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Pesmerga
Full Notes Here

QUOTE
Mounts at 30?! Yes, it’s true: Apprentice Riding and mounts are now available at level 30. Training costs 35 gold.


I think my Draenei leveling group will be extremely happy about this.

QUOTE
Green quality gems can be found in mining nodes again. The drop rate of blue gems from mining nodes remains unchanged.


That explains why I haven't found any in forever and a day.
Mordekhuul
QUOTE
Curse of Elements: This spell now applies to Arcane and Shadow damage, as well as Frost and Fire.


Very cool. Lifted directly from Gurgthock's EJ thread on consolidating raid utility, or just a nice coincidence.

Either way, on 2-warlock nights I won't have to ask them to either not use CoS or not use CoE to make sure the uber melee group has CoR =)

Bit of a raid DPS buff as well for our normal line-up, which often includes 4 warlocks, as now two warlocks will be using damage curses.
NiteFox
QUOTE
Mounts at 30?! Yes, it’s true: Apprentice Riding and mounts are now available at level 30. Training costs 35 gold.

I can imagine all the crying that the community (read, mouth-breathers on the official forums) will be sobbing about, but I for one appreciate this. Having decided to level up a few lower level characters (I'm terrible, I had never levelled anything bar my main over 25 until this week. In two years.) I'm once again reminded of how goddamned terrible all that running around is. The sub-50 zones have some of the longest runs still in the damn game, and just being able to cross Ashenvale or (shudder) Desolace in less time is a tremendous benefit.

Then again, the nearest character I have to 30 is a druid, who would have gotten her 40% speed increase at 30 regardless tongue.gif Well, this might give me an excuse to level my mage some...
Gnollguy
QUOTE(NiteFox @ Jun 18 2008, 04:25 PM) *

Then again, the nearest character I have to 30 is a druid, who would have gotten her 40% speed increase at 30 regardless tongue.gif Well, this might give me an excuse to level my mage some...


The mounts are still nice since they are 60% so it's still faster than travel form (unless you have the PvP set bonus and then I think it's the same).

Of course I've gotten most of my toons to 40 already, but it's still a nice change, it will affect the L39 twink PvP bracket but it's my understanding that wasn't as popular as the L29 bracket anyway.
Icebird
QUOTE(Mordekhuul @ Jun 18 2008, 01:04 PM) *

Very cool. Lifted directly from Gurgthock's EJ thread on consolidating raid utility, or just a nice coincidence.

Either way, on 2-warlock nights I won't have to ask them to either not use CoS or not use CoE to make sure the uber melee group has CoR =)

Bit of a raid DPS buff as well for our normal line-up, which often includes 4 warlocks, as now two warlocks will be using damage curses.


I thought of the exact same thread Mordekhuul. It makes a lot of sense when you consider 25 man raids reduce the number of warlocks you'll usually have in your group from 5 to 2 or 3. Plus its a nice bonus for 5 and 10 man runs where its sometimes hard to pick which curse to use to best help the group.
Gnollguy
QUOTE(Icebird @ Jun 18 2008, 05:28 PM) *

Plus its a nice bonus for 5 and 10 man runs where its sometimes hard to pick which curse to use to best help the group.


I think this has more to do with it than anything else. With all content having 10 man versions in WotLK and I figure the balance being likely for 1 of everything you'll be doing the magic damage or the physical damage curse and you'll likely choose based on boss abilities. If melee has to run out a lot then you'll do elements, if ranged has to move around a lot but melee can just stay in there then you do recklessness (assuming of course the boss doesn't have some attack that has multiplicative affect with the extra AP).

But I figure it has more to do with Blizzard testing something out for WotLK before it hits (like mobs that don't crush in Sunwell, etc) than it has to do with any current game balance. I figure that from now on that at least half the changes will have more to do with WotLK than with TBC content.
Concillian
QUOTE(NiteFox @ Jun 18 2008, 02:25 PM) *

I can imagine all the crying that the community (read, mouth-breathers on the official forums) will be sobbing about, but I for one appreciate this. Having decided to level up a few lower level characters (I'm terrible, I had never levelled anything bar my main over 25 until this week. In two years.) I'm once again reminded of how goddamned terrible all that running around is. The sub-50 zones have some of the longest runs still in the damn game, and just being able to cross Ashenvale or (shudder) Desolace in less time is a tremendous benefit.



