Entries in changes (6)

Engineering Changes in Patch 3.2

Band-Aid
I am now officially dropping Herbalism for Engineering. With this latest round of changes that will soon be reflected on the PTR, even if only a few of them make it to the live servers, there are so many cool benefits to Engineering over other professions - the way Engineering should be! Zarhym posted this on the forums today:
  • Added a new Mind Amplification Dish attachment for helmets, allowing engineers to control other humanoid targets. Some restrictions apply: does not work in Arenas, dish sometimes reverses targets, unable to stack with other stat-improving head enchantments and makes your helmet look... stylish?
  • Added a schematic for a Goblin Welding Beam that can heal friendly mechanical or vehicle units.
  • Alarm-o-Bot functionality changed. Materials required reduced.
  • Box of Bombs no longer requires an anvil.
  • The Cobalt Frag Bomb now incapacitates enemies within a 3-yard radius. A short cast time was added, but they are usable while moving. This change applies to any Cobalt Frag Bombs already created. The existing recipe now makes 3 at a time.
  • Engineers can now learn to create a portable Wormhole Generator for Northrend. The Wormhole allows them to travel to different locations in Northrend, although the locations are sometimes in dangerous places.
  • Increased benefits from Hyperspeed Accelerators, Hand-Mounted Pyro Rocket and Reticulated Armor Webbing glove modifications.
  • Increased the passive bonuses provided by Springy Arachnoweave, Flexweave Underlay and Nitro Boosts.
  • Increased siege damage caused by Saronite Bombs and the Global Thermal Sapper Charge.
  • Mote Extractor now has innate tracking for gas clouds while it is in your inventory. Tracking of gas clouds has been removed from goggles.
  • A new repair bot has been added, and his name is Jeeves. He is the ultimate gentleman robot butler, able to perform all the mundane tasks of repairing, selling and buying junk for your entire raid. Additionally, he can open bank boxes for skilled engineers (350+). Jeeves is not destroyed when used, but due to pressing engagements, can only be summoned once an hour. The schematic for this handsome robot was said to be hidden within the parts of another robot – hoping to be found by an engineer one day.
  • Nitro Boosts: Now have a 5-second duration.
  • Potion Injectors now increase the amount gained by 25% when used by engineers. Quantity produced by recipes for Runic Healing and Mana Injectors has been increased.
  • Reduced the materials needed to create all engineering Dragonlings, and reduced their cooldowns, although they still cannot be used in Arenas.
  • Significantly reduced the cooldown on MOLL-E.
  • The Spynocular belt attachment has been changed to a Frag Belt. The Frag Belt periodically produces a Cobalt Frag Bomb that can be used from the belt every 10 minutes (never runs out!).
  • A Steam-Powered Auctioneer has been added to the Dalaran Like Clockwork engineering shop, allowing access to one's faction Auction House. The Steam-Powered Auctioneer was programmed with a superiority chip, and will only interact with Grand Master engineers.
  • Transporter devices are no longer classified as trinkets and can be used directly from your inventory.
  • The Ultrasafe Bullet Machine and Saronite Arrow Maker schematics have been simplified to create a full stack of the appropriate ammunition. No longer requires an anvil. Reduced the materials required to make this ammunition.
The biggest change is that Grand Master Engineers can access their faction's Auction House at the Dalaran Engineering shop "Like Clockwork". This is huge. Engineers no longer need to make their shopping lists before grabbing a portal to Orgrimmar or Ironforge and making sure their Hearthstone is up. Another great change is a reusable repair bot that also offers Engineers access to their bank on an hour-long cooldown. This is amazing - if you ever have gotten full bags and had to weigh what you want to destroy to get bag space, this is a godsend. The new Northrend Wormhole generators, as well as the ability to use these items without equipping them, gives Engineers such a huge boost in convenience that I just can't pass it up. The Nitro-boosts and Pyro-Rockets are perhaps the best profession buff for rogues, and giving rogues wipe-prevention with vanish and jumper cables is sure to make me a group favorite. What do you think? Is this enough to put Engineering on par with other professions?

