View Full Version : about strange skills etc
xromania
06-07-2008, 08:28 AM
Im asking here not in newcomers cuz i think arent so easy questions. Sry my english
Im a mage lvl 26 but i started to read about all classes skills (i heard mages sucks bad but i cant belive that and i dont want to start a rogue or something before im reading what other classes can do). I want a char good for dueling (1v1)
1. rogue - Shadowstep - last tallent in Subtlety
10 Energy 25 yd range
Instant 30 sec cooldown
Attempts to step through the shadows and reappear behind your enemy and increases movement speed by 70% for 3 sec. The damage of your next ability is increased by 20% and the threat caused is reduced by 50%. Lasts 10 sec.
I dont understand - "is increased by 20% and the threat caused is reduced by 50%". Sound like the damage is increased by 20 then reduced bye 50, a stupidity
2. Mage -Arcane Subtlety Rank 2 - Arcane tallent
Reduces your target's resistance to all your spells by 10 and reduces the threat caused by your Arcane spells by 40%. (same thing as having 10 spell penatration i heard)
My question is if this diminish ("reduces the threat") next arcane tallents:
Arcane Power
Instant 3 min cooldown
When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.
Presence of Mind
Instant 3 min cooldown
When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.
------
3. Eviscerate Rank 3
35 Energy 5 yd range
Instant
Requires Melee Weapon
Finishing move that causes damage per combo point:
1 point : [25 + AP * 0.03]-[39 + AP * 0.03] damage
2 points: [44 + AP * 0.06]-[58 + AP * 0.06] damage
3 points: [63 + AP * 0.09]-[77 + AP * 0.09] damage
What means finishing combo bla bla and these points? i dont know how a roque atack but looking at all rogue skills im not scared, looks like some stupid melee atacks...
4. What mean Easy mode?
Enough for now:laughing:. I dont want long answers and stories or more answers at same question if nothing new, thanks
clevins
06-07-2008, 09:21 AM
Rogues build up combo points as we use special attacks (Hemorrhage, Sinister Strike, etc). You can use those points with finishing attacks. Eviscerate is one of those.
Shadowstep lets you teleport to the target. Your DAMAGE is increased by 20% but the threat caused by that damage is reduced. The threat reduction doesn't matter in PvP but it's useful in PvE on mobs and bosses.
I'll let someone else address the mage issues
One final note - WoW is not balanced around 1v1 so what ou want will involve compromises. If you're looking for a class that consistently wins 1v1... honestly the best bet is a warlock. For now.
wingzro
06-07-2008, 09:28 AM
1. The damage is increased by a percentage, 20%. Threat, likelihood of mob attacking you, is reduced 50%. So the next ability you do will do 120% of it's normal damage while only generating 50% of it's normal threat.
2. The amount of threat generated from using arcane spells is reduced 40%. So 40% less likely a mob will attack you rather than the tank. So your arcane spells will only generate 60% of the threat it normally would put out.
3. A rogue adds combo points by using skills like Sinister Strike, which adds one combo point per use of the skill. Once you have 3 combo points on a target and follow with Eviscerate, you'll do [63 + AP * 0.09]-[77 + AP * 0.09] damage. If you only have 1 combo point on the target, then [25 + AP * 0.03]-[39 + AP * 0.03] damage. Basically, more combo points = more damage done with Eviscerate. These combo points are used up after using a finishing move like Eviscerate.
*AP = attack power
And mages are great...great vending machines for food and drinks. lol
They deal good spell damage and are great for crowd controlling (cc).
mmorpg man
06-07-2008, 06:10 PM
any class can win in a 1v1 dual. the factors that determine a winning dualist are
1. gear. a person with good gear is more likely to win
2. talent build. depending on the person, some builds work well in PvP and some don't
3. player skill. probably the most important because a good player with bad gear and a bad build will usually beat a bad player with good gear and a good build
Cerberus
06-07-2008, 07:15 PM
I'd say a rogue at this point. Warlocks had their 15 mins and they're not as immortal as they used to be. Mages are fun to play, but you're not making it easy for yourself if you want to PvP and do 1vs1.
