forth. Q: Is there any plan to improve Will of the Necropolis? Ghostcrawler: There was a brief window where this talent was totally overpowered because it just added so much opportunity for a death knight getting beat on to survive. It’s possible we over-nerfed it, but you have to be careful with talents like this. As soon as it slides from “only a few choose to take it” to “most choose to take it” then there’s another talent that is being skipped over. Community Team: This brings us into some PvP-focused topics. One particular spell that was brought up a lot is Mind Freeze and the ‘delays’ in it taking effect on the target which often causes the interrupt to appear on a combat log but not actually stop the spell. Q: Is this a bug or something in particular we are investigating? Ghostcrawler: It is an ongoing research item. We have never been able to duplicate the situation that the players describe, that sometimes it has a delay that other interrupts do not. It is set up similarly to other abilities. However in a game as complex as World of Warcraft, we have learned not to dismiss the possible weird situations that a particular ability can get into. You have to take the combat log with a slight grain of salt—this is a client-server game, and sometimes the two can disagree on when an event occurred. The server thinks the spell went off, while the client thinks you got the interrupt off in time. The server usually wins. Community Team: A good number of non-death knight players are concerned regarding the healing capability of death knights, especially in the PvP setting, where they can often survive for extended periods of time with no healer and still do lots of damage. Q: Do we have plans to change any of the death knight’s self-healing abilities? Ghostcrawler: The healing is one of the core mechanics of the class, and one of the things that helps them feel distinct from warriors. It’s the reason there is a Blood tree and Blood Runes. We have no immediate plans to change anything here. If death knights continue to be good at PvP even after some of the defensive nerfs, we’d likely look at say Chains of Ice, the interrupts or the amount of non-physical damage they can do. Community Team: To finish off this Q&A, let’s blast through the last set of questions: Q: Would you consider adding a Mortal Strike-like ability to death knights in the future? Ghostcrawler: There are two answers to this question. The first is do we think the death knight needs any additional tool for PvP? The answer to that is definitely not. Death knights have been really well represented, if not overpowered, in PvP. The second part of the question is more philosophical though, which is whether or not Mortal Strike is mandatory in PvP. You can currently argue it isn’t because there are teams that feature Retribution paladins or Unholy death knights (or both) that do just fine. However, it is an issue that rises up every few months or so: whether every damage class needs some option of bringing the “mortal” debuff, or at what point we just make it a passive aura upon stepping into PvP. Q: Will Chains of Ice ever be subject to diminishing returns? Ghostcrawler: If we need it. It’s not in the plan. Snares don’t currently have diminishing returns, and Chains is limited based on the availability of Frost Runes. It is a possible concern that between Chains of Ice, Death Grip, and the ghoul stun that a death knight can lock someone down for a long time. Q: Will ghouls ever get their voices back? Ghostcrawler: We have a long-term plan to add the ghoul voices back. We pulled them because they were using the vendor voices, which sounded weird when your ghoul would ask you to buy or trade. We just need to get some audio made without the vendor text. It’s in the plan, but not super high priority. |
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Current Features...
No dependencies·
No third party code, libraries or add-ons·
100% Original stand-alone code·
Greatly reduced screen clutter·
Integrated unit casting bars w/ latency·
Advanced targeting info... Pet Target, ToT, ToTT·
Detailed HUD including player casts, harmful auras, cooldowns and more·
Integrated in-HUD threat meter (see notes)·
Integrated in-HUD health race bar (see notes)·
Advanced player casting bar with latency and GCD·
Click-casting compatible unit, party and raid frames·
Click-to-feed hunter pet happiness indicator on unit frames·
Integrated battlefield highlighting of raid group numbers, hits and heals·
Integrated player talent build/spec browsing in unit frames·
Integrated cooldown counters, OOM and OOR indicators·
Integrated range to target calculation·
Integrated (de)buff displays for all units·
Integrated (de)buff countdowns·
Integrated mouse wheel minimap zoom-in and zoom-out·
Integrated mouse wheel scrolling of chat and combat log·
Integrated world coordinates and in-game clock·
Integrated user interface reload "/nui rl"·
Integrated support for Recount (damage meters)·
Integrated support for Titan Panel and FuBar·
Integrated support for Omen3 and KLH Threat meters·
Integrated support for Clique·
Automatic faction watching·
Automatic management of MiniMap buttons.
Expanded battlefield map·
Adaptive buff/debuff display based on target reaction
You can download this mod from WoWUI now.
