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 [28 et 29 juin 2008]WWI 08 à Paris + Infos Wotlk

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Frankark
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Frankark


Nombre de messages : 392
Age : 44
Localisation : Isle sur la Sorgue (84)
Date d'inscription : 15/11/2006

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MessageSujet: Re: [28 et 29 juin 2008]WWI 08 à Paris + Infos Wotlk   [28 et 29 juin 2008]WWI 08 à Paris + Infos Wotlk - Page 3 Icon_minitimeSam 2 Aoû - 9:06

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Death Knight
Blood

* Bladed Armor: Moved from Tier 1 to Tier 2.
* Subversion: Moved from Tier 2 to Tier 1. Increases the critical strike chance of Blood Strike, Heart Strike and Obliterate by 3/6/9%, and reduces threat generated while in Blood or Unholy Presence by 8/16/25% (Was Blood Strike, Pestilence and Obliterate by 1/2/3%).
* Blade Barrier: Moved from Tier 6 to Tier 1. Whenever you have no runes active, your parry chance increases by 2/4/6/8/0% for the next 8 sec (was 3/5/15%).
* Improved Blood Strike: Is now "Bloody Strikes".
* Bloody Strikes: Moved from Tier 1 to Tier 2. Increases the bonus damage your Blood Strike and Heart strike cause to diseased targets by 20/40/60% (was 30/60/90% Blood Strike only).
* New Talent: Two-Handed Weapon Specialization: Increase the damage you deal with two-handed melee weapons by 2/4%.
* Death Rune Mastery: Whenever you use a Death Strike, there is a 30/60/100% that the Frost and Unholy Runes will become Death Runes when they activate (was "Whenever a Rune activates, it has a 4/8/12% chance of converting into a Death Rune. This Rune counts as a Blood, Unholy or Frost Rune. Lasts 20 sec.").
* Forceful Deflection: Has been removed.
* Spell Deflection: No longer requires Forceful Deflection to be trained.
* Vendetta: Heals you for up to 2/4/6% of your maximum health whenever you kill a target that yields experience or honor (was 2/4%).
* Scent of Blood: You have a 25% chance after being struck by a ranged or melee hit to gain the Scent of Blood effect, causing your next 2/4/6 melee hits to generate 5 runic power. This effect can not occur more often then once every 30 sec (was " You have a 25% chance after being struck by a ranged or melee hit to gain the Scent of Blood effect, causing your next 2/4/6 melee hits to steal life from the enemy. Lasts for 20 sec. This effect can not occur more often then once every 20 sec.").
* Mark of Blood: Now requires 1 Blood and 1 Unholy to be used.
* Abomination's Strength: Your Blood Strikes and Heart Strikes have a 25% chance and your Obliterates have a 50/100% chance to increase the total Strength of party members within 45 yards by 10% for 10 sec (was "Your Blood Strikes have a 25/50% chance and your Obliterates have a 50/100% chance to increase the total Strength of party members within 45 yards by 10% for 10 sec.").
* Blood Rune Mastery: When you hit a victim of Blood Plague with a weapon, there is a 10% chance that the time it takes for your Blood Runes to activate will be cut in half for the next 5 sec (was "When you hit a diseased target...").
* Infested Corpse: Is now "Blood Worms".
* Blood Worms: Your Death Strikes have a 20/40/60% to cause the target to spawn 1/1-3/3-5 Blood Worms. Bloodworms attack your enemies, healing you for the amount of damage they deal for 20 sec or until killed (was "When an enemy that grants experience or honor dies while suffering from one of your diseases, its corpse has a 10/20/30% chance of producing 1/1-3/3-5 Bloodworms. Bloodworms attack your enemies, healing you for the amount of damage they deal for 20 sec or until killed.").
* Hysteria: Now requires 1 Blood and 1 Unholy to be used.
* Blood Aura: Moved from Tier 8 to Tier 7.
* Sudden Doom: Your Blood Strikes have a 4/8/12/16/20% chance to make your next Death Coil consume no runic power and hit for double damage if cast within 10 sec (was "next Death Coil a critical hit").
* New Talent: Vampiric Blood: Whenever you have no Blood Runes active, you have a 30/60/100% chance of increasing the amount of health generated through spells and effects by 60% for 10 sec. This effect can not occur more than oce every 90 sec.
* Might of Mograine: Increas the critical strike damage bonus of your Blood Strike, Heart Strike and Death Strike abilities by 20/40/60% (was Blood Strike, Plague Strike and Obliterate).
* Heart Strike (1 Blood, Instant, Melee Range): A brutal attack that instantly strikes the enemy, causing 60% weapon damage plus 83 for each disease effect on the target. Targets of this attack cannot benefit from haste effects for 10 sec (was "Heart Strike (Next melee, 5y range): A debilitating attack that causes 100% weapon damage and lowers the target's maximum health by up to 20% for 30 sec.").
* Dancing Rune Weapon (50 Runic Power, 30yd Range, Instant, 1 min cooldown): Unleashes all available runic power to summon a second rune weapon that fights on its own for 10 sec plus 1 sec per 5 additional runic power, doing the same attacks as the Death Knight (was "Dancing Rune Weapon (10 Runic Power, 30yd Range, Instant, 1 min cooldown): Unleashes all available runic power to summon a second rune weapon that fights on its own for 1 sec per 5 runic power, doing the same attacks as the death knight.").


Frost

* Improved Icy Touch: Your Icy Touch does an additional 10/20/30% damage and your Frost Fever reduces melee, ranged and casting speed by an additional 1% (was "Your Icy Touch does an additional 10/20/30/40/50% damage or 20/40/60/80/100% damage to Frozen targets.")
* Glacier Rot: Diseased enemies take 5/10% more damage from your Icy Touch, Howling Blast and Frost Strike spells (was 5/10/15% for Icy Touch, Mind Freeze and Frost Strike).
* Frostbite: Has been removed.
* Toughness: Moved from Tier 2 to Tier 1.
* New Talent: Icy Reach: Increases the range of your Icy Touch, Chains of Ice and Howling Blast by 5/10 yards.
* Frozen Rune Weapon: Has been removed.
* New Talent: Lichborne (Instant, 5 min cooldown): Draw upon unholy energy to become undead for 30 sec. While undead, you are immune to Charm, Fear and Sleep effects, and your horrifying visage causes melee attacks to have an additional 25% chance to miss you.
* Runic Power Mastery: All your Runic Power abilites are enhanced.
Damage spells cause 4/8/12% more damage.
Death Pact does 4/8/12% more healing.
Icebound Fortitude provides 1/2/3% additional damage reduction.
Scaling runic power abilities behave as if you have an additional 10/20/30% runic power.
* Killing Machine: No longer affects Mind Freeze.
* Frigid Dreadplate: No longer requires Frozen Rune Weapon to be trained.
* Chill of the Grave: No affects Howling Blast instead of Frost Strike.
* Chillblains: Victims of your Frost Fever disease are Chilled, reducing movement speed by 10/20/30% for 2/4/6 sec (was "Adds a Chill effect to your Icy Touch and Mind Freeze, reducing movement speed by 10/20/30% for 2/4/6 sec.).
* Frost Rune Mastery: When you hit a victim of Frost Fever with a spell, there is a 25% chance that the time it takes for your Frost Runes to activate will be cut in half for the next 5 sec (was "When you Freeze a target, there is a 50% chance that the time it takes for your Frost Runes to activate will be cut in half for the next 5 sec.").
* Unbreakable Armor: Moved from Tier 7 to Tier 8. Whenever you have no Frost Runes active, you have a 30/60/100% chance of increasing your armor by 25% and your total Strength by 5% for 10 sec. This effect cannot occur more than once every 90 sec (was "Whenever you use a Frost Rune, you have a 5/10/15% chance of increasing your armor by 30% and your total Strength by 15% for 10 sec.").
* Endless Winter: Your Mind Freeze and Frost Strike have a 30/60/100% chance to cause Frost Fever (was "The slowing effect of your Icy Touch lasts an additional 2/4/6 sec and the Freezing effect of your Chains of Ice lasts an additional 1/2/3 sec.").
* Frost Aura: Moved from Tier 8 to Tier 7. Typo fixed. No increases Frost Resistance by 32/64.
* Guile of Gorefiend: Increases the critical strike damage bonus of your Blood Strike, Obliterate, and Frost Strike abilities by 15/30/45%, and increases the duration of your Icebound Fortitude by 2/4/6 sec (was 20/40/60% for Obliterate, Mind Freeze and Frost Strike).
* Frost Strike (50 Runic Power, Melee Range Instant): Instantly strike the enemy, causing 100% weapon damage plus 6 as Frost damage (was "Instantly strike the enemy, causing 50% weapon damage plus 3 as Frost damage. Does double damage to Frozen targets.").
* Tundra Stalker: Your spells and abilities deal 2/4/6/8/10% more damage to targets with Frost Fever (was "Your spells and abilities deal 2/4/6/8/10% more damage to targets under the effects of Icy Touch, Chains of Ice or Hungering Cold.").
* Hungering Cold: Now also infects all affected targets with Frost Fever and will no longer break from disease damage.


