02/15/2012 01:55 PMPosted by ValshintrixKaivax. I have to say, I had to sit down after looking at the Death Knight Talents and spells. I honestly didn't think you people could make me any more excited for this next expansion, but you have again left me flabbergasted. i just have one last question. WHEN?
Got a question regarding Protection Paladin and Crusader Strike/Hammer of the Righteous
In cataclysm, both abilities are linked and thus share their cooldown, what's more, they have an invisible haste buff baked into them when you choose the Protection spec that reduces their CD from 4.5 sec (which is what normally is for Retribution paladins) to 3.0 secs.
My questions are as follow, is this invisible haste buff still present for Protection Paladins going forward to 5.0, as the new talent tree update currently shows both CS and HoTR having 4.5 sec CDs and thus, actually in game they have a 3.0 sec cooldown -- or do they actually have a 4.5 sec cooldown? And if they have a 4.5 sec CD now, are they still linked or are they now unlinked?
Warlock stuff looks mostly good, new soul fire seems incredibly powerful. Only thing that looks not so useful is the new Mannoroth's fury, KJ's cunning and Archimonde's Vengeance are both pretty compelling options but Mannoroth's fury seems too niche atm. I think expanding upon the auto-cleave mechanic that it used to be would make it comparable to cunning or vengeance.
But I know everything is subject to change and may very well already be outdated.
Also please consider reducing the cd on guardian demons, 5-6 minutes would be perfect.
I have some concern not over the talent trees themselves but of some changes being made to certain class/specs...specifically prot warriors. The way I'm reading the trained skills, revenge's cooldown is being raised to 9 seconds, shield slam is still 6, and devastate is still 4.5 That leaves a lot of gaps in a normal tanking "rotation." One of the reasons I like to tank on my warrior is that there is, provided proper rage management, always an attack to perform. I do not like, for example, prot pallies because they're cooldown-based and not resource management based.
I don't deny that prot warriors don't have to manage their resource nearly as much as say, dps warriors, but I feel like this is a very large change in the playstyle of the protection warrior and makes them a bit more similar to paladins than I'm comfortable with.
Note that all this assumes HS/Cleave still work the same way they do now in that they are off gcd. If they are being reworked to be an actual gcd-triggering attack, I suppose that alleviates this issue. But as I'm reading it, I'm far from thrilled.
POSSIBLE BUG -
DK - LvL 60 - Death Siphon - Has no cost, no recast timer, and is instant cast...
02/15/2012 02:43 PMPosted by AlonaI think it was the great feedback provided by paladins that got them to step up their game with the paladin trees. It's a shame the same wasn't applied to the priest trees.
A couple of Tanking concerns I have off the top of my head.
1. AE tanking, with all of our rage being poured into mitigation, this limits the usage of dps rage cost moves (as mentioned).
Cleave has too high of a rage cost and revenge/shockwave have 9/20 second cooldowns respectively. Thunder clap is therefore the go-to move for AE, yet it costs 20 rage (which will heavily impact our survivability if we use it more than maintaining its 30 second debuff). This may very well be by design, but its a concern, traditionally threat is hardest to maintain for warriors, how will this carry forward in MOP?
-Spirit shell: How long will it last? No tooltip. this one will be the replacement for PW:S?
Does that mean holy priests will be glyphing for evangelism so they can make use of the archangel talent? Current that talent has no purpose for holy priests, and I was under the impression that talents were no longer spec dependent.
I have a question about the Druid level 87 ability, Symbiosis.
The tooltip says that i am granted an ability of my current targets class based on my spec, and that my target will be granted a druid ability based on their spec and role.
This sounds like a very fun an interesting ability and i can't wait to try it out, however, how will this work in the spell book and action bar? is there a specific extra action button that i need to have set aside for the granted ability? does the ability i am granted take the spot on the action bar replacing symbiosis, and if so, how can i recast it it to change the ability i am granted by using symbiosis on a new target?
along the same lines, how will my target be granted the ability as well?
i'm sure you have many potential ways to have this work out, i'm just curious as to what some of them are.
Also... i'm even more excited for this expansion. Druid talents are phenomenal, as well as the abilities that are trained from the trainer. looking through that makes me really happy too. :) can't wait!
If it works like Dark Simulcrum - the new ability will overwrite Symbiosis on your action bar
I just want to say that I'm really really excited about the talent/spec stuff for warlocks. I feel we have gotten such a cool set of updates. My favorite stuff (which I actually wouldn't mind seeing more of) are the talents and spec stuff that requires us to sacrifice health. In a lot of games this type of class or character can be called a "blood mage", taking health from ones self or allies do do serious damage to enemies. Making great sacrifices such as sometimes sacrificing family members (in some very lore heavy games) to wield immense power. I'm not really suggesting that we should be able to walk around org and sacrifice petty citizens for damage upgrades (all though it would make for an interesting game :-p), but I just really like that model of play/class.
So things like the talents that take health to achieve certain things, or like the destro mastery, these are REALLY REALLY cool and are imo the exact thing for warlocks. Life tap is a no brainer. Please do keep these around, and I'm always welcoming of more of these ability flavors.
The only thing I was slightly bummed about was losing the "wild imps" spell as demo. I thought this was going to be a great upgrade to the feel of the demo lock. Even is malady happens to do the same amount of damage, the wild imps just has the right feeling of being able to summon armies of minions to do your bidding. Yes there are still the wild imps from BoD, but like the ebon imp and the t12 2p, they are just nothing conscious, so it doesn't feel as cool. It's just too passive for my taste. If there is any way to bring back this type of summoning pets, I would be greatly happy.
Otherwise though, I'm really really liking everything about the warlock stuff, from 4 dots (5 if you include malfic grasp) in aff, the awesome demo changes, and the stuff happening in destro, I'm more than excited.
I don't see Teleport and Portal spells anywhere for mages. Should I be concerned or is this an oversight and we actually DO have it but it's not listed?
02/16/2012 09:59 AMPosted by KlaudandusCan we get more info regarding Mana Regen for protection paladins? From what I read, it seems the only mana regen source comes from GbtL with a passive 5% mana regen every 2 secs -- and that's it.
Can you answer this for us: What is being done with spell crit for DPS specs?
I notice that Boomkins and SPriests no longer get the 100% crit damage boost. Ele Shaman get only 50% boost from Elemental Fury.
Is this being done to "tone down" spell damage, or are crits going to be 2x baseline for everybody?
Basically, I want to know if this means that Enhancement Shaman and Rogues are finally getting 2x spell crits.
I don't see Teleport and Portal spells anywhere for mages. Should I be concerned or is this an oversight and we actually DO have it but it's not listed?
I am (very VERY strongly) hoping for the latter.
BTW, Any word on the currently missing Righteous Defense? Are all tanks across the board losing a taunt?
02/16/2012 02:16 PMPosted by RayoFor Rune of Power if the mage has two already out will we be able to cast another one or do we have to wait till the first one is gone
02/16/2012 04:14 PMPosted by TroelsenYes, this means that Enhancement shaman spells and rogue Poisons will crit for double damage.
So does this mean that Poisons will still be on the Spell Crit table? In other words, Agility will still not affect their chance to crit?