Blizzard Quote: (Source) |
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| Q: What is it that makes them unique when compared to other classes? A: All of the mage specs, though less-so Arcane, focus on a single spell such as Fireball. At first glance, and especially to non-mages, this might make the class appear overly simple to play, but really you can have a lot going on. There are chance-on-hit abilities (procs) such as Hot Streak and Firestarter to contend with. Mages have some great tools, like Presence of Mind and Arcane Power, to really kick up their damage on demand. Frost PvP in particular requires a lot of finesse to get the Water Elemental’s Frost Nova at the right time for a Shatter combo. Mages are fragile though (just ask a healer), so they have to make sure they’re staying alive as well and using the tools they have to do so. Even though most of their damage comes from one spell, mages have a lot going on. The damage per second (DPS) difference between a skilled and less-skilled mage with the same gear can be pronounced. Mages still are a glass cannon when compared to priests and warlocks. While all have their armor spells, the mages also have escape mechanisms from Polymorph to Frost Nova to Iceblock to Blink. Mages should never feel “tanky” in a PvP environment. The biggest risk for homogenization occurs with the mage and the warlock, but in this case we think the mage is in a good place and it’s the warlock that we want to move slightly farther away. We’ll talk more about the locks soon, but we need to focus them even more on mechanics like shards and demons. Mages also retain some unique tools, such as the town portals and the (ahem) food and beverage service. Their crowd control is still among the most powerful, if not the most powerful, in the game. Community Team: A lot of initial questions and concerns we received from mages around the world were concerning itemization. Q: In particular, a lot of the newer PvE and PvP mage or caster items seem to favor Fire spec and, to a lesser extent, Arcane. Do you feel as though mages are being forced to focus too much on critical strike rating (crit) over stacking more haste, spell power, and intellect, stats that are much more beneficial to the Frost mage? A: It isn’t in our best interest as designers to have Frost want very different stats than Fire. In a world where we already must add so many new items to the game with every new raid tier / Arena season, we just don’t want to dabble too much with “this piece is attractive to the Fire mage, but not the Frost mage.” We think the value of different stats has just crept too far apart for different specs of the same class. It’s just never going to feel right when one stat is worth double or more of the value of another stat. We’re making a big pass at all of the talent trees and item stats to try and get this a little closer for everyone. Ideally you might be comparing two pieces of cloth and have to decide whether the haste or crit is more valuable to you, and not just write off everything without crit as junk. So to answer the question succinctly, yes mages are being asked to focus too much on some stats. We also understand there are some items in Naxxramas that are superior to items in Ulduar. This isn’t ideal, but is partially fallout from our decision to not have the final boss of Ulduar drop better loot than the rest of the instance, which is a design change from the previous tier. We are looking at the items on a case by case basis as the feedback comes up. While it isn’t our goal to ensure that every drop is automatically an upgrade, it also isn’t our goal that you try and get your group to keep going back to the old content because it provides more upgrades for you. Community Team: There are some funky cloth legging designs out there that are difficult to truly appreciate unless one wears a tunic. Q: Even so, will mages get robes, or at least the option of choosing robes, over tunics going forward? A: To be totally honest, this is not a huge priority for us at this time. We embrace some level of player visual customization in World of Warcraft, but it’s just not in the design vision to give players as many controls over how their character looks as some players would probably desire. One of the distinctive visual qualities of cloth is that it often looks like long, flowing robes, which is pretty consistent with the iconic fantasy wizard. No doubt some players would prefer to change the look of their weapon or weapon enchant if they could without having a game play effect, so this is just a slippery slope for us. We will keep the feedback in mind though. Community Team: The next few questions concern the number-one issue raised by mages on the forums as of late: mana efficiency. Mana Gem and Evocation are commonly referred to as outdated mechanics. Many players feel the Mana Gem does not restore enough mana and should not be placed on the same cooldown with a warlock’s Healthstone, while Evocation has too lengthy a cooldown and is typically not a reliable means of acquiring mana during boss fights. Q: How do you view these mechanics, and are there any intentions of updating mana recovery capabilities for mages in the future? A: Our general philosophy, in a very broad sense, is that healers risk running out of mana if they aren’t careful or are in over their heads, but that damage-dealing specs generally have enough mana to do their jobs. That doesn’t mean that you never need to burn a gem or use Evocation, but it does mean that if you are being reasonable about what you’re doing that you should have enough mana except perhaps on very long or unusual fights. What we are more likely to do is