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| | #16 (permalink) |
| Registered User Join Date: Feb 2002
Posts: 9,437
+16 Internets | The alpha client was available for download by anyone for a time. People then extracted the spelldat, etc info...plus you can go on youtube and see a DK killing crap. It ain't fake, but it's by no means final Remember Shadowfury used to do AEknockback and was a PBAoE spell (which is how the mobs still have it) in TBC alpha.
__________________ Training the citizens of Norrath from 1999-2003! |
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| | #17 (permalink) |
| Registered User Join Date: Sep 2006 Location: Michigan, USA
Posts: 230
| Heroic Leap is in the alpha client, that's not fake.
__________________ lose: to fail to win; to be defeated in loose: free or released from fastening or attachment; not bound together; not fitting closely or tightly |
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| | #18 (permalink) |
| <insert funny comment here> Join Date: Mar 2002
Posts: 1,936
| Either partly incorrect or a complete hoax. Check the warlock-talent "Torture" in the destro-tree!
__________________ All truth passes through three stages. First, it is ridiculed. Second, it is violently opposed. Third, it is accepted as being self-evident - Arthur Schopenhauer |
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| | #20 (permalink) | ||
| Formidable Armored Bear Join Date: Mar 2002
Posts: 914
+15 Internets | Quote:
The Priest talents are... interesting. Shadow got many changes to make them more like other casters. Shadow Power now gives a crit damage bonus, which makes +crit kinda matter, which makes Imp Spirit Tap kinda kinda matter, which makes Dark Spirit kinda kinda kinda matter. I'm not sure Improved Shadowform (Improved Improved Fade) is as good as intended, since Priests don't seem to care about being movement impaired unless it is Hamstring? And linking Fade to 50% channeling seems insulting. Also, Psychic Horror will make Warlocks cry little demony tears. The Holy tree gains mana tricks. Serendipity means that Priests will challenge Paladins as the overhealing kings. Guardian Spirit seems really cool, but what happens if it saves the target? But in the end Holy still has Lightwell, which somehow invalidates the shiny new talents. What the fuck is the Disc tree.
__________________ Quote:
Last edited by Alamando : 05-31-2008 at 02:14 AM. | ||
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| | #23 (permalink) |
| 2k rating -- So easy a caveman could do it. Join Date: May 2003 Location: MN
Posts: 1,556
| I still wanna know exactly what lives through an AR'd, non CC'able, improved Mangling druid. Hunters can already rape the everliving shit out of a caster in record time, and that's a good mechanic that everyone else needs? |
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| | #24 (permalink) |
| Registered User Join Date: Jul 2003
Posts: 77
| New patch notes doing the rounds now for latest alpha build: Death Knight Blood - Bladed Armor: Moved to tier 0. - Deflection: Replaced by Forceful Deflection. - (NEW) Forceful Deflection: Increases your Parry chance by 1/2/3/4/5% as your attack power increases. - Subversion: Moved to tier 1. - Spell Deflection: Now requires Forceful Deflection, new effect: You have a chance equal to your Parry chance of taking 10/20/30% less damage from a direct damage spell. - Vendetta: Healing effect reduced to 3/6% from 5/10%. - Blade Barrier: Reduced duration to 8 sec from 15 sec. - Blood Rune Mastery: Moved to tier 5, now has a 10/20/30% chance to activate. (Same conditions.) - (NEW) Infested Corpse: Tier 6, effect: 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 Blood Worm. Blood Worms attack your enemies, healing you for the amount of damage they deal for 15 sec or until killed. - Blood Aura: Moved to tier 7. - Will of the Necropolis: Now increases total by 10/20/30% up from 5/10/15%. - Vicious Strikes: Now also increases the critical strike damage bonus of Obliterate ability but no longer increases critical damage bonus from Heart Strike. - Heart Strike: Changed to "Next melee attack", now lower the target's total health by 20%, up to 3000, for 30 sec. - Blood Gorged: Reduced damage bonus to 2/4/6/8/10% from 3/6/9/12/15%. Unholy - Unholy Command: Reduce the cooldown of the Blood Boil ability by 2/4 sec from 1/2 sec. - Lichborne: Reduced cooldown to 5 min, was 15 min. - On a Pale Horse: Additionnal rank, now reduce the duration of all Stun and Fear