If you think about it though, it makes sense.

They made leveling easier in these levels, so you'll generate less money just from spending less time. So the cost reduction makes sense. It's probably in-line with what they expect people to have at that level.

The reduction in level just goes along with the whole making the leveling process easier thing.
Delc
QUOTE(Mordekhuul @ Jun 18 2008, 03:04 PM) *

Very cool. Lifted directly from Gurgthock's EJ thread on consolidating raid utility, or just a nice coincidence.

Either way, on 2-warlock nights I won't have to ask them to either not use CoS or not use CoE to make sure the uber melee group has CoR =)

Bit of a raid DPS buff as well for our normal line-up, which often includes 4 warlocks, as now two warlocks will be using damage curses.

Its also a nice buff to affliction since it makes malediction much better.
Mirajj
QUOTE
Invisible players with Hunter’s Mark can see the hunter that put the mark on them.


So...this ability works in reverse now, then?
Pesmerga
QUOTE(Mirajj @ Jun 19 2008, 09:03 AM) *

So...this ability works in reverse now, then?


Yeah, I'm not exactly sure how this makes sense.
NiteFox
QUOTE
Rogues

* Cheat Death: This talent has been rebalanced significantly. Killing blows are no longer 100% absorbed. If the Rogue is below 10% health, the killing blow is still completely absorbed; if the Rogue is over 10% health, enough damage will be absorbed to reduce the Rogue's health down to 10%. For the following 3 seconds, damage is not always reduced by 90%; it is now reduced by a maximum of 90%, depending on how much resilience the Rogue has. The damage reduction will be four times the damage reduction resilience causes against critical strikes.

...

What?

*Fires up Visio so he can make a flowchart in order to understand what, if anything, Cheat Death does*

Also:
QUOTE
You can no longer click the minimap to cast ground targeted spells.

I never knew you could do that. Hmm.
Mirajj
QUOTE(Pesmerga @ Jun 19 2008, 07:38 AM) *

Yeah, I'm not exactly sure how this makes sense.


Well, I mean, it's not like they couldn't see the hunter in the first place, unless it was a Shadowmelded NE, but does this mean that the hunter who marks them shows up on THEIR minimap? Eh, they've broken HM so badly in regards to stealth (Check the tooltip, it's not been changed...) they might as well give up the illusion it does anything in/to someone in stealth, and just use it as/for a scaling AP boost only.
Klaus
QUOTE(Mirajj @ Jun 19 2008, 09:39 AM) *

Well, I mean, it's not like they couldn't see the hunter in the first place, unless it was a Shadowmelded NE, but does this mean that the hunter who marks them shows up on THEIR minimap? Eh, they've broken HM so badly in regards to stealth (Check the tooltip, it's not been changed...) they might as well give up the illusion it does anything in/to someone in stealth, and just use it as/for a scaling AP boost only.


Note that they say "invisible", not "stealthed". The mechanics of invisibility are that you can only see other people that are invisible, or other people that (for some reason) can see you. So, I believe you can see the warlock with "detect invisibility", for example. If the hunter's mark let's the hunter see you, then you should be able to see them (not on the minimap, just in your regular view).
Concillian
QUOTE(NiteFox @ Jun 19 2008, 08:06 AM) *

...

What?

*Fires up Visio so he can make a flowchart in order to understand what, if anything, Cheat Death does*




The cheat death nerf fixes a very specific issue that really only pertains to high ranked 2v2 and 3v3 arenas.

Extremely well geared PvE rogues were competing well in PvP arenas essentially because of cheat death. There is a certain amount of initial control anyway with a rogue, and cheat death added 3 more seconds onto the end where they were able to survive without issue, especially when used in conjunction with their other important cooldowns or using rocket boots to zip away out of danger so they can better be healed.