just lower the mana costs of the main nukes: Arcane Blast, Fireball, Frostbolt, and Frostfire Bolt. Community Team: Compared to many other damage-dealing counterparts, mages feel their AoE damage is less reliable and way too costly. Q: Do the developers feel that the cost to mages of doing AoE damage is appropriate? A: It’s close. We don’t want say the Blizzard spell to ever look really attractive to use against a pair of creatures or a single target. It’s taxing on your mana bar to do many Blizzards, but it doesn’t feel inappropriate for the amount of damage you’re doing during that time. The efficiency is still good in cases with a large number of targets, which is the whole point. Now some of the other mage spells could definitely use some improvements to make them as competitive as Blizzard (the spell) in terms of usability, damage or efficiency. Clearly it’s in our best interest to make sure a spell with the name “Blizzard” kicks some major posterior. Community Team: Spell Steal is a very costly spell, especially considering it can be resisted, an unnecessary buff can be stolen unintentionally or the stolen buff can be dispelled. Q: Are there any plans to reevaluate the mana cost and functionality of this spell? A: We think the core of the problem is that a spell that was designed to let you steal cool buffs from an enemy has sort of fallen into the niche of a general dispel. Rather than make it cheaper, we’d be more likely to let it actually only steal spells that would benefit the mage. This would be a buff in some cases and a nerf in others though, so it’s not a quick and dirty change. We have considered a glyph to let Spell Steal take two buffs at a time. Community Team: Now let’s jump to some questions about specific talent specs. Firstly, the Arcane tree is widely considered too bloated. It seems that, over time, the talent trees of all classes have really evolved to provide plenty of different options with fewer five-point talents to allow for greater customization. There are several flavorful talents in the Arcane tree (i.e. Student of the Mind, Magic Absorption, Magic Attunement, Incanter’s Absorption, etc.), but many players feel that they cannot afford to spend points in such places since many of the most necessary damage-dealing talents require five points. Q: How do you feel about revitalizing the Arcane tree to thin out some of these five-point talents? A: Arcane is a little bloated. If you take all of the damage and mana talents there aren’t many left to spend on the more fun or cool talents. We recognize that it’s hard, for instance, to have a single Arcane build that can work in both PvE and PvP. To be clear though this is a problem with several of the talent trees and not a problem with Arcane alone. If you look at say the warrior Protection tree or the paladin Retribution tree, those provide a model for where we’d like to take talent trees in the future – fewer talents overall and plenty of points to spend on fun play-style choices that really do feel optional rather than talents you need to make your spec function. Also note that fixing some mage mana issues might make some of the mana talents feel less mandatory. Community Team: To expand upon the last question, Torment of the Weak is used in several of the most popular mage talent specs for both PvE and PvP, however, the Arcane talents prior to this one are of very little use to Frost mages – and Fire mages to a lesser degree -- in PvE. Q: Are you concerned at all that Torment of the Weak is considered to be so important to mages, regardless of specialization, that a minimum of eighteen talent points must be spent in the Arcane tree to reap its full benefit? A: We don’t think it’s must-have for Frostfire builds and it doesn’t strike us as weird that Frost or Fire would subspec into Arcane, since that is generally going to offer them more than say a Frost mage who subspecs into Fire. Q:Are there plans on the horizon to improve Fire mage representation in PvP? A: Yes. It is more important to us though to fix classes that have no viable specs than it is to bring options to classes that already have a reasonable Arena presence. We are more focused on improving hunter and warlock representation than making sure Fire has a PvP role. It’s still something we would like to do, but in a game of this size there are a lot of things we’d like to do. Dragon’s Breath is one spell we think we can improve for PvP. With a lower cool down it could be more like Scatter Shot. It’s not necessarily that Fire is terrible at PvP, just that Frost has a lot more tools. Q: Is threat generation from Fire mages a concern at all given their burst damage is controlled mostly by proc talents and critical chance? A: Threat-generation is a concern. One way we’d like to fix this is through Invisibility. We’ve always been a little cautious with making sure the spell wasn’t too powerful, but we think we have plenty of room to improve it. In PvE for example, it’s really hit and miss whether you’ll take damage that will prevent the threat wipe. Do remember that Mirror Image is quite useful as a threat-reduction spell. Your threat is divided among the images while it’s active. Sometimes it makes sense to blow the spell right at the start of a fight, and other times when you get a spell buff or are otherwise able to go into really high damage mode for a few seconds. Q: Do the developers still consider it an objective to improve Frost damage for PvE? A: Yes. The challenge as always is to make sure we don’t over buff Frost in PvP just to make it viable in PvE. While it would be ideal for all specs to be viable in PvP and PvE, having different PvP and PvE specs at least keeps those