Unholy

* Epidemic reworked: Removed from tier 1 to tier 2. Now increases the duration of Blood Plague and Frost Fever by 3/6 sec. ( Previously increases the duration of diseases caused by your Ghouls by 3/6 sec).
* Anticipation (New Talent): Increases your chance to dodge by 1/2/3/4/5 %.
* Vicious Strikes reworked: Increases the critical strike chance by 3/6 % and the critical strike damage bonus by 15/30 % of your Plague Strike, Death Strike and Scourge Strike. ( Previously increases the critical strike chance by 1/2/3 % and the critical strike damage bonus by 5/10/15 % of your Plague Strike, Death Strike and Degeneration).
* Improved Death Coil moved from tier 1 to tier 2.
* Improved Plague Strike removed from the talent tree.
* Outbreak (New Talent): Increases the damage of your Pestilence and Blood Boil by 10/20/30 %.
* Corpse Explosion moved from tier 5 to tier 3.
* Dirge moved from tier 4 to tier 5.
* Improved Corpse Explosion moved from tier 6 to tier 4. Duration increased from 9 second to 15 seconds.
* Summon Gargoyle moved from tier 9 to tier 5. Runic Power cost increased from 10 to 50.
* Bone Armor reworked: Moved from tier 6 to tier 8. Your diseases will now also cause Crypt Fever, which reduces an enemy´s attributes by 1%. Crypt Fever lasts for 18 seconds and can stack up to 3 times.
* Unholy Rune Mastery moved from tier 5 to tier 6.
* Unholy Aura moved from tier 8 to tier 7. Will now grant 32 shadow resistance as intended instead of 0.
* Crypt Fever reworked: Reduces the runic power cost of a Death Coil by 5 and reduces the cooldown of Death and Decay by 5 seconds. ( Used to be the same as Bone Armor is now, causing the crypt fever debuff ).
* Morbidity ( New Talent ): The Death Knight is surrounded by 4 whirling bones. While at least 1 bone remains, he takes 40% less damage from all sources and deals 2/4% more damage with all attacks, spells and abilities. Each spell or attack that lands consumes 1 bone. Lasts 5 minutes. ( This new talents replaces the role of the old Bone Armor ).
* Scourge Strike ( New Talent ). An unholy strike that deals 50% weapon damage plus 6 as Shadow damage and inflicting Blood Plague. Any existing heal over time spells on thet arget become corrupted, dramatically increasing the damage done by the disease and removing the healing effect.


Mage
Arcane

* Mana cost on Arcane Barrage Rank 3 reduced from 610 to 592.


Fire

* Fiery Payback now reduces the cast time of Pyroblast by 1.8/3.5 seconds when below 35% health and also increases it's cooldown by 2.5/5 seconds.


Frost

* Ice Floes is now a Tier 1 talent instead of Tier 6. The new description is: Reduces the cooldown of your Frost Nova, Cone of Cold, Ice Block and Icy Veins spells by 7%/14%/20%.
* Elemental Precision is now a Tier 2 talent instead of Tier 1. The new description is: Reduces the mana cost and chance targets resist your Frost and Fire spells by 1/2/3%. Before this patch it increased your chance to hit by 1/2/3%.
* Improved Frost Nova removed.
* Shatter no longer has Improved Frost Nova as prerequisite.
* New Talent: Cold as Ice: Reduces the cooldown of your Cold Snap, Ice Barrier, Deep Freeze and Summon Water Elemental spells by 10/20%. Requires 1 point in Cold Snap and 25 points in Frost Talents.
* Winter's Chill talent reworked. It is now a 3 point talent instead of 5 points and now gives your Frost damage spells a 33/66/100% chance to apply the Winter's Chill effect which increases the chance Arcane, Fire and Frost Spells will critically hit the target by 2% for 15 sec. Stacks up to 5 times.
* Shattered Barrier description changed to: Gives your Ice Barrier spell a 50/100% chance to freeze all enemies within 10 yds for 8 sec when it is destroyed.
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Frankark
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Frankark


Nombre de messages : 392
Age : 44
Localisation : Isle sur la Sorgue (84)
Date d'inscription : 15/11/2006

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MessageSujet: Re: [28 et 29 juin 2008]WWI 08 à Paris + Infos Wotlk   [28 et 29 juin 2008]WWI 08 à Paris + Infos Wotlk - Page 3 Icon_minitimeSam 2 Aoû - 9:06

Citation :
Mage

* Arcane Fortitude moved to tier 2, increased to 3 ranks, now increases armor equal to 50/100/150% of Intellect.
* Arcane Subtlety now reduces the chance your spells will be dispelled by 15/35%, and no longer reduces the resistance of targets.
* Arctic Reach now also affects Deep Freeze.
* Blast Wave now knocks all affected targets back.
* Elemental Precision moved to tier 2.
* Empowered Fireball reduced to 3 ranks, now increases damage by 5/10/15% of spell power.
* Empowered Frostbolt reduced to 2 ranks, increases damage by 5/10% of spell power and increases critical hit chance by 2/4%.
* Flame Throwing moved to tier 3.
* Frost Channeling now reduces mana cost of all spells by 4/7/10%.
* Frost Warding now increases armor and resistances of Frost/Ice Armor by 25/50%, now gives Frost Ward and Fire Ward a 15/30/5 chance to negate damage caused and restore mana equal to damage caused by the warded spell.
* Ice Floes renamed Cold as Ice, now reduces cooldown of Cold Snap, Ice Barrier, Summon Water Elemental, and Deep Freeze by 10/20%.
* Improved Counterspell now always silences the target for 2/4 seconds.
* Improved Fire Blast moved to tier 1, reduced to 2 ranks, reduces the cooldown by 1/2 seconds.
* Improved Flamestrike moved to tier 2, renamed World in Flames, now increases the critical hit chance of Flamestrike, Blast Wave, Dragon’s Breath, Living Bomb, Blizzard, and Arcane Explosion by 2/4/6%.
* Improved Frost Nova renamed Ice Floes, moved to tier 1, increased to 3 ranks, now reduces cooldown of Frost Nova, Cone of Cold, Ice Block, and Icy Veins by 7/14/20%.
* Magic Absorption reduced to 2 ranks, increases resistances by .5/1 point per level, and restores 1/3% of total mana on a resist.
* Master of Elements now affects all spell criticals.
* Mind Mastery reduced to 3/6/9/12/15%.
* Molten Shields now gives Fire Ward and Frost Ward spells a 15/30% chance to reflect the warded spell.
* Prismatic Cloak (Arcane)increased to 3 ranks for 1/2/3% and now also reduces the fade time of Invisibility by 1/2 seconds.
* Pyroblast cast time has been reduced to 5 seconds.
* Shatter no longer has a prerequisite.