This is an attempt to force rogues into wearing PvP gear if they want cheat death to work. Old way, it worked every time, regardless of gear. So someone can run around in T6 and warglaives wrecking people, get a cheat proc and cloak + sprint or rocket boots out of danger, then vanish and get healed or bandage (or eat if paired with a mage) and start in again.
Mavfin
QUOTE(Klaus @ Jun 19 2008, 12:12 PM) *

Note that they say "invisible", not "stealthed". The mechanics of invisibility are that you can only see other people that are invisible, or other people that (for some reason) can see you. So, I believe you can see the warlock with "detect invisibility", for example. If the hunter's mark let's the hunter see you, then you should be able to see them (not on the minimap, just in your regular view).


Exactly. Evidently, invisible people weren't counting the hunter that marked them as a 'visible' toon.

Concillian


People are reporting that mage and warlock "armor" spells are not currently being counted as 'magic' and are thus not dispellable in PvP.

It's unknown if this is a bug or intentional. I have copied my characters over to test it out myself. The impact on PvP is potentially quite large. And if intentional, the inclusion of those and NOT inner fire, is a bit of a mystery to me.

For those interested, the PTR copy queues seem quite short right now. Previous PTRs I've seen MUCH longer queues and even complete inability to copy chars.
Trien
QUOTE
Equipping an item will now cancel any spell cast currently in progress.


Hrm. So I guess means farewell to casting a spell, and then swapping weapon mid-cast...
Sir_Die_alot
QUOTE(Trien @ Jun 21 2008, 09:16 AM) *

Hrm. So I guess means farewell to casting a spell, and then swapping weapon mid-cast...

I think this is for people who macro idol swapped and hid the GCD of doing that in their cast time/GCD.
RTM
There is a S4 weapon (dagger?) with a crapload of spell haste on it, I believe. I think the weapon swap change was made to prevent winding up a spell with the spell haste weapon equipped to lower the cast time, then swapping to a spell damage weapon to get the full +dmg effect of the spell.
Icebird
QUOTE(Sir_Die_alot @ Jun 22 2008, 07:05 AM) *

I think this is for people who macro idol swapped and hid the GCD of doing that in their cast time/GCD.


This might kill CasterWeaponSwapper. sad.gif As a priest, I use CWS to automatically swap in a spellsurge weapon every minute, and also a spirit weapon for Blue Dragon procs and other regen moments.
Trien
Well, definitely going to have to make some adjustments to my playstyle... ever since they introduced the GCD on weapon swapping during combat, my usual sequence is to start casting the heal, and then hit my weapon swap mid-cast to switch to the healing weapon (or nuke if that's the case). It's become nearly instinctive at this point...
Alliera
It's an odd change. Some of the Idols were only worth using because you could swap them and hide the swap in GCDs. Oh well.
oldmandennis
QUOTE(Icebird @ Jun 22 2008, 03:53 PM) *

This might kill CasterWeaponSwapper.


Except for trees smile.gif
Artega
Should be noted that there's possibly a "stealth" change going into this patch that's causing Ice Armor, Fel Armor, Demon Armor, Mage Armor, Molten Armor, and all the other magical armor effects for Warlocks and Mages to be classified as physical effects and thus undispellable effects.

Hopefully this gets changed, because if it doesn't, it's a huge problem for Enhancement Shamans (and possibly Retribution Paladins as well) because of Frostbite. This wouldn't be the first time of Blizzard's left hand failing to communicate with the right hand (12 mp5 on the S4 Enhancement Shaman chest?), but it gets tiring having to wait for another patch to fix a stupid decision.
Alliera
Uh? 15% chance to be frozen on hit is a huge problem?

Frostbite is crap.
Concillian
QUOTE(RTM @ Jun 22 2008, 11:03 AM) *

There is a S4 weapon (dagger?) with a crapload of spell haste on it, I believe. I think the weapon swap change was made to prevent winding up a spell with the spell haste weapon equipped to lower the cast time, then swapping to a spell damage weapon to get the full +dmg effect of the spell.