specs alive rather than having one tree which is good at everything. We’d like to buff Frost through Ice Lance. Currently another Frostbolt is always better than an Ice Lance in PvE. We experimented with improving this through the glyph of Ice Lance, but it turns out the glyph would have to improve Ice Lance’s damage by x6 or something ridiculous like that. Community Team: Finally, this wouldn’t be a mage Q&A without a question about Blink. It has been discussed in the past that it’s the terrain that can cause the spell to fail and not necessarily an issue with the spell itself. Q: While mages do recognize this issue, has there been any discussion about reworking Blink so it’s more intuitive and could recognize a mage failing to teleport any distance forward, wasting only a global cooldown rather than the mana and spell cooldown? A: Blink is a movement spell, and anything related to movement can be a little dicey on a client-server game like World of Warcraft. That’s not an excuse for it bugging out, but an explanation for why you can get into situations where it doesn’t seem to work. In the 3.1 patch we made some technical improvements to the spell working on slopes. It used to fail a lot in the portal area of Dalaran for example, but that has been much improved. One of the places where it still seems to struggle the most is entering or exiting the tunnels in Warsong Gulch, which ironically is one of the places where it’s also the most useful. Anywhere there is a change in terrain, such as entering a building, could be problematic. We are working on this issue. If you run into a problem with Blink, the most helpful thing you can do when making a Bug Report is to specify where exactly you had the spell fail. That will let our engineers zero in on solutions. |
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| * Isle of Conquest, the new 40 vs. 40-player siege-style Battleground is now available for testing. o Two level brackets are available: 71-79 and 80. o Defend the walls of your keep and protect your general by killing enemy players and destroying their siege vehicles. o Capture the Docks, Airship Hangar, or Siege Workshop for access to destructive siege vehicles or strategic attacks on your enemy's base. o Capture the Oil Derrick or Cobalt Mine for their resources to garner reinforcements and a steady flow of bonus honor. o To claim victory, bust through the enemy's keep walls (or find other ways to get inside) and kill their general, or obliterate your opponents until their reinforcements are depleted. * The Argent Tournament Expands o All new Argent Crusader daily quests and rewards have been added for players with the Crusader title. Rewards include a new Argent Crusader banner and tabard (which can port players to the tournament grounds), a mounted squire (can periodically run bank, mail or vendor errands for the player), a paladin-exclusive Argent Crusader Charger mount, and new heirloom items. o All new Silver Covenant and Sunreaver daily quests and rewards have been added for players exalted with these factions. Rewards include tabards, new ground and flying mounts, and a new pet. o Just when you thought you had seen the last of the Black Knight, he makes his astonishing return to the tournament. Wait, didn’t you kill him? * New druid art for cat and bear forms has been added. There are now five unique color schemes for each form and faction. Changing hair color (night elves) or skin tone (tauren) via the barbershop will change the look of one's cat and bear forms. * Portals from Orgrimmar and Stormwind have been added leading players to the Stair of Destiny at the Dark Portal. Once there, players can access a flight path directly from the Stair of Destiny to Shattrath. * A new zeppelin docking ramp has been added to Thunder Bluff allowing Horde players easier transport to and from Orgrimmar. * The local Postal Service has grown tired of walking so far each day to collect mail and has decided to install a large number of new mailboxes to Stormwind, Undercity, Darnassus and Orgrimmar. * Northrend Children's Week has arrived in Dalaran! Players can find out more by visiting the Eventide District. * Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process. PvP * Arenas o The newest season of Arena gear can only be purchased if you meet the requirements with your 3 or 5-player team rating. Rating requirements from 2-player teams can still be used to purchase the previous season of gear. o Dalaran Sewers + The entire Arena has increased in size by 25%. + Mounts can now be used in this Arena. + The position and collision of the crates on the central platform has been modified. o Ruins of Lordaeron + Alcoves have been removed from the starting chambers. + Two line-of-sight tombstones have been added to the slime pool on the southern side of the map. + The collision around the central tomb has been smoothed out to prevent players from becoming stuck on the terrain as often. * Battlegrounds o Battleground experience has arrived! + Players will now be awarded experience for completing objectives and actions that yield honor in Battlegrounds (honorable kills not included). + Players who do not wish to gain experience through PvP can visit Behsten in Stormwind or Slahtz in Orgrimmar - both located near the Battlemasters in either city - and turn off all experience accumulation for the cost of 10 gold. + Disabling experience gains will prevent a player from gaining experience through any means available in the game. + Players with experience gains turned off who compete in Battlegrounds will face off only against other players with experience gains turned off. + Behsten and Slahtz can reinstate experience