Shaman

* Flametongue Weapon: Now has a passive spell damage.
* Nature’s Blessing no longer increases spell damage from Intellect, and the effect has been reduced to 5/10/15% from 10/20/30%. This is in result of the new spell power system. Players should notice little to no change in the power of the spell relevant to healing spells.
* New Talent: Tidal Force- Increases the critical effect chance of your Healing Wave, Lesser Healing Wave and Chain Heal by 60%. Each critical heal reduces the chance by 20% and lasts 20 seconds.
* Stoneclaw Totem: Health of the Stoneclaw totem is increased by 5% of the Shaman’s total health.
* The range of all “friendly totems” has been increased to 30 yards, up from 20.
* Totemic Mastery talent removed and replaced with “Tidal Force”.

Arenas
Buffs that have 30 seconds or less remaining will be removed once the game starts. However, the mage spell “Invisibility” is not affected by this change.
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Frankark
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Frankark


Nombre de messages : 392
Age : 44
Localisation : Isle sur la Sorgue (84)
Date d'inscription : 15/11/2006

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MessageSujet: Nouvelles prévisions de modification   [28 et 29 juin 2008]WWI 08 à Paris + Infos Wotlk - Page 3 Icon_minitimeMar 5 Aoû - 10:30

Citation :

Druid
Feral Concerns in WotLK
The changes made to things like armor were done mostly to solve itemization problems. We didn't make them to nerf Ferals (or anyone). We did them because we started to consider bosses who needed to drop 30 different pieces of armor (or tokens to trade for them or whatever) because classes and even specs were heading off into distinct niches. You'll get something to make up for it. No, you aren't there yet.

We're not entirely happy with the way the Feral ended up in BC. The idea was that you could be a decent tank and a decent melee dps class, so Ferals were something you wanted to bring if you weren't the kind of guild that swapped different people out for every boss. But I don't think "convenience factor" is ultimately a great value to bring to a raid. The problem was we were kind of stuck because if we made Ferals end-game tanks and amazing melee, then the rogues were screwed, because they couldn't go respec to tank or heal.

But now we have a chance to add some new talents, and we'd like for some of them to be the kind that let a druid declare that she is more of a cat or more of a bear. It doesn't have to be shoehorning two whole talent trees into one, but even offering a few choices would go a long way.

I didn't mean to sound condescending. The pot example was to offer that we haven't forgotten about bears. My point was NOT: hey, you lost armor but gee you got health stones, so why all the QQing? It was cool to see those big armor numbers on bears, and we have some plans for how to replace them (and not just with pots).

The DK gets a lot of attention because it has a lot of catching up to do. There were no DKs in UBRS or MC or TK or even Arathi Basin. Nobody knows how their abilities and power system are going to work so we feel like we have to cover a lot of the ground that was explored literally years ago for some of these other classes.

We will be really disappointed if there aren't bears main tanking Naxx and later raids, and cats that if not consistently as high as rouges, are at least a lot closer than they are now.

Allow Feral Swiftness Indoor
Seems reasonable to me. Done.

Hunter

* The mana cost of new ranks is not just an issue for Hunters. We're looking at lowering the mana cost of all new ranks among all classes. We also intend to do some improvements to Aspect of the Viper. Not to mention mana return mechanics in each of the tree's (Invigoration, Rapid Recuperation, Hunting Party etc.)
* We'll be doing some improvements to Chimera Shot. We'll experiement with it refreshing the duration of the sting instead of consuming, and adding some base damage to the shot as well. It should act as an Arcane Shot replacement, doing significantly more damage (especially if serpent sting is on the target).
* Regarding Serpent Sting, we'll bump the damage bonus you get from this effect up. We also want to make Serpent Sting more usable for Hunters.
* Tranq Shot will soon be able to dispel enrage mechanics (i.e. Warrior Enrage, Rogue's Hunger For Blood, etc.). It should also be able to dispel Druids' "Owlkin Frenzy" effect. Also going to lower the cooldown. (Source)
* In addition, Tranq Shot will also be able to dispel magic effects, and we're removing that from Arcane Shot.
* Explosive Shot is intended to be three shots in one cast. Imagine Arcane Missiles, but not having to channel it. The spell isn't quite there yet, we're still not sure if it needs the AOE or not. It's not intended to really be AOE utility.
* We haven't given up hope of fixing up your existing low-level pets.

Shaman

* In a future build your Stoneclaw Totem will "protect" your other totems, virtually increasing their HP by a value. We haven't decided how much it will give your totems, but it should be enough to protect them from being one shotted. Totems are intended to be as fragile as they are, it's what balances out their power. If we gave Totems base increased survivability, we would have to give them increased cooldowns, mana costs etc.

Warlock

* We plan to give all pets the master's +hit%.
* We have yet to do number testing, we'll balance the tree's so that their damage is closer together. That said, Destruction has less group utility than Affliction or Demonology has, which can warrant a slight DPS advantage. Even though you'll be casting DoTs as affliction, you'll still be casting Shadow Bolt's in your rotation. Thus haste/crit/death's embrace all benefit you.
* Molten Core was more designed for Demonology, as that spec you have the freedom to switch between Shadow and Fire, or for more hybrid builds.
* We haven't yet tested Shadow Bite extensively to see if it's working as we intend, we'll be doing that soon. Not yet finished on Doomguard, but he's intended as niche pet for group situations.

Warrior
Blood Frenzy
This issue (who gets into the raids?) is something we are spending a lot of time on right now. Blood Frenzy is the kind of talent that could definitely present a problem if it means Arms warriors are really valuable for their debuff potential and Fury warriors have to compete for raid slots mostly on the merit of their dps. At least Fury still has PvP... oh, wait....

Death Knight
Tanking Talent Changes
After further discussion, and lots of feedback from various forums including this one, we're going to make the following changes:

Vampiric Blood
One Rank
1 Blood, Instant (no GCD), 2 min cooldown
Increases the amount of health generated through spells and effects (i.e. your own or heals from other players) by 50% for 20 sec.

Unbreakable Armor
One Rank
1 Frost, Instant (no GCD), 2 min cooldown
Increases your armor by 25% and your total Strength by 5% for 20 sec.

With these changes, the mechanic ends up being pretty similar, where you have to sacrifice dps or other abilities for a mostly defensive one. However you don't feel like you're wasting Blade Barrier and overall it's easier to understand how you'd use these abilities. The cooldown still needs to be reasonably long in order to save these for the right moment rather than spamming them constantly (we want them to work like new Shield Block, not old Shield Block). You might still sometimes end up having to sit on a Rune for a bit, but probably no longer than a few seconds, and at least you won't have to worry about the ability going off when you don't want it to.

Anti-Magic Shell at the very least can no longer be dispelled, and we're looking at it preventing dots and possibly all magical debuffs while it's up.

We'll continue to massage the numbers to try and achieve rough parity among Vampiric Blood, Unbreakable Armor and Bone Shield (Bone Armor) so that nobody feels compelled to go down one tree just because its talent is so much better than the others. Though obviously the 3 talents will still fulfill slightly different niches.

We'll continue to adjust mitigation and threat numbers in general to achieve rough parity among DKs, warriors, paladins and druids, while still trying to give each a certain type of battle they excel at.

Deathstrike Effect Clarifications
A deadly attack that deals 60% weapon damage plus X (where X varies per rank) and heals the death knight for 100% of the damage done for each of her diseases on the target.