The question is if you'll manage to get a rogue to 70 before they do something about them.
clevins
06-07-2008, 07:24 PM
meh, rogues haven't changed that much in TBC aside from the increased viability of deep Subtelty. And please, don't start with the nerf rogues... nerf locks first. High damage, spammable fear, pets...
The 2 classes the OP is considering are VERY different. Doing fights as melee and doing them at range are almost like playing different games in some cases. So its really more of a 'what you like' than anything else esp between the 2 pure damage classes.
Just remember.. WoW isn't balanced for 1v1 and no one will have sympathy if you started complaining about 1v1 issues, esp if it's from the perspective of "I wanted one class that could always win."
xromania
06-07-2008, 07:57 PM
thanks ill analize first all classes skills.. but question 2 and 4? lol
clevins
06-07-2008, 08:05 PM
Oh I'll tackle question 4... there is no Easy Mode...
Seriously, some people call playing certain classes Easy Mode because they feel that playing with them is easier.
mmorpg man
06-07-2008, 08:07 PM
if a target has less resistance to your spells then you are more likely to cause damage with your spells against your target. you've probably had monsters resist a spell of yours before (being lvl 28). so the higher resistance a target has the better chance they have of resisting your spells. it also reduces the chance of you getting a spell critical hit with your spells.
don't know what you mean by "easy mode". is this as opposed to "heroic mode"? if so then heroic mode is basically like hard mode in GW. the mobs are lvl 70+ and are harder to kill and drop better loot.
xromania
06-07-2008, 10:53 PM
thanks and i hope some1 ill know to answer to question 2
mmorpg man
06-07-2008, 11:09 PM
I answered question 2 in my last post
Cerberus
07-07-2008, 03:57 AM
meh, rogues haven't changed that much in TBC aside from the increased viability of deep Subtelty. And please, don't start with the nerf rogues... nerf locks first. High damage, spammable fear, pets...
Deadly throw (glad gloves themselves equal a talent), shadowstep, cloak of shadows, cheat death and reduced CD on blind are pretty big when it comes to PvP considering rogues never were a bad class for PvP to start with pre-TBC. Cheat death is getting a nerf, and a lot of people are guessing it won't be the last nerf rogues will see this side of the expansion.
Warlocks are great for PvP, but they did get nerfed after S2 and aren't quite as unstoppable anymore. From my mages PoV they're overpowered, but that probably has more to do with the mage class.
If you decide to go with a mage you'll have tons of problems with both ;)
A agree about the playstyle argument. I personally can't stand melee classes and play a mage in PvP. Arguably the weakest PvP class atm, but I'm having a lot more fun PvPing as a mage than with my other characters. You can make up for a lot with skills (and gear) and what class is "the best" changes all the time as Blizzard hands out nerfs and buffs.
Your Average WoW Player
07-07-2008, 05:09 AM
2. Mage -Arcane Subtlety Rank 2 - Arcane tallent
Reduces your target's resistance to all your spells by 10 and reduces the threat caused by your Arcane spells by 40%. (same thing as having 10 spell penatration i heard)
My question is if this diminish ("reduces the threat") next arcane tallents:
Arcane Power
Instant 3 min cooldown
When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.
Presence of Mind
Instant 3 min cooldown
When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.
The threat reduction is universal to all of your casts. So if you do 100 damage, and threat is generated, in terms of a numerical value, in a 1:1 ratio, you generate 100 threat on the target. With the 40% reduced threat, you'd only generate 60 threat on the target. With the 30% more damage, you'd do 130 damage, and only generate 78 threat.
The Presence of Mind won't affect anything in terms of threat and damage. It just makes the next spell you cast happen instantly instead of however long it takes to cast.
xromania
07-07-2008, 06:24 AM
ok finally anyway this is again the question:
Mage -Arcane Subtlety Rank 2 - Arcane tallent
Reduces your target's resistance to all your spells by 10 and reduces the threat caused by your Arcane spells by 40%. (same thing as having 10 spell penatration i heard)
My question is if this diminish ("reduces the threat") Arcane power and arcane power ill have less than 30% more damage
Arcane Power
Instant 3 min cooldown
When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.