effects used on the Death Knight by 10/20% and increase mounted speed by 10/20%. (Any mounts.) - Ferocious Dead: Now also cause Death Pact to grant a heal over time effect for 15 sec equal to 50/100/150% of the amount healed. - Dirge: Moved to tier 3, new effect: Your Plague Strike, Degeneration, Raise Dead and Summon Gargoyle generate 50/100/150% more additional runic power. - Shadow of Death: Moved to tier 3, no longer require Ferocious Dead as a prerequiste. - Improved Corpse Explosion: Moved to tier 4. - Unholy Rune Mastery: Moved to tier 4. - Bone Armor: Moved to tier 5. - Magic Domination: Removed and replaced by Anti-Magic Zone. - (NEW) Anti-Magic Zone: Cost 1 Unholy, 20 yd range, instant, 2 min cooldown, effect: Places a large, static Anti-Magic Zone which can protect any party members inside it. The Anti_Magic Zone absorbs 75% of the damage dealt by the next harmful spell. Absorbs up to 10000 damage. - Crypt Fever: Effect reduced to 1/2/3% per disease from 2/4/6%. - Unholy Aura: Moved to tier 7. - (NEW) Ebon Plaguebringer: Tier 8, effect: Whenever an enemy is infected by a stack of 3 of your diseases, they also become infected by Ebon Plague, which increases their vulnerability to magic damage by 3/6/9/12/15% for 15 sec. Frost - Improved Icy Touch: New effect: Increases the damage done by your Icy Touch spell by 5/10%. - Glacier Rot: Moved to tier 0, no longer increases damage done by Hungering Cold. - Black Ice: Effect increased to 2/4/6/8/10%. - (NEW) Icy Talons: Tier 2, requires Improved Icy Touch, effect: You leech heat from targets of your Icy Touch, so that when their melee, ranged and casting speed are reduced, yours speed up by 3/6/9/12/15% for the next 20 sec. - (NEW) Blood of Icewater: Increases your chance to get a critical strike with spells by 1/2/3/4/5%. - Nerves of Cold Steel: New effect: Increases your chance to hit with one-handed melee weapons by 1/2/3%. - Chromatic Rune Mastery: Renamed to Death Rune Mastery. Effect last until the Death Rune is used. - Chillbanes: Renamed to Chilling Focus. Runic power generated reduced to 25/50/75% from 50/100/150%. - (NEW) Killing Machine: Tier 3, effect: After landing a melee critical strike, there is a 20/40/60/80/100% chance your next Icy Touch, Mind Freeze or Howling Blast spell will be a critical strike. - Deathchill: New effect: When activated, increases your critical strike chance with Frost spells by 100% for the next 6 sec. - Permafrost: Renamed to Chilblains. - Frigid Dreadplate: Moved to tier 5. New effect: Enemies who hit you in melee have 5/10/15% chance to become unsettled, decreasing their attack speed by 50% for the next 3 swings. - Frost Rune Mastery: Moved to tier 5, listed % chance is now 25%. - Howling Blast: Reduced cost to 1 Frost rune, 1 min cooldown, new effect: Blast the target with a frigid wind dealing 719 to 781 Frost damage to all enemies within 10 yards. Deals triple damage to frozen targets. - Midnight Sun: Removed, replaced by Unbreakable Armor. - (NEW) Unbreakable Armor: Tier 6, effect: Whenever you use a Frost Rune, you have a 5/10/15% chance of increasing your armor by 30% and your Parry chance by 30% for 10 sec. - Merciless Combat: New effect: Your Frost attacks do an additionnal 20/40/60% damage when striking targets with less than 20% health. - Frost Aura: Moved to tier 7. - Frost Strike: Chance to freeze target is 30%. - Chill of the Grave: Now increases critical strike damage bonus of the Obliterate abilities by 10/20/30/40/50% but no longer affect Icy Touch. - Tundra Stalker: No longer increases damage done if the target is afflicted by Howling Blast. - Hungering Cold: 1 min cooldown, no longer act as a cone-shaped area, instead it cause damage all around the Death Knight within 10 yards. Preventing them from performing any action for 2 sec per 10 runic power. Enemies are considered frozen, but any damage will break the ice. Druid Balance - Moonkin Form: Armor contribution from is increased to 400% from 360%. - Improved Moonkin Form: Haste bonus reduced to 20%. Duration increased to 10 sec. - Owlkin Frenzy: Spell haste bonus removed, instead will increase damage done by 10/20/30%. Also cause the Moonkin to be immune to pushback while casting Balance spells. - Eclipse: Effect now last up to 30 sec. 2 min internal cooldown. - Nature's Fury: New effect: Your Wrath and Starfire spells have a 20/40/60/80/100% chance of applying the Nature's Fury debuff on the target. The Nature's Fury debuff increases Nature and Arcane damage done to the target