Bone Armor and Unholy Talents
Bone Armor has always had an internal cooldown of 2 sec. We just changed it to 3.5 sec, same as a shaman. There is enough theorycrafting on Bone Armor right now and at least some people conclude it's a really potent ability. If it turns out to offer less protection than we thought, we'll buff it.

As per another thread, we did prune down some of the talents in deep Unholy and we're hoping to be able to fit another tanking or tanking / dps talent down there to compete with Will of the Necropolis and Acclimation for the other trees.

Bone Armor / Blood-Caked Blade and Crypt Fever Changes
We took Blood-Caked Blade and Crypt Fever down to 3 ranks each. We need to see if deep Unholy has enough talents now. Bone Armor (we call it Bone Shield now) is only 1 Unholy. I'm not sure where the Frost cost came from. I may have erroneously stated as such when typing fast, or the talent trees show it wrong. It's 1 Unholy though.

-----------------

Increased breath duration underwater
We are experimenting with increased breath duration underwater. Currently, in the beta, most players can stay under for three times as long. Forsaken can stay under 10 times as long as an old, normal character (used to be 4).

Addition of a Quest Giver Tracker to the Radar (Including low level quests)
Yes. This is in the next build (albeit not very polished yet).

Account Achievements
Account achievements are in the works. They won't be in for the launch of Lich King but they are on the horizon.

Guild Bank Tax
This is an interesting idea. We won't be able to get to this for the WotLK launch, but we are compliling a list of future guild improvements that we'd like to make in WoW.

Class changes deployment frequency during Beta Test
Seriously though, it's easier for to focus on only a couple of classes at a time. We find that way we are more in sync on the direction of the class and its problems. We don't work in an environment where each person goes to their desk, throws in the talents for one class, and then we pour them all into the game. A lot of the time it's 10% actual talent implementation and 90% brainstorming and discussion.

Mages recently got a fair amount of attention and death knights always do, just because they have the most catching up to do to the years of analysis and design that's been done on the other classes.

But even then, you're more likely to see ability changes than number adjusting. We need to feel like the abilities have a chance of working out before we go into the mode of comparing everyone's dps and threat and survival in a variety of situations. The encounter design and item design need to be at that level too. We're still debating things like encounters and raid stacking will work. Think about all the changes: many stats are universal now (meaning melee hit and spell hit are the same as far as items are concerned), most buffs affect the entire raid, we're trying to offer fewer very specialized items as random drops, etc. etc. It ends up being a lot of changes all with ramifications for every class.

Raid Composition in WotLK
Class design isn't done. We are shooting for more parity. Nobody should get a raid spot because their one talent brings a huge dps (or mana or healing or health) benefit to the raid that no other spec can provide.
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Frankark
Modérateur
Frankark


Nombre de messages : 392
Age : 44
Localisation : Isle sur la Sorgue (84)
Date d'inscription : 15/11/2006

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MessageSujet: Nouvelles prévisions de modification   [28 et 29 juin 2008]WWI 08 à Paris + Infos Wotlk - Page 3 Icon_minitimeMer 6 Aoû - 7:19

Citation :

Death Knight
Unholy Talents & Skills balancing
With the changes we made, the two diseases last the same amount of time, which is one of the things that makes the DK feel smoother in general. We're still working on Unholy. It has some really interesting talents but it needs to gel a little better. Since AE isn't universally useful and the Ghoul is something of an acquired taste, we'd like you to be able to build a solid Unholy tree even without those talents. Some of the talents also didn't fare well with the conversion. Blood-Caked Blade was a great talent before that didn't survive the transition well. We're still working on it.

Death Coil spamming nerf
We found that a lot of DKs were able to spam Death Coils at a pretty steady pace. Part of this was bugs, but part of it was also the Runic Power Mastery talent along with the talents that gave your runic power -- Butchery and talents like Dirge.

We made a big pass on all of these numbers to get Death Coil down closer to the frequency we intended -- something more like once a cycle (if you imagine a cycle being something like Icy Touch, Plague Strike, Blood Strike, Blood Strike, Death Strike). We feel like all of the talents are more interesting choices now without some of them being no-brainers and others being lackluster. For example, Sudden Doom feels meh when you are already tossing Death Coils as fast as you can.

Death Knight Role in raids
A DK of any spec should be able to tank a 5-player non-heroic instance. The same is true for a warrior, and perhaps even a paladin or druid, though those are a little tricky since the gear overlaps different roles even less.

A warrior pretty much cannot tank a raid (unless he massively overgears it) without a heavy investment in the Protection tree. The difference is the DK can go into the Blood, Frost or Unholy tree and still tank. But she probably needs as many tanking talents as she can get (which does not have to mean the same number of talents that other classes spend), and definitely needs the tanking gear and player skill that go along with raiding.

Frigid Dreadplate / Bone Armor
Frigid Dreadplate will probably not affect most bosses. It will however stack with things like Thunder Clap. It's not an expensive talent, so it may still be worth it for trash and PvP. If not, we might change it to something else, but we don't want to over stack Frost with too many tanking abilities.

It's a little tricky to compare Bone Armor directly to the other two abilities since it is dependent on hits. If you take 4 quick strikes (though there is an internal cooldown) it may not be up as long as Unbreakable Armor. This is entirely dependent on the duration and internal cooldown, which fortunately are easy numbers for us to adjust to try and achieve some approximation of parity.

Plague Strike and Degeneration
We removed the hot dispel effect from Scourge Strike and put it on the base Plague Strike. Scourge Strike will be given something to replace the loss. Even if all it does is Plague Strike but as Shadow damage, that may be sufficient.

A Brief History of Degeneration
I believe the initial version of Degeneration described at the World Wide Invitational was that it removed all hots on the target and did extra damage per hot, and the dot effect of Degen also prevented any additional hots. Wow. While this might sound fun (for the death knight) it was probably ridiculously overpowered, and very punitive towards one type of healer in particular. If you think druids are OP in Arenas, this was probably not the best way to fix that.

The version of Degeneration that existed through most (possibly all) of the alpha and beta was a spell that removed one hot and did bonus damage on its dot effect (it was originally 7x damage then lowered to 3x damage). A potentially confusing tooltip on Degeneration probably didn't help at all.

When we made the recent pass at death knight talents, we gave the Degeneration effect (dispels one hot) to Scourge Strike. Some players were concerned that meant they had to go deep Unholy in order to be effective at PvP. This was not our intent and it's probably debatable whether or not that single ability made Unholy the PvP tree.

Nevertheless, after hearing many concerns, we are giving the ability back to core Plague Strike. It currently does not scale damage if it finds a hot -- it just removes the hot. If we think the damage bonus is necessary we'll add it back, possibly with a talent.

The current Plague Strike's tooltip says something like:
- A vicious strike that deals X weapon damage and infects the target with Blood Plague, a disease dealing Shadow damage over time. Will dispel one heal over time effect from the target.


Druid
Lifebloom Changes
Yes, we have done some toning down of Lifebloom. Lifebloom was unintentionally buffed too much during Burning Crusade when we made the coefficient scaling work on the stack applications. This has caused a lot of problems with balance in the game. Druids are intended -- as healers -- to be able to dish out good throughput heals with very low efficiency, likewise Lifebloom is intended to be rather cheap and efficient, but not to the degree that it is today.

Compare how you healed in dungeons and raids pre-Burning Crusade to today. Before you used nearly every healing spell you had, today you just use Lifebloom and maybe your other HoTs just because they stack with Lifebloom. Not only is this boring to the player, but it pigeon holes the Druid to spamming Lifebloom on the tanks.

We hope to tone down Lifebloom and bring the Druids other healing spells up to speed in this expansion. Part of this is through changes to the Druid class, changes to other healing classes and through encounter design.

