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Old 07-18-2008, 12:52 PM   #121 (permalink)
Dyscord
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It sounds like the coefficent got reworked. I think its a stupid system that seems much less intuitive than just listing +healing on an item, but it does allow them to 'consolidate' loot.

Basically, a the new spell power stat sounds like if you have an item level 141 robe with 40 spell power, it would have as much +healing as a item 141 healing robe would have right now. Basically no change to how much +healing is given, but a decent buff to healers using damage spells.

Its both good and bad. Its bad when you're a mage and some healer takes your spell power spell haste robe (because in essence its a +healing +haste robe to him). On the other hand, it allows them to help cut down on the amount of items in the game to help reduce these retarded bloated loot tables.
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Old 07-18-2008, 12:56 PM   #122 (permalink)
Zehn - Vhex
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You mean it's bad when it's +haste and +spell power and some mage takes your obviously healing robe. <3

It balances out. It's like going to the token system. You get loot at the same rate, it's just that it's much elss luck of the draw.
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Old 07-18-2008, 12:56 PM   #123 (permalink)
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Meh..
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Old 07-18-2008, 01:07 PM   #124 (permalink)
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Yes, I am aware of what the general changes were, I'm asking, if I had a 30heal/10spell damage item before, what exact number is the spell power now?

If it was a Equip: 30heal/10 spell damage, is what it was turned into different from a white +30 healing item? What about if it had a +30 heal enchant, what did that get turned into?
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Old 07-18-2008, 01:14 PM   #125 (permalink)
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Pet abilities, via EJ: Elitist Jerks - View Single Post - Wrath of Lich King Stuff (was 'Blizzcon' thread)

New family abilities:
Bat: Sonic Blast (nature DD + stun)
Bear: Swipe (Cleave)
Carrion Bird: Demoralizing Screech (single target damage + demoralizing roar)
Crab: Pin (root + dot)
Crocolisk: Bad Attitude (retaliation)
Hyena: Tendon Rip (hamstring)
Nether Ray: Nether Shock (earth shock)
Owl: Snatch (disarm)
Raptor: Savage Rend (rend)
Spider: Web (root)
Tallstrider: Dust Cloud (debuffs enemies chance to hit)
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Old 07-18-2008, 01:16 PM   #126 (permalink)
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Old 07-18-2008, 01:20 PM   #127 (permalink)
Zehn - Vhex
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http://www.mmo-champion.com/talent/?...00000000000000

Probably your best bet for holy paladin pve build. Gives you a 16% base chance to crit all heals, crit heals will heal an additional 60% over 12 seconds and you can drop JoR for a nice chunk of mana whenever you have some downtime.

Beacon of Light is just too situational.
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Old 07-18-2008, 01:26 PM   #128 (permalink)
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Originally Posted by DavivMcD View Post
Correct. I'm surprised no one else caught this yet. Everyone seems to be excited about the wonderful 45% threat bonus, but it's actually LESS than the current prot warrior threat bonus.

Right now all warriors get 30% extra threat in defensive stance: 130%
Defiance gives an extra 15% threat while in defensive stance: 115%

Total threat bonus is 130% X 115% = 149.5%, so 49.5%. 45% isn't a huge nerf, but it's a nerf. So they had better be doing something pretty drastic with the base threat of warrior abilities to keep things working.
Increases to threat are additive. Decreases are multiplicative. Thus the 15% increase was merely added to the 130% of being in D stance for a total of 145%. We have not lost any percentage threat modifier.

Edit -I seem to be incorrect. DavivMcD is right. My apologies.
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Old 07-18-2008, 01:35 PM   #129 (permalink)
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i hate all these changes to reduce duration instead of outright resists.
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Old 07-18-2008, 01:37 PM   #130 (permalink)
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Zehn, that's not a bad setup; as I said before, the whole bottom Judgement tier of Holy just doesn't seem like it will even come out much ahead after Seal/Judge mana costs and GCDs are taken into account, and Sheath is "too" accessible right now to other trees not to take.