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Shamans Get Totem Hotbar And More in 3.2

Content patches often bring class changes of the raw number variety, but rarely do we see mechanics almost completely reinvented. Shamans' lives are about to get a whole lot easier, as Blizzard intends to give them their very own hotbar for totems! The new bar will hang just over the left side of your core action buttons, just like a Warrior's stances or a Paladin's auras, and feature four slots where you can drop totems, one of each element. As there are currently twenty-three totems available to the class, this should help cut down on clutter (assuming you're like me,  and keeping all of them readily available just in case you might find the rare use for most of them). This Shaman might still be alive if he was using the new hotbar! This Shaman might still be alive if he was using the new hotbar! Several other buttons will be available on the hotbar just as soon as you achieve the level needed to learn them. Call of Earth, for example, will replace Totemic Call, while a whole new spell, Call of Fire, will drop all four totems at once. Those Shamans who currently rely on macros to do this will be pleased to know that Call of Fire operates using only one global cooldown, making it even more efficient. Likewise, there are Call of Air and Call of Water spells, which essentially function the same as Call of Fire, but allow you to drop two more (different) sets of totems, so you can queue them up as the situation calls for it. Each of these can be hotkeyed for easy access. A total of eight new buttons on your screen might seem like a lot, but it's certainly better, and more organized, than the alternative. Ultimately, this should eliminate several problems for the class, including resetting your totems after they've been destroyed in PvP combat or quickly moving them to avoid adds while questing or running an instance. I, for one, am happy with these changes. My primary alt is a Shaman, and setting down totems before any given encounter gets to be a pain, to the point of not even bothering for most trash pulls. It should also make tasks like dropping an emergency Cleansing or Tremor Totem more convenient. Overall, it looks like 3.2 may be shaping up to be a bigger release that originally anticipated. What do you guys and gals think? Does this sound like something that would appeal to you, or are you just going to continue sticking with macros? Gives us your feedback below!

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More Changes for Ulduar

Yogg-Saron, just another old god. Yogg-Saron, just another old god. The changes (or nerfs as some of us raiders like to describe them as) for Ulduar keep rolling in. All of the changes should be live, but some may require a realm restart. The first significant change comes to the "end boss" of Ulduar, Yogg-Saron (who's lovely face you can see to your right):

The Yogg-Saron encounter has received the following changes: Death Ray no longer hits players who are under the effect of Malady of the Mind, Guardians of Yogg-Saron no longer use Dominate Mind, the spawn rate of Guardians of Yogg-Saron is more forgiving, and these Guardians will no longer spawn if a player that is protected by Hodir’s Flash Freeze hits an Ominous Cloud.
Now, my guild is working on the fight currently and to really demonstrate the impact of these changes on our first pull of the night we managed to hit phase three of the fight (which we had never done before). If that doesn't really show how tuned down this fight has become, well I don't know what else will. The spawn rate is much slower in phase one, there are no more mind controls and basically there is zero reason for anyone to die in that phase anymore. The change to guardians spawning on a player protected by a Flash Freeze is a welcome change to say the least. There are a few other changes also (which can be read on the World of WarCraft Forums):
  • In the opening sequence of Ulduar you can now see Liquid Pyrite from farther away.
  • The Flame Leviathan encounter has received the following changes: the bonus health Flame Leviathan receives per tower has been reduced, the ejection height from Flame Leviathan has been reduced, the snare effect of the Tower of Frost has been removed, and the cannons on Demolishers and Siege Enginers should now break Flash Frozen vehicles in 1 shot.
  • The XT-002 Deconstructor encounter has received the following changes: the health of the heart has been slightly reduced in heroic difficulty and the rate at which Gravity Bomb and Searing Light are cast has been reduced.
Being able to see the liquid pyrite at a greater distance is a welcome change. The whole Flame Leviathan encounter has gotten what seems to be a massive scaling back and I imagine we will see a lot more hard mode deaths for FL. XT-002 Deconstructor also got a nerf, mostly to the hard mode (which only 350 guilds have beat) because activating it should be slightly easier (although if you couldn't activate it before, should you even be doing it?). The gravity bombs and searing light also got their rate of cast reduced which should make the fight slightly easier or considerably easier depending on the severity of the rate change. While I appreciate the changes Blizzard has made in making raiding more accessible (as has been the philosophy of this entire expansion) it is a little annoying to be working on an encounter and making progress on it, only to see it changed and made much easier. My guild isn't a top guild but we progress fairly well on our 3-day schedule and it almost seems like at this point unless you're in a 5-day a week guild trying to clear as fast as possible you won't be experiencing these fights in their original form. While my guild will soon be one of the 3000 guilds having downed Yogg-Saron, it can't be argued that this is a much easier fight now. So raiders of Project Lore, are you a fan of these changes? Are you happy that the fights have been made easier? Do you think this is the right way for Blizzard to kind of "open up" raiding to everyone?

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Patch 3.0.9 Changes: Coming Tonight?