gains for players, for a 10 gold fee of course. Any experience that would've been accumulated if experience gains were enabled cannot be recovered. o Battlemasters in major cities affiliated with specific Battlegrounds have been replaced with a Battlemaster for each faction that will allow players to queue for any Battleground. Battlemasters for specific Battlegrounds will still be seen around the cities during corresponding Battleground holiday weekends. o When standing at a capture point that you control, you will gain a buff called Honorable Defender. This buff grants +50% honor gained from kills. This currently affects Arathi Basin, Eye of the Storm and Isle of Conquest. o Arathi Basin + The time it requires to capture a base has been reduced to 8 seconds, down from 10 seconds. + The game now ends when one team reaches 1600 victory points, down from 2000. o Eye of the Storm + The time it requires to capture the center flag has been reduced to 8 seconds, down from 10 seconds + The game now ends when one team reaches 1600 victory points, down from 2000. o Strand of the Ancients + The faction starting on attack/defense will now be randomized at the start of each match. o Warsong Gulch + There is a now a 20-minute timer on this Battleground. After that time, the team with the most flag captures wins. If this would result in a tie, the team that captured the first flag wins. If neither side has captured a flag, then the game ends in a tie. Races: General * Axe Specialization (Orc): The weapon bonus from this effect now applies to fist weapons in addition to axes. * Tauren now have the option of changing skin tone by visiting the barber shop. Items: General * Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength. * On-Use Block Value Items: All items and set bonuses that trigger temporary increases to block value have been modified. Instead of increasing their block value amount by 100% like other items, they have all had their effect durations doubled. This applies to Glyph of Deflection, Gnomeregan Autoblocker, Coren's Lucky Coin, Lavanthor's Talisman, Libram of Obstruction, Tome of the Lightbringer, Libram of the Sacred Shield, the tier-8 paladin Shield of Righteousness bonus, the tier-5 paladin Holy Shield bonus, and the tier-5 warrior Shield Block bonus. * Emblem System Changes o Both the 10 and 25 player instances of the Crusaders' Coliseum drop a new Emblem of Triumph. o Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism. o The Heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Triumph. o The existing achievements to collect 1, 25, 50, etc. Emblems of Heroism, Valor, and Conquest have been converted to Feats of Strength since Heroism and Valor Emblems are no longer attainable. o New achievements have been added to collect various amounts of any combination of emblems. * Mounts o The cast time for summoning any ground mount is now 1.5 seconds, down from 3 seconds. o Apprentice Riding (Skill 75): Can now be learned at level 20 for 4 gold. Mail will be sent to players who reach level 20 directing them to the riding trainer. o Journeyman Riding (Skill 150): Can now be learned at level 40 for 50 gold. Mail will be sent to players who reach level 40 directing them back to the riding trainer. o Expert Riding (Skill 225): Can now be learned at level 60 for 600 gold from trainers in Honor Hold or Thrallmar. Faction discounts now apply (Honor Hold for Alliance; Thrallmar for Horde). Flight speed at this skill level has been increased to 150% of run speed, up from 60%. o Artisan Riding (Skill 300): Faction discounts now apply (Honor Hold or Valiance Expedition for Alliance; Thrallmar or Warsong Offensive for Horde). o In order to further equalize the number of purchasable mounts available to each race, a new 60% speed ground mount has been added for night elves, and a new 100% speed ground mount has been added for the undead. o Flying over Dalaran and Wintergrasp is now possible so long as players keep a healthy distance above the ground. * Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%. * Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed. Classes: General * All pets now receive 40% of their master's resilience and 100% of their master's spell penetration. In addition, if a player is at their appropriate spell hit chance or hit chance maximum, their pet will be at the maximum for spell hit chance, hit chance, and expertise. If they are below the maximum, their pet will be proportionately below those maximums. * Replenishment: This buff now grants 1% of the target's maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech). * Silence, Strangulate, Silencing Shot, and Arcane Torrent: These abilities will also apply a 3-second interrupt effect against non-player controlled targets, making them more versatile against creatures immune to silencing effects. Death Knights * Due to significant talent changes, all death knight talents will be reset for players. * Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease. * Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving. * Frost Presence: 10% bonus health reduced to 6% bonus stamina. * Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%. * Icebound Fortitude: Cooldown increased to 2 minutes. * Talents o Blood + Dancing Rune Weapon: This ability now has a fixed duration of 12 seconds (which can still be modified by its glyph) and a fixed cost of 60 runic power. + Veteran of the Third War: Stamina bonus reduced to 1/2/3%. o Frost + Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 5/10/15%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates. + Lichborne: Duration reduced to 10 seconds, and cooldown reduced to 2 