Not entirely sold on your taking Wise though; even if that JoR did 500 damage, 3 people near you will only get ~150 mana each, IF it's smart enough to only go to people with mana and IF pallies can even get hit with it themselves - and remember that with no apparent Spirit fix-alternative, Holy pallies are the last ones with mana to spare.

I'd throw the 3 points in Concentration instead; I'd also lose one point from Benediction and max out Improved BoW for buff-bitch purposes.
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Old 07-18-2008, 01:40 PM   #131 (permalink)
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Quote:
Originally Posted by Saban View Post
i hate all these changes to reduce duration instead of outright resists.
Levels out RNG game a bit. When a kidney shot resist can break a fight it becomes stupid. But if all kidney shots are 30% shorter, you spend less time CC'd.
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Old 07-18-2008, 01:41 PM   #132 (permalink)
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Hunters are going to really rape some face now in pvp. I mean, they were very good before if used well but now, holy shit at deterrence 60% spell resist, masters call, and that new camo means all hunters can pull off the night elf shadowmeld drink bit.

I was actually thinking of leveling up a tauren hunter to mess around with for pvp, for 20% more hp with all the hp talents + tauren racial and war stomp.
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Old 07-18-2008, 01:43 PM   #133 (permalink)
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* Feral Instinct (Feral) no longer increases threat generated in Bear form, but now increases damage done by your Swipe ability by 5/10/15%.
I guess druids aren't allowed to compete with warriors anymore

EDIT: Saw this for warriors, but don't see the equivalent for druids.

Defensive Stance now increases threat by 45%.

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Old 07-18-2008, 01:45 PM   #134 (permalink)
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Quote:
Originally Posted by Wombat View Post
Yes, I am aware of what the general changes were, I'm asking, if I had a 30heal/10spell damage item before, what exact number is the spell power now?

If it was a Equip: 30heal/10 spell damage, is what it was turned into different from a white +30 healing item? What about if it had a +30 heal enchant, what did that get turned into?
I don't think any current items are being changed. Since the currently point formula is +3 heal = +2 spell, I believe they're making 100 "spellpower" increase spell damage by 100 and healing by 150.

The main problem I can see with this balance wise is it doubles the spell damage of a healer. Opinions may vary as to how much that helps but currently if you want lets say a 300 healing item, that item would provide 100 spell dmg. The new version would be just a 200 spellpower item with the same healing and twice the damage.

It's going to make resto druids that much more annoying since because we no longer have feral charge we almost have to get insect swarm and since we'll be rocking 4 digit spell power, that + moonfire + OP new thorns will actually be able to noticeably wear down a melee.

PS: Wow, didn't take long to nerf the bear armor on improved tree. Oh well, we ALMOST had a useful shapeshift for pvp! While it obviously has a use in pve for the extra effect to BB, 100% extra armor is almost laughable. Why am I going to spend all that mana shifting when I'm most likely going to have to root or cyclone within the next couple seconds? Alas, Gift of the Earthmother more than makes up for it. <3 <3
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back off man, i'm having an intelligent discussion on the balance issues regarding rogues in arena pvp.
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Old 07-18-2008, 01:46 PM   #135 (permalink)
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Originally Posted by voodoochile78 View Post
I guess druids aren't allowed to compete with warriors anymore
Hi you stupid fuck, again you make a post not realizing shit.

All threat abilities are now rolled into class make ups, aka that threat from swipe is somewhere else in their threat rotation, prolly as a baseline of bear. God you're a fuck up.

*edit* come the fuck on moderators. Its sad when I have to follow this dumbass around (not willingly, he just seems to post in any thread of importance) and correct all his gay ass remarks, this isn't EJ and no one wants it to be, but 100+ retarded posts should get people relegated to the rickshaw posting only.

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