by 2/4/6%. Lasts 12 sec. Stacks up to 3 times. No longer convert bonus healing into spell damage. Feral Combat - Nurturing Instinct: Increased healing from Agility lowered to 35/70%. Was 50/100%. - Reinforced Hide: Removed, replaced by King of the Jungle. - King of the Jungle: While Enraged in Bear form or Dire Bear form, your damage is increased by 5/10/15%, and your Tiger's Fury ability also instantly restores 20/40/60 energy. - Infected Wounds: Moved to tier 8. No longer reduce casting speed, now reduce attack speed instead. - Primal Aggression: Moved to tier 9. New effect: Increases damage done by your Maul and Shred attacks on bleeding targets by 2/4/6%, and increases the critical strike chance of your Ferocious Bite aiblity on bleeding targets by 10/20/30/40/50%. - Berserk: New effect: Reduces the energy cost of your Cat form abilities by 50% while in Cat form, and increases your total health by 100% and causes your Mangle (Bear) and Maul abilities to hit up to 3 maximum targets while in Bear form or Dire Bear form. Berserk instantly clears all effects which cause loss of control of your character, and makes you immune to them for the duraiton. Restoration - Improved Tranquility: Reduces threat caused by Tranquility by 50/100% and reduces the cooldown by 30/60%. - Empowered Touch: Your Healing Touch spell gains an additionnal 20/40% of your bonus healing effects. (Was 10/20%.) - Spark of Nature: Removed. - Living Seed: Moved to tier 7. Increased chance to plant a Living Seed on the target to 33/66/100%. Living Seed effect increased to 30% of the amount healed. (Was 15%.) - (NEW) Gift of the Earthmother: Tier 9, effect: Reduces the global cooldown of your Rejuvenation and Lifebloom spells by 0.1/0.2/0.3/0.4/0.5 sec, and causes your Healing Touch and Nourish spells to refund 1/2/3/4/5% of their base cost for each healing over time effect on the target. Priest Discipline - Penance: New range: 30 yd range for enemy, 40 yd range for friendly. Holy - Improved Holy Concentration: Increases the chance you'll enter Holy Concentration by 4/8/12% and also increases spell haste by 20/40/60% for 20 sec, after the Priest gain Holy Concentration. - Circle of Healing: Cooldown reduced to 6 sec from 8. Shadow - Improved Shadow Form: Chance to avoid interruption while in Shadowform by 50/100%. Was 25/50%. - (NEW) Pain and Suffering: Tier 9, Your Mind Flay has a 33/66/100% chance to refresh the duration of your Shadow Word: Pain on the target, and reduces the damage you take from your own Shadow Word: Death by 20/40/60%. - (NEW) Twisted Faith: Tier 10, effect: Increases your Shadow damage by up to 6/12/18/24/30% of your total Spirit, and your damage done by your Mind Flay and Mind Blast is increased by 1/2/3/4/5% for each of your Shadow damage over time effects on the target. Warlock Affliction - Eradication: Now increases spell casting by 20% (was 1/2/3%) for 8 sec. - Death's Embrance: No longer increases the critical strike chance of the Haunt spell, instead increases the critical strike chance of the Shadowburn spell. - Devastate: Removed, replaced by Cripple. - (NEW) Cripple: Instant cast, no cooldown, cost 8% base mana, 30 yd range, effect: Cripples the target, reducing movement speed by 75%, pacifying and silencing the target. Cripple causes the target to be immune to physical attacks, but still be vulnerable to spells. Lasts 20 sec. Only 1 target can be crippled at a time. Destruction - Decimate: Removed and replaced by Chaos Bolt. - (NEW) Chaos Bolt: Rank 1 (lvl 60), Cost 715 Mana, 30 yd range, Instant Cast, 8 sec cooldown, effect: Sends a bolt of Chaotic Fire at the enemy, dealing 990to 1256 Fire damage. Chaos Bolt cannot be resisted, and pierces trough absorption and immunity mechanics. Last edited by Staberinde : 05-31-2008 at 09:47 AM. |
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| | #25 (permalink) |
| Registered User Join Date: Jul 2005
Posts: 279