minutes. + Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike. + Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes. o Unholy + Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the death knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent. + Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the death knight deals by 1/2/3/4/5% for 12 seconds. + Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%. + Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power. + Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds. Druids * Flight Form: Can now be learned at level 60. Flight speed increased to 150%. * Innervate: Duration reduced to 10 seconds, and cooldown reduced to 3 minutes. This means each use of Innervate will give half as much mana as before, but it will be available twice as often. * Lifebloom: The final heal that occurs when this spell blooms has been reduced by 20% on the base and on the spell power coefficient. * Mangle: Ranks 4 and 5 base points reduced by about 11%. Scaling from attack power unchanged. * Rake: Ranks 6 and 7 base points on initial and periodic damage reduced by about 7%. Scaling from attack power unchanged. * Rip: Ranks 8 and 9 base points and points per combo point reduced by about 6%. Scaling from attack power unchanged. * Savage Defense: The animation for gaining this buff will no longer make the bear stand upright * Shred: Ranks 8 and 9 base points reduced by about 10%. Scaling from attack power unchanged. * Swipe (Cat): Percent of weapon damage done reduced from 260% to 250%. * Travel Form: Can now be learned at level 16. * Talents o Balance + Balance of Power: Now reduces all spell damage taken by 3/6%, rather than reducing the chance to be hit by spells by 2/4%. + Eclipse: The Starfire and Wrath buffs from this talent are now on separate 30-second cooldowns. In addition, it is not possible to have both buffs active simultaneously. + Owlkin Frenzy: Now also restores 2% base mana every 2 seconds for the duration (10 seconds) in addition to its current effects. o Restoration + Empowered Touch: Now also increases the amount of bonus healing effects for Nourish by 10/20%. + Improved Barkskin: No longer provides dispel resistance to all effects on the druid, but now reduces the chance your Barkskin is dispelled by an additional 35/70%. Hunters * Aspect of the Cheetah: Can now be learned at level 16. * Deterrence now has a new visual spell effect. * The time that traps will exist in the world after being put down has been reduced to 30 seconds, down from 1 minute. * Traps now have separate 30-second cooldown categories: Fire (Immolation Trap, Explosive Trap and Black Arrow), Frost (Freezing Trap, Frost Trap) and Nature (Snake Trap). A hunter can have one trap of each category placed at one time. * Talents o Beast Mastery + Catlike Reflexes now also reduces the cooldown of your Kill Command ability by 10/20/30 seconds. o Survival + Entrapment: This talent no longer works with Immolation Trap or Explosive Trap. + Lock and Load: Now has a 22-second cooldown. The Lock and Load effect cannot be obtained on targets immune to snare effects when Frost Trap is used. o Pets + Roar of Sacrifice: Redesigned. This ability can now be used on any friendly target to make that target immune to critical strikes, but the hunter pet takes 20% of all damage taken by that friendly target. Cooldown increased to 2 minutes. Mages * Arcane Blast: Mana cost reduced by 12%. * Invisibility: Can no longer be interrupted by a hostile action or damage done during the 3-second fade time, however an invisible mage can still be stunned or silenced. * Talents o Fire + Empowered Fire: In addition to its existing effects, this talent now also grants a 33/67/100% chance to regain 1% of base mana each time the Ignite talent deals damage. Paladins * Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings. * Charger: Can now be learned at level 40. * Exorcism: Now has a 1.5 second cast time, but can once again be used on players. * Hand of Reckoning: Redesigned. Now does damage only when the target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied. * Judgement of Light: Now heals for 2% of the attacker's maximum health instead of a variable amount based on the spell power and attack power of the judging paladin. * Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target's armor. * Righteous Fury: No longer has a duration or mana cost, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization. * Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal-over-time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds. * Seal of Blood: This ability has been removed. * Seal of the Martyr: This ability has been removed. * Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage. * Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%. * Warhorse: Can now be learned at level 20. * Talents o Holy + Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed. + Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%. + Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%. o Protection + Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum. o Retribution + Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant. + Crusader Strike: Damage reduced to 75% weapon damage to match the new 4-second cooldown. + Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage. + Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout. Priests * Prayer of Healing: The percentage of spell power this spell gains in healing (per target) has been reduced from 80.7% to 52.6%. * Talents o Discipline + Penance: Cooldown increased to 12 seconds, up from 10 seconds. o Holy + Inspiration: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor. Rogues * After much