Just as a note -- we did intend to change Lifebloom in the Burning Crusade (lower the coefficent), but we ended up delaying that so that we wouldn't hurt the Druids viability in raiding. With Wrath, we're introducing a new heal, a revamped Tree Form, and other mechanics to correctly balance things out.

Moonkins in WotLK

* Bloat: Bloat is another word for "I can't have everything I want!". We want every class to feel their tree is "bloated" to a degree. We want classes to have to make choices and sacrifices over good talents, because that is ultimately what makes talents interesting. If it weren't that way, we would just make it a linear progression without any choices. That said, if you feel the flow of the talents makes you spend points in something that doesn't necessarily benefit you what that build is for (i.e. spending too many "PvE" talents for a PvP build), then that can be addressed.
* Dreamstate: If we deem Moonkins to have mana issues we can change this talent to work with Spirit/improve it, but from what I've seen it's the total opposite right now. If anything we might of gone too far in Moonkin efficiency.
* Earth and Moon: I realize that the talent doesn't really justify more than a few points of investment. We'll do some changes here.
* Eclipse: Eclipse is intended to be a good DPS upgrade when you utilize it, if it isn't resulting in that then we will change the damage bonus effects it gives you. Your specific results with Eclipse testing would help. It is intended to be a long cooldown, though. Otherwise you'd get fatigue from swapping between Wrath and Starfire too much.

Feral Concerns in WotLK

* Druids are not all done and ready for live. We need to "really look" at druids before ship. As I have posted in other forums though, we don't generally look at all classes all at once. We work very collaboratively, which unfortunately means classes get appraised one at a time.
* We don't think druids NEED to choose bear or cat. But it would be nice if you had the option of choosing bear > cat or cat > bear. Going that route lets us justify your being an awesome tank (because you're giving up some dps) or vice versa. I don't think anyone is arguing (I hope) that all Ferals with any spec need to be as good at tanking as prot warriors and as good at dps as rouges just by shapeshifting and swapping gear. I think we all know the outcome of such a design. But there is a difference between "as good as rogues" and "worth bringing on a raid."
* We have no problem if paladins are better at some bosses than others, so long as a guild that runs with a druid MT isn't months behind the paladin MT guild because the encounter is so hard without the paladin.
* The best solution is that Ferals bring something great to the raid. Imagine Mark of the Wild was as good as Blessing of Kings, but they didn't stack. Now a druid or a paladin is a great addition. Or imagine the health return from Imp LotP was at the level of Blood death knight or Shadow priest. Now bringing a Feral makes it noticably easier on the healers. These are just examples, not changes I'm announcing.

Hunter
New abilities and pet bar size
We don't currently have a way to fit every active pet ability on the bar. It's something we're working on, but we didn't want to hold all of the pet changes in the event it wasn't done. Think of the pet bar as shortcuts to their abilities. Just because an ability isn't on the bar doesn't mean it can't be cast or autocast.

Hunter issues
Making your abilities harder to dispel does not improve the class. The Hunter class should be a strong class similar to how other classes are strong, because of damage combos, CC, etc. Not because you stayed alive longer because of Viper String. Besides, you already have a talent that reduces the chance the target can dispel your stings.

The issues I feel the Hunters have (in PvP, which I assume is what you're at issue with) are the following:

* Mobility: Master's Call is a stun/snare break. Instead of having the ability just work on you, we've allowed you to also cast it on other players, making it more interesting and adding group utility. Changed Surefooted to %duration instead of %resist, making it more consistent. If the numbers don't pan out right (as in it should match Fleet footed), then we'll make that change.
* Survivability: We've significantly improved Deterrence, it now works on spells and has a lower cooldown.
* Line of Sight: We do plan to introduce two new Hunter abilities that will help combat LoS issues (those we'll announce soon), which we believe plagues Hunters the most out of other classes. We understand this has been an issue throughout Burning Crusade, but we couldn't really address it correctly without introducing new abilities, talents, etc. (which we can do in the expansion) We're also (as funny as it sounds) improving Hunter melee DPS through an improvement to Aspect of the Beast (10% Melee AP buff while this aspect is active), and removed the conditional from Mongoose Bite (so you can use it even if you haven't dodged the opponent). Though you won't be doing as much damage if you were at range, you'll find a pretty significant damage potential while in melee range with these changes.
* "Finishing" move: Hunter's do have a powerful front-load combo (Aimed -> Multi -> Arcane etc.) , but the problem they have is finishing the player off. If the player is still alive after your front load damage, you're left standing there praying for autoshot crits. This should be addressed with the introduction of "Kill Shot." Also with the revamped "Kill Command" coming in a future patch.
* Pets: We always believed that the Pet should be more of a focus for the Hunter in PvP (and PvE). We've revamped Pets in this expansion, giving them all unique abilities, a lot of which will help Hunters in the various arena brackets, battlegrounds, world PvP etc.

Priest
Priest Buffs and Inscription
Note that the highest scroll in the expansion so far is for 25 Spirit, Divine Spirit is currently 50. The scrolls are intended as a compromise if you don't have the buff from the Priest, not a replacement/complete alternative. I talked to the designer who does Inscription and was told that if we do a "spirit scroll" it won't exceed ~75% of what Divine Spirit would be. Regarding scrolls similar to other abilities (mark of the wild, arcane intellect, etc.) those are still in design.

Warlock
Soul Well Buff
Soul Well will have 25 charges in the next patch.
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Date d'inscription : 15/11/2006

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Priest (Skills List / Talent Calc. (8770))

* Glyph of Lightwell 01 (Priest) (Class: Priest) - Increases the amount healed by your Lightwell by 1 to 6%
* Glyph of Renew 01 (Priest) (Class: Priest) - Increases the duration of your Renew by 3 sec.
* Glyph of Circle of Healing 01 (Priest) (Class: Priest) - Your Circle of Healing spell heals 1 additional target.
* Glyph of Psychic Scream 01 (Priest) (Class: Priest) - Increases the duration of your Psychic Scream by 3 sec.
* Glyph of Dispel Magic 01 (Priest) (Class: Priest) - Your Dispel Magic also heals your target for 3% of maximum health if it removes a damaging effect.
* Glyph of Fear Ward 01 (Priest) (Class: Priest) - Reduces cooldown and duration of Fear Ward by 30 sec.
* Glyph of Flash Heal 01 (Priest) (Class: Priest) - Your Flash Heal has a 50% chance to reduce the cast time of your next Greater Heal by 0.3 sec
* Glyph of Prayer of Healing 01 (Priest) (Class: Priest) - Increases the radius of your Prayer of Healing spell by 5 yards.
* Glyph of Mind Flay 01 (Priest) (Class: Priest) - Increases the range of your Mind Flay spell by 5 yards but it no longer reduces the target's movement speed.
* Glyph of Shadow Word: Death 01 (Priest) (Class: Priest) - Targets below 35% health take an additional 5% damage from your Shadow Word: Death spell.
* Glyph of Holy Nova 01 (Priest) (Class: Priest) - Your Holy Nova spell heals for an additional 30% but deals 1 to 0% less damage.
* Glyph of Fade 01 (Priest) (Class: Priest) - Attacks made against you while Fade is active have a 10% chance to refresh its duration back to full.
* Glyph of Spirit of Redemption 01 (Priest) (Class: Priest) - Critical heals cast while Spirit of Redemption is active increase the remaining duration of Spirit of Redemption by 4 sec.
* Glyph of Inner Fire 01 (Priest) (Class: Priest) - Your Inner Fire has 10 additional charges.
* Glyph of Shadow Word: Pain 01 (Priest) (Class: Priest) - Increases the duration of your Shadow Word: Pain by 3 sec.
* Glyph of Mind Control 01 (Priest) (Class: Priest) - Increases the duration of your Mind Control spell by 12 sec.
* Glyph of Mind Soothe 01 (Priest) (Class: Priest) - Increases the duration of your Mind Soothe spell by 5 sec.
* Glyph of Shackle Undead 01 (Priest) (Class: Priest) - Extends the range on Shackle Undead by 5 yards.
* Glyph of Mass Dispel 01 (Priest) (Class: Priest) - Reduces the mana cost of Mass Dispel by -20%.
* Glyph of Smite 01 (Priest) (Class: Priest) - Increases the chance you'll resist spell interruption when casting your Smite spell by 50%.