This weapon is not currently available on the PTR. We'll find out tomorrow if they're actually going live with the haste dagger in Season 4.
Concillian
Undocumented item addition:

http://www.wowhead.com/?item=38518
Artega
QUOTE(Alliera @ Jun 23 2008, 12:06 PM) *

Uh? 15% chance to be frozen on hit is a huge problem?

Frostbite is crap.


Not if you're dual wielding and have no means of escaping it outside of the trinket.

Blessing of Freedom could be dispelled or stolen, leaving the pally trying to kill Frostbite through the Winter's Chill stacks.

It's a serious issue.
LavCat
QUOTE(Artega @ Jun 23 2008, 12:58 PM) *

Should be noted that there's possibly a "stealth" change going into this patch that's causing Ice Armor, Fel Armor, Demon Armor, Mage Armor, Molten Armor, and all the other magical armor effects for Warlocks and Mages to be classified as physical effects and thus undispellable effects.

Hopefully this gets changed, because if it doesn't, it's a huge problem for Enhancement Shamans (and possibly Retribution Paladins as well) because of Frostbite. This wouldn't be the first time of Blizzard's left hand failing to communicate with the right hand (12 mp5 on the S4 Enhancement Shaman chest?), but it gets tiring having to wait for another patch to fix a stupid decision.


I wonder if this is at all related to the blue post about totems being changed to physical? Now if they made Ghostwolf undispellable I would be happy.
Gnollguy
QUOTE(LavCat @ Jun 23 2008, 05:40 PM) *

I wonder if this is at all related to the blue post about totems being changed to physical? Now if they made Ghostwolf undispellable I would be happy.


That or make druid travel form dispellable, either change would work for me. smile.gif
Swiss Mercenary
QUOTE(Alliera @ Jun 23 2008, 05:06 PM) *

Uh? 15% chance to be frozen on hit is a huge problem?

Frostbite is crap.


I take it you never tried staying in melee on a mage as an enhancement shaman, when frost armor is up.

(Spoiler - if they aren't brain-dead, it's not going to happen)
Alliera
QUOTE(Swiss Mercenary @ Jun 24 2008, 08:01 AM) *

I take it you never tried staying in melee on a mage as an enhancement shaman, when frost armor is up.

(Spoiler - if they aren't brain-dead, it's not going to happen)


No, I haven't. I don't play an Enhancement shaman.

It still doesn't change the fact that Frostbite is useless. Frostbite only seriously affects melee opponents -- and if a Frost mage can't handle melee opponents without Frostbite...

I really don't see the problem here.
Tal
QUOTE(Alliera @ Jun 24 2008, 01:34 PM) *

No, I haven't. I don't play an Enhancement shaman.

It still doesn't change the fact that Frostbite is useless. Frostbite only seriously affects melee opponents -- and if a Frost mage can't handle melee opponents without Frostbite...

I really don't see the problem here.


QUOTE
In PvP situations Frostbite is effective at catching runners or slowing large groups, which is valuable in Warsong Gulch. Two effective ways to get a Frostbite are with Frostbolt (Rank 1) and Improved Blizzard (Rank 1). With Frostbolt (Rank 1), the cast time is 1 second with full Improved Frostbolt and 1.5 seconds untalented, allowing the mage to rifle them off quickly with the hope of landing a Frostbite. With Improved Blizzard, each tick of the AoE applies a chill, and thus each tick has a chance to Frostbite. Rank 1 is mana efficient enough to chain cast it for a Frostbite hit.

The Frostbite effect does not overwrite the Frost Nova effect or the Water Elemental's Freeze effect. These spells have a longer duration (8 seconds vs. 5 seconds) than Frostbite, and thus supersede it. Even if the Frost Nova or Freeze has fewer than 5 seconds remaining, Frostbite will not take effect. However, if the attack with a chill happens to break the freezing effect, it is possible for the Frosbite freeze to take effect immediately.