quiet contemplation, rogues now possess the ability to learn how to use one-handed axes. * Talents o Combat + Sword Specialization: This talent is now called Hack and Slash and applies to axes as well as swords. o Subtlety + Shadow Dance: Cooldown reduced to 1 minute. Now lasts 6 seconds, down from 10 seconds. Shaman * A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems. * All Shocks now have a default range of 25 yards, up from 20 yards. * Base health increased by approximately 7% to correct for shamans having lower health than other classes. * Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%. * Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed. * Talents o Enhancement + Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman's attack power, down from 30%. o Restoration + Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor. + Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins. + Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura. + Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman's Healing Wave by 8/16/25%. + Mana Tide Totem: Totem health now equal to 10% of the shaman's health. + Nature's Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30-second internal cooldown and increases the shaman's maximum health by 3/6/9/12/15% for 10 seconds. + Nature's Swiftness: Cooldown is now 2 minutes, down from 3 minutes. + Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave. + Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent. Warlocks * Banish: Effect will now be cancelled if Banish is recast on a banished target. * Dreadsteed: Can now be learned at level 40. * Felsteed: Can now be learned at level 20. * Soulshatter cooldown reduced to 3 minutes, down from 5 minutes * Talents o Affliction + Pandemic: Now also increases the critical damage bonus of Haunt by 100%. o Demonology + Fel Domination cooldown reduced to 3 minutes, down from 15 minutes. o Destruction + Empowered Imp: The warlock's critical hit chance is increased to 100%, up from 20% for the next spell cast after the Imp critically hits a target. + Fire and Brimstone: Reduced to 2/4/6/8/10% increased damage from Incinerate and Chaos Bolt on targets afflicted with Immolate, down from 3/6/9/12/15%. Warriors * Talents o Fury + Armored to the Teeth: This talent now provides 1/2/3 attack power per 108 armor, up from per 180 armor. User Interface * Character name auto-completion for the chat frame, pop-ups, and mail interface can be enabled through an interface option in the Development settings. * Character names can now be colorized according to class in the chat frame through an interface option in the Development settings. * Casting bars under a target's portrait will now indicate whether or not the cast can be interrupted. * Druids will now be able to see their mana bars when shape-shifted. * Item Comparisons: Holding the shift key while hovering over an item will now display the stat differences with the item currently equipped in the relevant slot. * Macros and scripts will no longer be able to target totems by name. * Quest creatures and objects will now show on the player's world map. * The quest log is now double-paned for more easily viewing quest information. * Vendor prices will now be listed on items whether or not players are at a vendor. * For additional notes on Lua and XML changes please visit the UI & Macros forum: http://forums.worldofwarcraft.com/board.html?sid=1&forumId=11114 Quests * The ravasaur trainer Mor'vek has returned to Un'Goro and will offer to help Horde players raise and train a Venomhide Ravasaur as a mount... if they can survive the creature's deadly poison. Achievements * A Brew-FAST Mount: A new Feat of Strength achievement for acquiring any epic Brewfest mount. * Have Keg, Will Travel: Now requires either a Brewfest mount or using Brewfest Hops to transform yours into one. Professions * Alchemy o All stackable potions now stack to 20. o Added a new pattern for Flask of the North, usable by players with a high alchemy skill. The recipe is purchased from Northrend trainers. Flask of the North increases your spell power, attack power or strength for 1 hour and is usable in Arenas. It is not consumed when used. o Endless Healing Potion and Endless Mana Potion no longer usable in Arenas. Amount of health and mana has been increased, and the cooldown reduced. o Five new epic gem transmute recipes are available from the Northrend trainer. The recipe for transmuting a Cardinal Ruby can be learned from a quest, given by Linzy Blackbolt in Dalaran. o The Mixology benefits from Northrend elixirs and flasks have been increased. o Rage potions can now be used by druids. * Cooking o Blackened Dragonfin Recipe: Now only requires 1 Dragonfin Angelfish. o Chef's Hat is now superior-quality and allows the chef to cook faster. o Increased the drop rate for recipes from the Outland Daily Cooking quests. o Increased the chance to get a bonus Dalaran Cooking Token from the Spice Bag. o The recipe for Captain Rumsey's Lager can now be randomly found in the quest reward Crate, Barrel, or Spice Bag from the cooking dailies. * Enchanting o Values on Northrend ring enchants increased. * Engineering o Added a schematic for a Goblin Welding Beam that can heal friendly mechanical units. o Alarm-o-Bot functionality changed. Materials required reduced. o Box of Bombs no longer requires an anvil. o Doubled the duration on Nitro Boosts. o Increased benefits from Hyperspeed Accelerators, Hand-Mounted Pyro Rocket and Reticulated Armor Webbing glove modifications. o Increased the passive bonus provided by Springy Arachnoweave, Flexweave Underlay and Nitro Boosts. o Increased siege damage caused by Saronite Bombs and the Global