Shaman (Skills List / Talent Calc. (8770))

* Glyph - Water Shield 01 (Shaman) (Class: Shaman) - Your Water Shield has 3 additional charges.
* Glyph - Chain Heal 01 (Shaman) (Class: Shaman) - Your Chain Heal heals 1 additional target.
* Glyph - Lesser Healing Wave 01 (Shaman) (Class: Shaman) - Your Lesser Healing Wave heals for 20% more if the target is also affected by your Earth Shield.
* Glyph - Earthliving Weapon 01 (Shaman) (Class: Shaman) - Increases the chance for your Earthliving weapon to trigger by 5%.
* Glyph - Healing Wave 01 (Shaman) (Class: Shaman) - Your Healing Wave also heals you for 20% of the healing effect when you heal someone else.
* Glyph - Mana Tide 01 (Shaman) (Class: Shaman) - Your Mana Tide Totem grants an additional 1% of each target's maximum mana each time it pulses.
* Glyph - Earth Shock 01 (Shaman) (Class: Shaman) - Reduces the global cooldown triggered by your Earth Shock ability by 1 sec.
* Glyph - Frost Shock 01 (Shaman) (Class: Shaman) - Increases the duration of your Frost Shock by 2 sec.
* Glyph - Strength of Earth 01 (Shaman) (Class: Shaman) - Your Strength of Earth Totem also grants 1% melee and ranged critical strike chance.
* Glyph - Windfury Weapon 01 (Shaman) (Class: Shaman) - The attack power bonus on the additional attacks granted by Windfury Weapon is increased by 40%.
* Glyph - Stormstrike 01 (Shaman) (Class: Shaman) - Increases the nature damage bonus from your Stormstrike ability by an additional 8%.
* Glyph - Flame Shock 01 (Shaman) (Class: Shaman) - Increases the range on your Flame Shock ability by 10 yards.
* Glyph - Lighnting Shield 01 (Shaman) (Class: Shaman) - Increases the damage from Lightning Shield by 20%.
* Glyph - Chain Lightning 01 (Shaman) (Class: Shaman) - Your Chain Lightning strikes 1 additional target.
* Glyph - Fire Nova Totem 01 (Shaman) (Class: Shaman) - Increases the radius of Fire Nova Totem's effect by 2 yards.
* Glyph - Flametongue Weapon 01 (Shaman) (Class: Shaman) - Increases spell critical strike chance by 2% while Flametongue Weapon is active.
* Glyph - Totem of Wrath 01 (Shaman) (Class: Shaman) - Your Totem of Wrath also grants 1% spell haste.
* Glyph - Lightning Bolt 01 (Shaman) (Class: Shaman) - Reduces the cost of your Lightning Bolt ability by -10%.
* Glyph - Earth Elemental Totem 01 (Shaman) (Class: Shaman) - Reduces the cooldown of your Earth Elemental Totem by 3 min.
* Glyph - Fire Elemental Totem 01 (Shaman) (Class: Shaman) - Reduces the cooldown of your Fire Elemental Totem by 3 min.
* Glyph - Healing Stream Totem 01 (Shaman) (Class: Shaman) - Your Healing Stream Totem heals for an additional 20%.


Paladin (Skills List / Talent Calc. (8770))

* Glyph of Seal of Command - Increases the chance of dealing Seal of Command damage by 20%.
* Glyph of Hammer of Justice - Increases your Hammer of Justice duration by 1 sec.
* Glyph of Blessing of Wisdom - Your Blessing of Wisdom causes your target to also regenerate health at the same rate as mana.
* Glyph of Hammer of Wrath - Increases the range on Hammer of Wrath by 5 yards.
* Glyph of Crusader Strike - Your Crusader strike deals 20% more damage when your targe is incapacitated or stunned.
* Glyph of Consecration - Increases the radius of Consecration by 1 yards.
* Glyph of Righteous Defense - Increases the chance for your Righteous Defense ability to work successfully by 8% on each target.
* Glyph of Avenger's Shield - Your Avenger's Shield hits -2 fewer targets but for 100% more damage.
* Glyph of Turn Evil - Reduces the cooldown on Turn Evil by 5 sec.
* Glyph of Exorcism - Your Exorcism also interrupts spellcasting for 0 sec.
* Glyph of Blessing of Kings - Your Blessing of Kings also increases attack power on affected targets by 3%.
* Glyph of Flash of Light - Your Flash of Light heals for -50% less initially but also heals for 196% of its inital effect over 1 to 0 sec.
* Glyph of Holy Light - Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 5 of the initial target.
* Glyph of Blessing of Might - Your Blessing of Might also grants offensive spell power equal to 10% of the attack power it grants.
* Glyph of Lay on Hands - Your Lay on Hands also grants you as much mana as it grants your target.
* Glyph of Seal of Wisdom - While Seal of Wisdom is active the cost of your healing spells is reduced by -5%.
* Glyph of Seal of Light - While Seal of Light is active the effect of your healing spells is increased by 5%.


Glyphs from older builds
Miscellaneous

* Glyph Mastery (Passive) - Unlocks an additional Glyph.


Hunter

* Venomous Mana (Glyph Passive) - Empowers a Greater Glyph to grant your Viper Sting ability an additional 15% chance to resist dispel effects.


Mage

* Glyph of the Penguin - Empowers a Minor Glyph to cause your Polymorph: Sheep spell to turn the target into a baby penguin.


Druid

* Glyph of Natural Force (Class: Druid) - Empowers a Greater Glyph to avoid interruption caused by damage while casting your Wrath spells by 50%.
* Glyph of Moonfire (Class: Druid) - Empowers a Lesser Glyph to reduce the rage cost of your Demoralizing Roar by 20.
* Glyph of Thorns (Class: Druid) - Empowers a Minor Glyph to reduce the mana cost of your Thorns spells by %s1%.
* Glyph of Wild Endurance (Class: Druid) - Empowers a Minor Glyph to increase the duration of your Mark of the Wild and Gift of the Wild spells by 30 min.
* Glyph of the White Bear - Changes the appearance of your bear and dire bear forms to that of a polar bear.
* Glyph of Frenzied Regeneration - While Frenzied Regeration is active healing effects on you are 20% more powerful.
* Glyph of Growl - Increases the chance for your Growl ability to work successfully by 8%.
* Glyph of Mangle - Increases the duration of Mangle by 6 sec.
* Glyph of Swipe - Your Swipe ability now hits 1 additional target.
* Glyph of Shred - Increases the damage dealt by Shred to stunned and incapacitated targets by 20%.
* Glyph of Rip - Increases the duration of your Rip ability by 3 sec.
* Glyph of Rake - Your Rake ability prevents targets from fleeing.
* Glyph of Swiftmend - Your Swiftmend ability no longer consumes a Rejuvenation or Regrowth effect from the target.
* Glyph of Innervate - Your innervate ability now has an additional 20% strength mana regeneration effect on you in addition to the effect on your primary target.
* Glyph of Rebirth - Increases the amount of health on a character brought back to life via Rebirth by 100%.
* Glyph of Regrowth - Increases the amount of your initial Regrowth heal by 50% if your Regrowth effect is still active on the target.
* Glyph of Rejuvenation- While your rejuvenation targets are below 50% health you will heal them for an additional 50% health.
* Glyph of Healing Touch - Decreases the cast time of Healing Touch by 1.5 sec. the mana cost by -25% and the amount healed by -50%.
* Glyph of Lifebloom - Increases the duration of Lifebloom by 1 sec.
* Glyph of Starfire - Your Starfall ability increases the duration of your Moonfire effect on the target by 3 sec.
* Glyph of Insect Swarm - Increases the damage of your Insect Swarm ability by 30% but it no longer affects your victim's chance to hit.
* Glyph of Hurricane - Your Hurricane ability now also slows the movement speed of its victims by -20%.
* Glyph of Starfall- Increases the duration of Starfall by 2 sec.
* Glyph of Wrath - Increases the chance you'll resist spell interruption when casting your Wrath spell by 50%.
* Glyph of Moonfire - Increases the periodic damage of your Moonfire ability by 75% but initial damage is decreased by -90%.
* Glyph of Entangling Roots - Increases the damage your Entangling Roots victims can take before the Entangling Roots automatically breaks by 20%.
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Localisation : Isle sur la Sorgue (84)
Date d'inscription : 15/11/2006