Because Frostbite only lasts for 5 seconds, and higher ranks of Frostbolt have a minimum casting time of 2.5 seconds (3.0 seconds untalented), a mage often only has enough time (due to lag) to cast one Frostbolt before the effect wears off. However, if a Troll mage casts Frostbolt in conjunction with the racial Berserking (thus reducing the cast time to 2.25 seconds or less) then he can have up to two chances to crit off a a Frostbite. A mage of at least level 66 can cast the Ice Lance spell instead of additional Frostbolts, as it can allow several castings into a frozen enemy, which is advantageous considering that it does triple damage to frozen targets.

Frostbite is an undesirable talent in frost AoE grinding builds. The goal in a frost AoE situation is to keep a large pack of mobs grouped close together and snared with Cone of Cold and/or Improved Blizzard. If Frostbite lands, it can separate a mob from the pack, complicating the kiting process.


Source
Alliera
Frostbite has uses in slowing down people, but not nearly as much as is said in that quote -- it only has a 15% chance of proccing.

So yeah, I'll admit it's not useless, but it's not nearly as useful as has been said on this thread.
Tal
QUOTE(Alliera @ Jun 24 2008, 03:23 PM) *

Frostbite has uses in slowing down people, but not nearly as much as is said in that quote -- it only has a 15% chance of proccing.

So yeah, I'll admit it's not useless, but it's not nearly as useful as has been said on this thread.


I have to admit to being confused by your attitude. You've got between 2k and 3.8k HKs a piece on three toons - of which the highest is a fire mage. You would think that you would have run into a few frost mages in that time on one of your melee. Though given the rep it appears you spent most of your time in AV the least pvp of the battlegrounds so you may not have run into too many frost snipers.

Trust me. Its a big deal as a melee (aside from rogues who have more get out of jail cards) to deal with frostbite. A shammy could usually blow through that with purgespam and grounding totem and a ret pally with BoF. If its not purgeable it becomes much much harder to manage.
Concillian
QUOTE(Concillian @ Jun 23 2008, 11:57 AM) *

This weapon is not currently available on the PTR. We'll find out tomorrow if they're actually going live with the haste dagger in Season 4.



I'm seeing reports that the Alacrity dagger is NOT on the S4 vendors at this time on live realms, so they appear to have decided against it. Seems there is some major disappointement among high ranked mages.
Gnollguy
QUOTE(Concillian @ Jun 24 2008, 03:32 PM) *

I'm seeing reports that the Alacrity dagger is NOT on the S4 vendors at this time on live realms, so they appear to have decided against it. Seems there is some major disappointement among high ranked mages.


Is there an S4 vendor on the live realms? I can't find him. I found the S3 and S2 vendors in Netherstorm still and an S3 vendor in Nagrand. S1 stuff on the honor guy still. But I didn't look really hard and I didn't use the bunch of tubes called the interwebs to search to find out where I should be looking for them anyway. smile.gif
Concillian
QUOTE(Gnollguy @ Jun 24 2008, 01:36 PM) *

Is there an S4 vendor on the live realms? I can't find him. I found the S3 and S2 vendors in Netherstorm still and an S3 vendor in Nagrand. S1 stuff on the honor guy still. But I didn't look really hard and I didn't use the bunch of tubes called the interwebs to search to find out where I should be looking for them anyway. smile.gif



I dunno, I'm still at work... just relaying some info from arenajunkies.com

One would assume they were in the same places as the S2 / S3 were yesterday. I wasn't really planning on buying anything for arena points today anyway. I have other things to do besides spending 15 minutes trying to click on a nameplate with 1500 other people, then when I finally do keep getting "that object is busy" for another 5 minutes.
Zarathustra
QUOTE(Concillian @ Jun 23 2008, 12:57 PM) *

This weapon is not currently available on the PTR. We'll find out tomorrow if they're actually going live with the haste dagger in Season 4.



I can only hope that Blizzard realized the implications for every relic-using class who's trying to make ends meet with an item-swapping macro. This type of a change to game mechanics should never be implemented to "balance" a single pvp toy that they were thinking of putting in the game.
Mirajj
QUOTE(Zarathustra @ Jun 24 2008, 10:42 PM) *

I can only hope that Blizzard realized the implications for every relic-using class who's trying to make ends meet with an item-swapping macro. This type of a change to game mechanics should never be implemented to "balance" a single pvp toy that they were thinking of putting in the game.