MMO-Champion has posted a handful of new changes that are coming, and they believe that they are coming this week. That would mean that during tomorrow morning's weekly maintenance period, we'll all have to download Patch 3.0.9. There are a few tweaks, including a bunch of changes to Arcane Mages. They're also nerfing cast time increasing debuffs and increasing rogue damage. Check out all of the changes below. Druid

  • Ferocious Bite: This ability now only uses up to 30 energy in addition to its base cost.
Hunter
  • Kindred Spirits (Beast Mastery): This talent now grants 20% pet damage at max rank.
  • Serpent's Swiftness (Beast Mastery): This talent now grants 20% pet attack speed at max rank.
Pets
  • Lava Breath now reduces the target's casting speed by 25%, down from 50%.
  • Poison Spit now reduces the target's casting speed by 25%, down from 50%.
Mage
  • Arcane Power now increases damage and mana cost by 10%, cooldown reduced to 1 minute. (Note: The spell is actually different in game and increases damage and mana costs by 20% with a 2 minutes cooldown. However it would probably be better to wait until servers are online to confirm that.)
  • Arcane Power and Presence of Mind now share a category cooldown. Arcane Power causes a 15 second cooldown. Presence of Mind, once consumed, causes a 1.5 second cooldown.
  • Arcane Flows now reduces the cooldown of Presence of Mind, Arcane Power and Invisibility by 15/30%.
  • Presence of Mind: The cooldown has been reduced to 2 minutes, (down from 3.)
  • Slow (Arcane): now increases cast time by 30%, down from 60%.
  • Glyph of Arcane Missiles -- Increases the critical strike damage bonus of Arcane Missiles by 25%. (Old - Increases the range of Arcane Missiles by 5 yards.)
  • Glyph of Mana Gem -- Increases the mana recieved from using a mana gem by 40%. (Up from 10%)
  • Glyph of Arcane Blast -- Increases the damage from your Arcane Blast buff by 3%. (Down from 5%)
Paladin
  • The duration on all Seals has been increased to 30 minutes and can no longer dispelled.
  • Divine Plea: The amount healed by your spells is reduced by 50% (up from 20%) but the effect can no longer be dispelled.
  • Sanctified Seals: This talent no longer affects dispel resistance, but continues to affect crit chance.
  • Glyph of Holy Light -- Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 8 yards of the initial target. (Down from 20 yards, Tooltip text fix, was already hotfixed to 8 yards in game)
  • Glyph of Seal of Righteousness -- Increases the damage done by Seal of Righteousness by 10%. (Old - Reduces the cost of your Judgement spells by 10% while Seal of Righteousness is active.)
Priest
  • Inner Fire duration has been increased to 30 minutes and can no longer dispelled.
Rogue
  • Hunger for Blood (Assassination): Now increases damage 5% per stack, (up from 3%.)
  • Mind Numbing Poison now reduces cast time by 30%, down from 60%.
  • Mutilate damage will now do 20% increased damage against poisoned targets, down from 50%.
  • Slice and Dice: This ability now increases melee attack speed by 40%, up from 30%.
Shaman Warlock
  • Curse of Tongues: Now increases the casting time of all spells by 25% (Rank 1) and 30% (Rank 2), down from 50% and 60%.
The Obsidian Sanctum
  • Changed the color of the fissure in the Obsidian Sanctum to be more visually distinct.
User Interface
  • The "GM wishes to speak with you" alert/button, at the top of the screen, has been changed so that addons do not obscure it.
  • A clickable chat message has been added that duplicates the GM alert/button.
  • When a GM wishes to speak with you the Help Request minibar button will glow.
Bug Fixes
  • Fixed an issue where players using nVidia 3D glasses were unable to see spell cooldowns.
  • Fixed a software mouse cursor bug that was causing the mouse curser to disappear from view when over certain UI elements.
  • Fixed a player movement error in which other players were appearing to move erratically when traveling beside them.

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Blue Posts To Keep You Busy

Let the whining begin!I have spent the last two days poring over the various confirmed changes and future additions to World of Warcraft.  Eyes glassy and tainted with blue, I have finally been able to come up for a breath.  Blizzard Poster Gamnin kept most of us busy during Tuesday's short maintenance by posting an update to the Rogue changes and some new information on the Warrior class.  As with all changes, people are sure to be up in arms about something or other so I will avoid being 'that guy'.

Courtesy of Mick Stephenson

First we will discuss my favorite class, the rogues.  As mentioned in the comments of my previous Rogue post, Tricks of the Trade is the new level 75 ability and has been confirmed by Gamnin.