Cerberus
07-07-2008, 08:05 AM
If I get your question right the answer is no. I think you're confusing threat and damage.
mmorpg man
07-07-2008, 10:57 AM
threat is mearly a way of showing which person in a group a single mob will attack. so if you have threat levels like this
person A - 250
Person B - 500
Person C - 376
then the mob is going to attack person B (the 1 with the most threat)
xromania
08-07-2008, 03:44 PM
ya i forgot to put "?" after "30% more damage" and nobody got it, nvm
Your Average WoW Player
08-07-2008, 06:29 PM
Threat and damage are not the same things. Reduced threat does not mean reduced damage. It'll just mean that mobs will be less likely to attack you after you do an attack.
elsegundo
08-07-2008, 07:28 PM
ok finally anyway this is again the question:
Mage -Arcane Subtlety Rank 2 - Arcane tallent
Reduces your target's resistance to all your spells by 10 and reduces the threat caused by your Arcane spells by 40%. (same thing as having 10 spell penatration i heard)
My question is if this diminish ("reduces the threat") Arcane power and arcane power ill have less than 30% more damage
Reducing resistance means more damage. if the mob has resistance, your spells will cause less damage than it should. if the mob has 10 LESS resistance, then your spells will cause a little more damage. K?
THREAT FOR YOU ONLY WORKS IN GROUPS. im surprised no one is saying this. sure, it makes a mob less likely to attack you...but only if you're IN A GROUP. but if you're playing by yourself, solo, threat reduction does squat for you. its useless. so if you're in a group, and the tank (usually a warrior or pally or druid) attacks a mob, threat will be on the tank, and not you. but if you do too much damamge too fast, the mob will NOTICE you and kill you first, then go back to the tank. threat reduction helps to keep that from happening.
Arcane Power
Instant 3 min cooldown
When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.
This skill is only necessary if you need to do lots of damage really fast, and you dont care if you run out of mana fast. this is great for PVP encounters, or for a fight where you're about to die if you dont kill the mob quick.
xromania
09-07-2008, 01:11 PM
thanks i got it, so "reduces the threat" mean reduces the aggro or the mob "agitation" about u and this reduction bonus no matter if u are alone (not in a party)
Pretty much, yes...if you are alone...you get the aggro. Unless you have a pet (hunter / warlock) that tanks for you. Or unless after the initial tag of a mob another player (your faction or another) slaps a spell with more damage / thread on the mob. This can even lead to the mob who was "your" mob turning "grey" and becoming somebody elses mob. It can also be the mob stays "your" mob but still aggros that other guy..who needs to kill it and you can loot it.
mmorpg man
09-07-2008, 03:18 PM
Pretty much, yes...if you are alone...you get the aggro. Unless you have a pet (hunter / warlock) that tanks for you. Or unless after the initial tag of a mob another player (your faction or another) slaps a spell with more damage / thread on the mob. This can even lead to the mob who was "your" mob turning "grey" and becoming somebody elses mob. It can also be the mob stays "your" mob but still aggros that other guy..who needs to kill it and you can loot it.
as long as you attack the mob first it will always be yours even if you lose aggro to another player.
I wish it was that way. In my affliction days I could pull with a CoA, slap a Corr on and if a warrior charged in, it became "his" mob. I remember many frustrated fire elemental grinding moments...it is the opposing factions way to grief you on a PvE player where they can't gank you to give yo the "go away, this is my area" message. For a time you could retaliate by banishing the elementals, but THAT was "fixed".
These days it never happens anymore...2 shadowbolts, dead mob...so if the "tagging" issue is fixed also in the meantime..I wouldn't even know ^^
clevins
09-07-2008, 07:34 PM
as long as you attack the mob first it will always be yours even if you lose aggro to another player.
To be accurate, as long as you *damage* the mob first. If you toss a DoT in it but someone else does damage before the first dot tick, you lose the mob.
Justinledwards
10-07-2008, 01:38 AM
That was to stop the warlock trick of dotting everything in sight and kiting them till they died, a good lock could dot the entire elemental plateau
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