| I truly think they are in a bind with paladins. Im mostly thinking its the healing hangups, the ret and prot trees should just get a bit more flavor and they should be okay. Its just the healing they have to really beef up for paladins. Druids in moonkin form are going to be a fucking staple for your caster dps groups now. The big brains over at ej suggest based upon current data that mages will be 33 / 38 (Arc/ Fire) or full frost as the predominant dps specs. Additionally frost mages will stack upon themselves pending the Winters Grasp Mechanic. 4 Frost mages in theory will allow winters grasp to have a near 90% up time, which makes the frost mages have a 90+% crit rate. As for fire most builds completely neglect the new fire talents. Opting for the revamped arcane (with spirit changes in mind) tree. Warriors are just turning into a walking jesus class. Im sure somewhere along the line they will get ranged dps as well. For the 2 or 3 seconds they aren't right in thier targets asshole. Yeah now its up to Rogues, Hunters, Druids, and Warriors that get lolz caster shit doesn't work on you BEZERKZ MODE! I mean jesus they still leave spell push back in the game, Los as a mainstay for pvp, multiple other ways for the classes to gain / close range. I guess caster pvp is turning into Red Riding hood in Kara, except you fucking start as red riding hood and you stay that way till you die. Fucking fun. |
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| | #26 (permalink) |
| Registered User Join Date: Aug 2002 Location: Azeroth
Posts: 289
| the one thing i see wrong with dk's is the fact that their best tanking/dps talented specs are no where near the top of the trees, all their good shit is at the bottoms, and doesnt get much better as you go down a tree. I'm speaking as a paladin who is going to be rerolling a dk come expansion, but whether i'm ret, prot, or holy 95% of my points are in the tree associated with it, with a little "flavor" in the other tree to help my main tree's job. Ej was suggesting the best dps for dk's would be something like 23(pve dps tree)/30(the fucking tanking tree)/27(pvp tree) now i know i pulled those numbers out of my ass, but its something akin to that, which i think is lame as fuck, it should be like 51/5/5 or something like that. |
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| | #27 (permalink) | |
| Proud Communist | New Patch is wow. Quote:
Seriously. Fuck. Gift of the Earthmother alone is amazing - hell, people are rolling 5 LB's as it is with a 1.0 GCD, I can't even wrap my brain around the button mashing of a 0.5 GCD. Finally, pending what others get, Ferals seem to be almost legit now. Enraged bears... fuck. Big Mean Bear: 0.0 Death of first mob/ Cast Enrage 1.5 Berserk 3.0 Mangle (hits 3 mobs, making them take 30% more Maul damage) (15% damage from Enrage) 5.0 Maul (for 30% more damage on 3 targets) (15% damage from Enrage) 7.0 Maul (for 30% more damage on 3 targets) (15% damage from Enrage) 9.0 Maul (for 30% more damage on 3 targets) (15% damage from Enrage) 10.5 Maul (for 30% more damage on 3 targets) 11.0 Mangle (hits 3 mobs, making them take 30% more Maul damage) 13.0 Maul (for 30% more damage on 3 targets) 15.0 Maul (for 30% more damage on 3 targets) 17.0 Maul (for 30% more damage on 3 targets) 19.0 Maul (for 30% more damage on 3 targets) = A shit ton of agro, and even damage, since Maul's last rank is fucking beefy. Angry Cat (full energy, pvp probably, 2t6) 0.0 *waiting for almost a tick of energy* 100 Energy -> Pounce 1.0 *enemy stunned* 70 Energy -> Mangle >2.0 *enemy stunned* 41 Energy -> (If OOC) Shred; FFF 3.0 *enemy stunned* 61 Energy -> Shred >4.0 *enemy unstunned* 33 Energy -> Rip (3-5 combo points, depending on crits) 5.0 *enemy unstunned* 3 Energy -> Berserk >6.0 *No CC; 50% Energy* 23 Energy -> Tiger's Fury 7.0 *No CC; 50% Energy, +40 weapon damage* 83 Energy -> Mangle >8.0 *No CC; 50% Energy, +40 weapon damage* 88 Energy -> Mangle 9.0 *No CC; 50% Energy, +40 weapon damage* 73 Energy -> Mangle (or Rip/Maim, depending on CP) >10.0 *No CC; 50% Energy, 40 weapon damage* 78 Energy -> Mangle 11.0 *No CC; 50% Energy, 40 weapon damage* ... That's just PVP. I can't imagine a good cycle if we suddenly had access to 200 energy. Maybe Rip + FB while Rip is ticking away, with the new 50% crit talent. Holy crap. Last edited by GrobbeeTrull2.0 : 05-31-2008 at 11:58 AM. | |
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| | #28 (permalink) |
| Fires of Heaven Ancient Join Date: Jan 2002
Posts: 2,777
+44 Internets | - (NEW) Cripple: Instant cast, no cooldown, cost 8% base mana, 30 yd range, effect: Cripples the target, reducing movement speed by 75%, pacifying and silencing the target. Cripple causes the target to be immune to physical attacks, but still be vulnerable to spells. Lasts 20 sec. Only 1 target can be crippled at a time. You gotta be fucking kidding me |
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| | #30 (permalink) | |
| Really been here since 04' Join Date: Jul 2007 Location: Detroit
Posts: 372
| Quote:
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