Everything's balanced around their oh so precious arena pvp now Z, don't'cha know. wink.gif
Gregorius
QUOTE(Concillian @ Jun 24 2008, 02:32 PM) *

I'm seeing reports that the Alacrity dagger is NOT on the S4 vendors at this time on live realms, so they appear to have decided against it. Seems there is some major disappointement among high ranked mages.

Is the mace also gone? Not that I was going to have the rating to use it, but it looked...interesting.
Alliera
QUOTE(Tal @ Jun 24 2008, 09:05 PM) *

I have to admit to being confused by your attitude. You've got between 2k and 3.8k HKs a piece on three toons - of which the highest is a fire mage. You would think that you would have run into a few frost mages in that time on one of your melee. Though given the rep it appears you spent most of your time in AV the least pvp of the battlegrounds so you may not have run into too many frost snipers.

Trust me. Its a big deal as a melee (aside from rogues who have more get out of jail cards) to deal with frostbite. A shammy could usually blow through that with purgespam and grounding totem and a ret pally with BoF. If its not purgeable it becomes much much harder to manage.

It isn't Frostbite that is not purgable. It's Ice Armor. Frostbite is the same as it's always been.

Please stop drawing conclusions based on the Armory. It doesn't show the extent of my experiences, and experience is not the only thing that matters in a discussion.
Swiss Mercenary
QUOTE(Alliera @ Jun 25 2008, 06:30 AM) *

It isn't Frostbite that is not purgable. It's Ice Armor. Frostbite is the same as it's always been.

Please stop drawing conclusions based on the Armory. It doesn't show the extent of my experiences, and experience is not the only thing that matters in a discussion.


There seems to be two points of confusion.

1. Enhancement shamans, with their lack of anything mobility-oriented are helpless against ice armor without frostbit. (Frost shock spam sounds like a great idea, until you realise that mages can blink, and putting earth shock on cooldown = sheep or a frost bolt in the face).

2. Having played a mage for quite a while, I cannot believe any claims of frostbite = useless. It's an amazing source of damage, it prevents intercept, it forces rogues to blow cooldowns to avoid that incoming damage, and it makes shamans stand there picking their navel. I wouldn't consider playing a frost spec without the talent.

Edit: While we're on the subject, is there any particular reason for why Fel Armor is undispellable, while _____ Shield is? Are warlocks seriously getting a permanent passive 100 spell damage, +20% healing?
RTM
QUOTE(Swiss Mercenary @ Jun 25 2008, 06:28 AM) *

Edit: While we're on the subject, is there any particular reason for why Fel Armor is undispellable, while _____ Shield is? Are warlocks seriously getting a permanent passive 100 spell damage, +20% healing?


Technically not permanent, since Fel Armor is being changed in WotLK. Demon Armor will have +armor, +healing where Fel Armor will have +spell damage +mana regen.

I imagine there will be all manner of inconsistencies and relative over/underpoweredness going on as they ramp up skills till the expansion. Hopefully the change will be more gradual than the 2.0 patch before TBC was, where they dumped all the new talents on us which introduced some wacky builds. The Curse of Elements/Curse of Shadow change says that they may be doing things more gradual this time, but I guess a month or two of 1 or 2 classes dominating PvP or PvE isn't going to make a huge difference in the grand scheme of things.
Tal
QUOTE(Alliera @ Jun 25 2008, 02:30 AM) *

It isn't Frostbite that is not purgable. It's Ice Armor. Frostbite is the same as it's always been.

Please stop drawing conclusions based on the Armory. It doesn't show the extent of my experiences, and experience is not the only thing that matters in a discussion.


*sigh* You're missing the point. Its the combination of Frost Bite and Ice armor that would be so rough on a melee class.