  • NEW - Tricks of the Trade: The current party or raid member becomes the target of your Tricks of the Trade. The threat caused by your next attack and all actions taken for 6 sec afterwards will be transferred to the target. In addition, all damage caused by the target is increased by 15% during this time. 30 sec cooldown.
  • Relentless Strikes moved to Tier 1 Subtlety tree and made 5 ranks, 4/8/12/16/20% chance.
  • NEW – Overkill (Assassination Tier 7): Abilities used while stealthed and for 6 seconds after breaking stealth cost 10 less energy.
  • Hunger for Blood duration raised to 30 seconds.
  • Mace spec ignores 3/6/9/12/15% of target’s armor.
  • NEW - Blood Poisoning (Combat Tier 9): All physical damage caused to enemies you have poisoned is increased by 1/2%.
  • NEW - Filthy Tricks (Subtlety Tier 9): Reduces the cooldown of your Tricks of the Trade and Distract abilities by 5/10 sec.
  • Shadowstep will no longer be usable while rooted.

The new abilities and talents sound interesting but choosing a good build seems more difficult than before.  I will reserve my anger and judgments for when we get closer to launch however.  I have never seen a point in A) getting angry over stuff that will likely be changed and B) spending so much time making a build when the trees aren't finalized.  Of course, I just had to end the list with something to piss off the PvPers.

Also of note, is that Blizzard plans to do something about five rogue Tricks of the Trade rotations.  Currently, there is no stacking protection but they are working on some way to avoid the need for it.

The Warrior changes and additions are interesting, just not as lengthy:

  • Enraged Regeneration: You regenerate 30% of your total health over 10 sec. This ability consumes all Enrage effects and prevents any from affecting you for the full duration. Must be enraged to use. Cost 15 rage, 3 min cooldown.
  • Improved Charge generates 5/10 rage.
  • Mace spec ignores 3/6/9/12/15% of target’s armor.
  • NEW - Warbringer (Protection Tier 9): Allows Charge to be used in combat.
  • Furious Attacks modified to use procs per minute to nullify weapon speed differences.

I like what I heard about Blizzard's take on Shields in WotLK.  The developers hope to make the shield more of a weapon instead of just a defensive tool.  Adding that utility would make them more accurate to how they were used back in the day (see 300).

Oh and Warriors regenerating 30% of their health over 10 seconds...that is gonna be annoying in PvP.

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Upcoming Changes For Rogues Announced

Please?Mmm, finally Rogues have received a nice blue post from Blizzard Entertainment. Blizzard Poster Gamnin updated the stabbing community on changes they can expect to see in the near future. Gamnin admits that these are changes that are currently being worked on, as well as future goals. Therefore, some of these changes may not come for some time. Nevertheless, many of them have me in a twitter. Got me in a twitter:

  • Removal of numerous reagents (Thieves’ Tools, Flash Powder).
  • Poison skill removed – poisons available via vendors.
  • Level 75 unannounced ability designed and teased as adding group utility.
  • Fist weapon spec merged with dagger spec.
  • Mace Specialization will now grant armor penetration when using a mace.
Much hotness:
  • Cooldown reduced to 3 minutes on Evasion, Sprint, Vanish.
  • Subtlety Tier 1 redesigned to be more attractive
  • Fewer dagger specifics talents in subtlety to allow more diverse build options
  • Hunger for Blood will remove any harmful physical effects. No longer just Bleed or Magic.
I have always fancied the dagger specialization more, just because I felt that it required more “skill”. In actuality, it just requires that you move around a lot more (and have more patience) but I will keep telling myself that that equals skill. Unfortunately, raiders have claimed that dagger builds were doing less DPS than the other specs for some time, a statement which Blizzard owned up to.  With that in mind, the merger of maces into the dagger spec and armor penetration instead of a stun proc make maces much more attractive to me.  Maybe it is time to give up my trusty blades? The removal of the poison skill makes sense, as it was simply as waste of time to create them so often. On top of that, its not like it was difficult to do or troublesome to locate the materials. For those reasons, the switch to a vendor item makes a lot of sense. But seeing as I never carried around poison mats, just a few stacks of crafted poisons, I don't see how it will help bag space. As for the hotness changes?  I did not note that Cloak of Shadows' cooldown is being raised to two minutes since I was focusing on the good.  But that makes the changes to Hunger for Blood look more enticing for the PvP players out there.  And should I make that jump to maces, it is nice to know that Blizzard will try to make the subtlety tree a viable option. Be sure to check out the blue post though. Gamnin mentions a lot of other changes and future additions that I did not touch upon.  Sadly, there wasn't enough to convince me that daggers will be taking over as highest DPS again – and I feel they should be the highest.

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