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Racial Abilities
- Arcane Torrent (Blood Elf) global cooldown removed.

Death Knight (Skills List / Talent Calc. (8770))
- Death Knight spells that cost runes will now display the rune cooldowns on the spell buttons.

Mage (Skills List / Talent Calc. (8770))
- Arcane Blast effect duration reduced to 3 seconds, and now increases damage by 15/30/45% instead of reducing cast time.
- Arcane Fortitude moved to tier 2, increased to 3 ranks, now increases armor equal to 50/100/150% of Intellect.
- Arcane Impact renamed Spell Impact and now affects Blast Wave, Fire Blast, Cone of Cold, and Ice Lance.
- Arcane Potency now applies when Presence of Mind is active, talent prerequisite changed to Presence of Mind.
- Arcane Subtlety now reduces the chance your spells will be dispelled by 15/35%, and no longer reduces the resistance of targets.
- Arctic Reach now also affects Deep Freeze.
- Blast Wave now knocks all affected targets back.
- Conjured mana gems no longer disappear from your backpack after being logged out for more than 15 minutes. Higher ranks of Conjure Mana Gem will recharge an existing mana gem to maximum charges.
- Elemental Precision moved to tier 2.
- Empowered Arcane Missiles renamed Arcane Empowerment and no longer increases mana cost. It now also increases damage caused by Arcane Blast.
- Empowered Fireball reduced to 3 ranks, now increases damage by 5/10/15% of spell power.
- Empowered Frostbolt reduced to 2 ranks, increases damage by 5/10% of spell power and increases critical hit chance by 2/4%.
- Flame Throwing moved to tier 3.
- Frost Channeling now reduces mana cost of all spells by 4/7/10%.
- Frost Warding now increases armor and resistances of Frost/Ice Armor by 25/50%, now gives Frost Ward and Fire Ward a 15/30/5 chance to negate damage caused and restore mana equal to damage caused by the warded spell.
- Ice Floes renamed Cold as Ice, now reduces cooldown of Cold Snap, Ice Barrier, Summon Water Elemental, and Deep Freeze by 10/20%.
- Improved Blink now also reduces mana cost by 25/50%.
- Improved Counterspell now always silences the target for 2/4 seconds.
- Improved Fire Blast moved to tier 1, reduced to 2 ranks, reduces the cooldown by 1/2 seconds.
- Improved Flamestrike moved to tier 2, renamed World in Flames, now increases the critical hit chance of Flamestrike, Blast Wave, Dragon's Breath, Living Bomb, Blizzard, and Arcane Explosion by 2/4/6%.
- Improved Frost Nova renamed Ice Floes, moved to tier 1, increased to 3 ranks, now reduces cooldown of Frost Nova, Cone of Cold, Ice Block, and Icy Veins by 7/14/20%.
- Improved Mana Shield has been renamed to Arcane Shielding and now also increases resistances granted by Mage Armor by 25/50%.
- Improved Scorch now increases Fire, Frost, and Arcane damage done to the target by 2/4/6/8/10%.
- Incineration moved to tier 1, increases the critical hit chance of Fire Blast, Scorch, Arcane Blast, and Cone of Cold by 2/4/6%.
- Magic Absorption reduced to 2 ranks, increases resistances by .5/1 point per level, and restores 1/3% of total mana on a resist.
- Master of Elements now affects all spell criticals.
- Mind Mastery reduced to 3/6/9/12/15%.
- Molten Shields now gives Fire Ward and Frost Ward spells a 15/30% chance to reflect the warded spell.
- Pyroblast cast time has been reduced to 5 seconds.
- Remove Lesser Curse has been renamed to Remove Curse.
- Shatter no longer has a prerequisite.

Paladin (Skills List / Talent Calc. (8770))
- Consecration now scales with attack power and spell power.
- Divine Protection now reduces all damage taken by 50% and increases time between attacks by 100%.
- Exorcism mana cost reduced and now scales with attack power and spell power.
- Eye for an Eye now reflects 10/20% damage from all critical hits.
- Fanaticism now increases chance to critically hit by 5/10/15/20/25%.
- Forbearance duration increased to 3 minutes.
- Improved Blessing of Might increased to 10/20/30/40/50%.
- Judgement has been replaced with 3 new spells; Judgement of Light, Judgement of Wisdom, and Judgement of Justice. All Judgement spells are considered ranged attacks for purposes of how they hit and how they critically hit. All cause damage based on attack power and spell power.

* Judgement of Light now heals based on the Paladin's attack power and spell power, the effect can not trigger more than once ever 4 seconds.
* Judgement of Justice will no longer prevent Fear effects, but will only prevent NPCs from fleeing (e.g. at low health).
* Judgement of Wisdom now restores mana based on the Paladin's attack power and spell power, the effect can not trigger more than once every 4 seconds.

- Precision has been removed.
- Pursuit of Justice reduced to 2 ranks for 8/15% movement increase and 1/2% less chance to be hit by spells.
- Righteous Fury now increases threat caused by Holy damage by 90%.
- Sacred Duty now also reduces the cooldown of Divine Protection.
- All Seals have been reduced to 1 rank and now cost 14% of base mana. The duration has been increased to 2 minutes and are no longer consumed when a Judgement spell is cast. The effects can be triggered from all weapon based special abilities.

* Seal of Blood now increases Judgement damabe by 45% of weapon damage.
* Seal of Command now increases Judgement damage by 30% of weapon damage, 60% on stunned targets.
* Seal of the Crusader has been removed. The effects of Judgement of the Crusader have been folded into all relevant abilities.
* Seal of Righteousness deals damage based on weapons peed plus an amount based on attack power and spell power, increases Judgement damage by 25%.
* Seal of the Crusader has been removed. The effects of Judgement of the Crusader have been folded into all relevant abilities.
* Seal of Vengeance damage over time effect duration increased to 18 seconds and now applies its effect on every swing, causes damage based on attack power and spell power, and increases Judgement damage by 10% per stack of the damage over time effect..

- Summon Warhorse and Summon Charger mana cost removed and no longer causes a global cooldown.
- Vindication reduced to 2 ranks for 10/20% attribute reduction.

Priest (Skills List / Talent Calc. (8770))
- Silence (Shadow) global cooldown removed.

Rogue (Skills List / Talent Calc. (8770))
- Energy regeneration should now be smoother.