I'm not drawing any conclusions off your Armory that I hadn't already reached from what you post on the forums. More reinforcement than anything else.
Pantalaimon
QUOTE(Alliera @ Jun 25 2008, 02:30 AM) *

It isn't Frostbite that is not purgable. It's Ice Armor. Frostbite is the same as it's always been.


Yes, but the most direct way for shamans to deal with frostbite is to purgespam the ice armour smile.gif
Artega
QUOTE(Alliera @ Jun 25 2008, 01:30 AM) *

It isn't Frostbite that is not purgable. It's Ice Armor. Frostbite is the same as it's always been.

Please stop drawing conclusions based on the Armory. It doesn't show the extent of my experiences, and experience is not the only thing that matters in a discussion.


Are being intentionally obtuse here? Or is it just because you don't PvP much that you don't realize how massively this hurts Enhancement Shammies? Hell, it probably hurts all melee, even Rogues.

You realize that a mage has a 50% greater chance to crit against a frozen target, right? And that ice lance does triple damage against frozen targets? So that instant cast spell is now capable of doing six times normal damage (thanks to Ice Shards, before Resilience adjustments.) It's entirely possible to have Ice Lance - an instant-cast spell with a massive 36 yard talented range - crit for 2000 or more against high-resilience targets. Against low-resilience targets, it's not unusual to see numbers going beyond 3000.

Not only this, but because enhancement shammies and rogues - who dual wield and thus attack very quickly - are going to have a much higher chance to proc Frostbite. Rogues can probably get out of it if they need to via Cloak of Skill or their other get out of jail free cards, but for a shammy, the only option he has is to try and dispel ice armor, which they're seemingly intent on changing. This now leaves you with the option of either trinketing (and just being rooted with frost nova, freeze, or another frostbite proc a few seconds later) or bending over and grabbing your ankles.

Moreover, any melee attacking the mage will now be moving at 70% speed because of the chill effect; for Warriors and Rogues this isn't a major problem because they can just keep Hamstring/Piercing Howl/Crippling Poison on the mage and keep up just fine. But for Retribution Paladins, who will be reliant on Blessing of Freedom (which can be stolen or dispelled), and Enhancement Shamans, this is a serious issue.
Alliera
QUOTE(Tal @ Jun 25 2008, 01:52 PM) *

*sigh* You're missing the point. Its the combination of Frost Bite and Ice armor that would be so rough on a melee class.

I'm not missing the point. It only affects melee classes with purge, i.e. only Enhancement shamans. Retribution paladins can still get out of it with BoF and Cleanse, so why mention them?

It only affects non-purge classes if they are paired with a purge-class. Ice Armor being undispellable means jack to a Ret paladin unless the Ret paladin is relying on a shaman or a priest or a warlock's Felhunter to remove Ice Armor.

In any event, Frostbite is still not a big deal. Good warriors exploit Frostbite to throw a crit back in the Mage's face via Spell Reflection, rogues can get out of Frostbite any number of ways, paladins can Cleanse it even if their BoF is on CD, and the rest of the classes have ranged spells, meaning that it doesn't affect their abilty to retaliate. An Enhancement shaman would have the most problems with Frostbite, yes -- but I still don't see the problem. I consider slowing effects on warriors far worse.

QUOTE(Artega @ Jun 25 2008, 06:29 PM) *

Are being intentionally obtuse here? Or is it just because you don't PvP much that you don't realize how massively this hurts Enhancement Shammies? Hell, it probably hurts all melee, even Rogues.

You realize that a mage has a 50% greater chance to crit against a frozen target, right? And that ice lance does triple damage against frozen targets? So that instant cast spell is now capable of doing six times normal damage (thanks to Ice Shards, before Resilience adjustments.) It's entirely possible to have Ice Lance - an instant-cast spell with a massive 36 yard talented range - crit for 2000 or more against high-resilience targets. Against low-resilience targets, it's not unusual to see numbers going beyond 3000.

...

You're not a mage, obviously. 3000? Are you nuts, or do you just think it's appropriate to add a Berserker buff to everything? Ice Lance doesn't hit for 500 unless you have upwards of 2500 spelldamage. It's gets a 14.29% coefficient, and the base damage is ~174.