Thermal Sapper Charge. o The Ultrasafe Bullet Machine and Saronite Arrow Maker schematics have been simplified to create a full stack of the appropriate ammunition. No longer requires an anvil. Reduced the materials required to make this ammunition. o Mote Extractor now has innate tracking for gas clouds while it is in your inventory. Tracking of gas clouds has been removed from goggles. o Potion Injectors now increase the amount gained by 25% when used by engineers. Quantity produced by recipes for Runic Healing and Mana Injectors has been increased. o Significantly reduced the cooldown on MOLL-E. o Spynocular belt enchantment changed to a Brassbolt Rebreather, allowing engineers to breathe underwater. o Transporter devices are no longer classified as trinkets and can be used directly from your inventory. o Reduced the materials needed to create all engineering Dragonlings, and reduced their cooldowns, although they still cannot be used in Arenas. * Fishing o Players with 300 or higher cooking have a chance to find a Waterlogged Recipe in the Bag of Fishing Treasures awarded by the Northrend fishing dailies. This item can be traded to other players and rewards several Dalaran Cooking Rewards when turned in. * Herbalism o Increased healing from Lifeblood (Rank 6). o Lifeblood now scales slightly with maximum health. No longer affected by global cooldown. * Inscription o Added a new Glyph of Claw for young feral druids who haven't yet obtained Mangle. Inscribers can learn this glyph from the trainer. o Master's Inscriptions increased. * Jewelcrafting o Dragon's Eye gems stat bonuses increased. o New recipes have been added for cutting epic gems and can be purchased using Dalaran Jewelcrafter's tokens. o Icy Prism now has a chance of yielding an epic gem. o Raw epic gems can be obtained via the following means: + Prospecting Titanium Ore + Alchemy transmutations + Purchased with honor + Purchased with Emblems of Heroism * Leatherworking o Added recipe for Heavy Knothide Leather to Leatherworking trainers (rather than a vendor recipe). Changed several recipes to use Heavy Knothide Leather instead of regular Leather. o Fur Lining values increased. * Mining o Toughness (Rank 6) provides more stamina. * Skinning o Master of Anatomy (Rank 6) provides more critical strike rating. * Tailoring o Embroideries improved. Items * Feral Druid PvP Gloves (seasons 3 and 4): Maim bonus changed from the interrupt bonus used in The Burning Crusade Arena seasons to the cost reduction used in Wrath of the Lich King Arena seasons. * Glyphs o Death Knights + Glyph of Unholy Blight: Changed to increase damage done by the updated Unholy Blight talent by 40%. o Druids + Glyph of Innervate: Duration reduced to 10 seconds. o Paladins + Glyph of Seal of Command: Redesigned to cause the Paladin to gain 8% of base mana each time the paladin judges Command. + Glyph of Seal of Blood: Changed to Glyph of Holy Wrath, which reduces its cooldown by 15 seconds. o Rogues + Glyph of Shadow Dance: Now increases the duration of Shadow Dance by 2 seconds, down from 4 seconds. + Glyph of Tricks of the Trade: Now increases the duration of the damage bonus effect instead of increasing the damage bonus. o Warlocks + Glyph of Lifetap: Duration of the buff from this glyph increased to 40 seconds. * Idol of the Corruptor: The agility buff from this idol is now exclusive with the agility buff from Idol of Terror. * Non-Combat Pets: 8 new pets have been added (not including Argent Tournament rewards). Raptor Hatchlings can be found on rare and elite raptors throughout the game world. In addition, an Obsidian Raptor Hatchling can be purchased from Breanni in Dalaran. Dungeons and Raids * 25-player raids will no longer be referred to as heroic versions of a raid, as there is a new distinction between normal and heroic modes for both 10 and 25-player versions of the Crusaders' Coliseum. * The Nexus: The Oculus & The Eye of Eternity o Vehicles (drakes) used in these instances now scale with item level. * Ulduar o Players can now use Blink, Shadowstep, and Demonic Teleport while participating in the illusion events in the Yogg-Saron encounter. o Ominous Clouds in the Yogg-Saron encounter are now more vocal about touching players. o Winter Jormungars will no longer put everyone in the zone in combat when they emerge from a Snow Mound. Additionally, Snow Mounds will now disappear when all their jormungars have emerged. Bug Fixes * Corrected a tooltip issue with Pandora's Plea. * Randomly generated uncommon (green) and rare (blue) quality items in Wrath of the Lich King had stat values that were lower than intended. All Wrath of the Lich King uncommon and rare items with random suffixes ("of the Bear") have had their stat values increased significantly. * The leatherworking item Guardian Gloves is now correctly marked as uncommon quality. * Hunter o All ranks of Sonic Blast now properly have an 80 Focus cost. o Black Arrow Ranks 5 and 6 training costs have been lowered significantly. o Lock and Load: The tooltip for this talent has been updated to indicate that it also works with Explosive Trap. o The tooltip for Improved Tracking has been slightly re-written to indicate that it only works on the hunter, and works on melee damage as well. o T.N.T. (Rank 3): Now indicates that the talent works with Black Arrow. * Priest o The heal from Glyph of Power Word: Shield can now cause Divine Aegis. o Mana Burn: Fixed a bug where Mana Burn did not cause fear effects to break when the fear victim had an absorb shield on. * Shaman o Fixed a bug where Frostbrand Weapon (Rank 9) was not scaling properly with a shaman's spell power. |
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