Shaman (Skills List / Talent Calc. (8770))
- Flametongue Weapon: Now has a passive spell damage.
- Nature's Blessing no longer increases spell damage from Intellect, and the effect has been reduced to 5/10/15% from 10/20/30%. This is in result of the new spell power system. Players should notice little to no change in the power of the spell relevant to healing spells.
- New Talent: Tidal Force- Increases the critical effect chance of your Healing Wave, Lesser Healing Wave and Chain Heal by 60%. Each critical heal reduces the chance by 20% and lasts 20 seconds.
- Stoneclaw Totem: Health of the Stoneclaw totem is increased by 5% of the Shaman's total health.
- The range of all 'friendly totems' has been increased to 30 yards, up from 20.
- Totemic Mastery talent removed and replaced with 'Tidal Force'.

Warlock (Skills List / Talent Calc. (8770))
- Avoidance (Felguard): Now reduces damage taken from area of effect attacks by an additional 80% and is automatically learned for the Succubus, Imp, Voidwalker, and Felhunter at level 10.
- Bane now reduces the cast time of your Haunt spell.Consume Shadows (Voidwalker): Duration reduced to 6 seconds, and effect increased 66%. Now also greatly increases all nearby allies' stealth detection while channeled.
- Consume Shadows (Voidwalker): Duration reduced to 6 seconds, and effect increased 66%. Now also greatly increases all nearby allies' stealth detection while channeled.
- Demonic Sacrifice: Succubus effect reduced to 10% increased shadow damage, down from 15%. Imp effect reduced to 10% increased fire damage, down from 15%. Felguard effect now increases Fire and Shadow damage, instead of just Shadow.
- Doomguard: Health increased 20%, mana increased 24%.
- Emberstorm now reduces the cast time of your incinerate by 0.1/0.2/0.3/0.4/0.5 seconds.
- Felguard: Health increased by 10%.
- Felhunter: Paranoia and Tainted Blood have been replaced with Fel Intelligence and Shadow Bite.
- Fel Intelligence (Felhunter): Increases total Intellect and Spirit of party and raid members by 3%. Lasts until cancelled.
- Infernal: Cooldown reduced to 15 minutes, down from 1 hour. Duration reduced to 1 minute, down from 5 minutes+. Health increased by 30%, damage increased by 60%, and armor increased by 30%.
- Imp: Health increased by 20% , Armor increased 16%, mana regeneration increased 200%.
- Nether Protection has been reworked. It now has a 10/20/30% chance when you're hit with a spell to reduce all damage by that spell school by 60% for 10 seconds.
- New Talent: Improved Felhunter (Affliction): Your Felhunter gains mana equal to 50/100% of the damage done by its Shadow Bite ability, and increases the effect of your Felhunter's Fel Intelligence by 1/2%.
- Rain of Fire (Doomguard): A bug has been fixed which caused each tick of Rain of Fire to consume its mana cost.
- Shadow Bite (Felhunter): Deals Shadow damage plus an additional 5% Shadow damage over time effect on the target. 6 second cooldown.
- Soulstone now generates a log entry indicating who casted and received a soulstone.
- Spell Lock (Felhunter) global cooldown removed.
- Succubus: Health increased by 20%, armor increased 22%.
- Summon Dreadsteed/Felsteed: Mana cost removed, global cooldown removed.
- Voidwalker: Health increased by 20%, Damage increased by 16%. The amount of attack power the Voidwalker gains from its master's spell damage has been increased by 45%.

PvP
- Medallion of the Horde and Insignia of the Alliance are now available for purchase on PvP vendors. For the purposes of testing these currently cost only gold to buy.

Arenas
- Buffs that have 30 seconds or less remaining will be removed once the game starts. However, the mage spell 'Invisibility' is not affected by this change.

Professions
Leatherworking
- Drums now cause a Tinnitus effect, preventing affected targets from receiving beneficial effects from other drums for two minutes.

Mining
- Smelt Elementium must be relearned by players who still wish to know the spell by visiting a trainer in Blackwing Lair.

Quests
- Alliance characters on the 'Check in With Bizie' quest in Borean Tundra can now ask Kara Thricestar for a flying machine ride out to Bizie Wrenchshanker.
- The 'Escape from Winterfin Retreat' quest is now named, 'Escape from the Winterfin Caverns'. The escort is shorter and no longer requires a pre-requisite quest to get a key.
- There is now a new murloc questgiver named Glrglrglr within the Winterfin Caverns. This questgiver needs you to ge the key to his cage so that he can be set free. This is not an escort quest.
- Fewer cannonballs are now required for the Alliance quest, 'Danger! Explosives!'.
- Petrov's Cluster Bombs no longer cause caster procs during the Alliance quest, 'Break the Blockade'.
- The Alliance quest, 'Break the Blockade' no longer caps out at revered Valiance Expedition faction.
- During the Alliance quest, 'Hah…You're Not So Big Now!', Crafty's Ultra-Advanced Proto-Typical Shortening Blaster no longer has a chance to transform the character into a magnataur. Instead it has a chance to transform the character into the likeness of Crafty Wobblesprocket.
- In Dragonblight, the 'Ley Line' questline was reworked so that players are led into and must first complete the quests at the Ruby Dragonshrine before they will be given an audience with Queen Alexstrasza.
- The quest character Kor'ghan (Finding the Antidote) was moved to just outside the Cleft of Shadow's poison vendor.


User Interface
- Error messages should play less frequently.
- Tradeskills can now be linked by shift-clicking the tradeskill icon.
- Quests can be shared with party members at any distance.
- Quests can be shared with party members by linking the quest into party chat.
- Quests can be shared in raids but not battlegrounds.
- A 5 minute timer will appear over the player's unit frame showing the countdown until your PvP flag is cleared.

Items
- Druids and Shaman can now use items while shapeshifted.
- The Abyss Shard has been changed to grant a passive 15 stamina bonus, but no longer removes the soul shard requirement from casting a voidwalker.
- Devilsaur Eye now increases your pet's attack power for a short duration instead of increasing its critical strike chance. It also provides a small amount of passive Agility.

World Environment
- You can no longer gain weapon or defense skill while fighting the following creatures: Servant of Allistarj, Servant of Grol, Servant of Razelikh, and Servant of Sevine.
- Stormwind now has a harbor and dock with a ship that grants passage to Northrend.
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Nausicaa
Membre



Nombre de messages : 17
Age : 51
Localisation : Schiltigheim
Date d'inscription : 26/05/2007

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MessageSujet: Re: [28 et 29 juin 2008]WWI 08 à Paris + Infos Wotlk   [28 et 29 juin 2008]WWI 08 à Paris + Infos Wotlk - Page 3 Icon_minitimeDim 24 Aoû - 7:14

Yoh !
Pour les curieux les arbres de talents de certaines classes (pour l'extension) viennent de subir de gros remaniements. Par exemple pour le guerrier on a du mal à reconnaitre l'arbre existant. A voir sur judgehype ou mmo-champion (liens mis par Frankark dans ce post).
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Frankark
Modérateur
Frankark


Nombre de messages : 392
Age : 44
Localisation : Isle sur la Sorgue (84)
Date d'inscription : 15/11/2006

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MessageSujet: Re: [28 et 29 juin 2008]WWI 08 à Paris + Infos Wotlk   [28 et 29 juin 2008]WWI 08 à Paris + Infos Wotlk - Page 3 Icon_minitimeMar 26 Aoû - 3:27

Le patch 3.0 a été annoncé (sans date bien entendu). Il mettra à jour WoW pour obtenir une grande partie des modifications qui vont arriver avec Wotlk (talents/interface/modifications des villes/métiers).
Ce patch sera le dernier patch de WoW BC et devrait sortir quelques semaines avant l'addon.
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MessageSujet: Re: [28 et 29 juin 2008]WWI 08 à Paris + Infos Wotlk   [28 et 29 juin 2008]WWI 08 à Paris + Infos Wotlk - Page 3 Icon_minitime

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