It's a great spell, but you're VASTLY overestimating it. Ice Lance is amazing when you combine it with a Frostbolt, or if you manage to get off three or more Ice Lances against a target affected by Frostbite. On its own, it's not something to worry about.

Just to give you an estimation, you'd need around 1300 spelldamage before Ice Lance crits for 2000. Without considering anything else.

Also -- the talented range for Ice Lance is 33 yards, not 36. At least try to get your facts straight.

QUOTE(Artega @ Jun 25 2008, 06:29 PM) *

Not only this, but because enhancement shammies and rogues - who dual wield and thus attack very quickly - are going to have a much higher chance to proc Frostbite. Rogues can probably get out of it if they need to via Cloak of Skill or their other get out of jail free cards, but for a shammy, the only option he has is to try and dispel ice armor, which they're seemingly intent on changing. This now leaves you with the option of either trinketing (and just being rooted with frost nova, freeze, or another frostbite proc a few seconds later) or bending over and grabbing your ankles.

Moreover, any melee attacking the mage will now be moving at 70% speed because of the chill effect; for Warriors and Rogues this isn't a major problem because they can just keep Hamstring/Piercing Howl/Crippling Poison on the mage and keep up just fine. But for Retribution Paladins, who will be reliant on Blessing of Freedom (which can be stolen or dispelled), and Enhancement Shamans, this is a serious issue.

What, you never use Cleanse?

Yeah, it's a serious issue for Enhancement shaman. So what? The game isn't balanced around 1v1.

Oh yeah -- shaman will effectively get Cleanse themselves in WotLK.
oldmandennis
Even though the task of balancing 27 specs against solo, 3 arenas, and a couple of BG's is difficult, you would think that eventually they would start to get close. The fact that after 4 years and hundreds of millions of dollars they still aren't even close is pretty depressing.

I wonder who this change is supposed to be balancing back into line? It's a nerf to melee paired with priests or shaman while fighting casters... I haven't been paying much attention, is priest/rogue or warrior/shaman destroying the 2v2 bracket?

QUOTE(Alliera @ Jun 25 2008, 02:24 PM) *


Yeah, it's a serious issue for Enhancement shaman. So what? The game isn't balanced around 1v1.



Well the problem is it bones Enh not just in 1v1, but in all arena brackets. And Enh is already very weak in PvP, so I can understand the frustration.
Tal
QUOTE(Alliera @ Jun 25 2008, 05:24 PM) *

I'm not missing the point. It only affects melee classes with purge, i.e. only Enhancement shamans. Retribution paladins can still get out of it with BoF and Cleanse, so why mention them?

It only affects non-purge classes if they are paired with a purge-class. Ice Armor being undispellable means jack to a Ret paladin unless the Ret paladin is relying on a shaman or a priest or a warlock's Felhunter to remove Ice Armor.

In any event, Frostbite is still not a big deal. Good warriors exploit Frostbite to throw a crit back in the Mage's face via Spell Reflection, rogues can get out of Frostbite any number of ways, paladins can Cleanse it even if their BoF is on CD, and the rest of the classes have ranged spells, meaning that it doesn't affect their abilty to retaliate. An Enhancement shaman would have the most problems with Frostbite, yes -- but I still don't see the problem. I consider slowing effects on warriors far worse.



Glad to see we've come full circle and you're understanding what Artega initially posted:

QUOTE(Artega @ Jun 23 2008, 12:58 PM) *

Should be noted that there's possibly a "stealth" change going into this patch that's causing Ice Armor, Fel Armor, Demon Armor, Mage Armor, Molten Armor, and all the other magical armor effects for Warlocks and Mages to be classified as physical effects and thus undispellable effects.

Hopefully this gets changed, because if it doesn't, it's a huge problem for Enhancement Shamans (and possibly Retribution Paladins as well) because of Frostbite. This wouldn't be the first time of Blizzard's left hand failing to communicate with the right hand (12 mp5 on the S4 Enhancement Shaman chest?), but it gets tiring having to wait for another patch to fix a stupid decision.
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