Jump to content
Forumu Destekleyenlere Katılın ×
Paticik Forumları
2000 lerden beri faal olan, çok şukela bir paylaşım platformuyuz. Hoşgeldiniz.

3.1 changes


Dworgian

Öne çıkan mesajlar

SHAMAN
Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.
Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage.
Spirit Weapons – now reduces all threat, not just melee threat.
Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%.
Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined.
We are also working on giving Enhancement and Elemental more PvP utility.


EYVALLAH BE:unleashed rage e de 5 puan vermeyyiz artık.çok güzelmiş bunlar =)
Link to comment
Sosyal ağlarda paylaş

Yalnız bu halde bile Mutilate >>>>> Combat olur.

Ben combatken 3.2k dps falan yapabiliyordum tırt gearle, mutilate le 4.2-4.3k gördüm, gear de eh işteydi yani. Şu anda calamity's grasplı combat rogue'un 4k yı kıracağını sanmıyorum. Sinister REvenge+Webbed Death + Full gearli mutilate roguelar perfect rotation'la 5k dps tutturabiliyorlar.

AR'nin Cd'ını 5 dakikadan 3 dakikaya indereceklerini varsayıyorum. Bu bir bossta fazladan 1 bilemedin 2 AR demek.

Sinister ortalama 3k vuruyordu raidlerde. 1 AR=15*10*,1,25=fazladan yaklaşık 5 sinister demek. Bu da 15k dmg boost demek.

Killing Spree= Ortalama MH dmgi 1.6k desen, OH'de aynı weaponsa DW specle 1,2k da o vursa. 2.8k*5=14k bunun 20%si 2.8k fazla dmg.

Savage Combat'ı 2% boostlamışlar.

4 dakika combat olacağını varsayıyorum.

Mutilate yeni HfB'la 5000 dps ten 5240 dps e çıksa.
Combat: 4000 dps'ten 4563'e gelecek.

Bu arada 10% passive haste'i direk 10% dps artışı olarak varsaydım. Ne kadar doğru pek düşünmeye kasmadım açıkçası.

Bu durumda Combat'ın, survival hunterları, elemental shamanları, Arcane Mage'leri yakalamasını geçtim, mutilate'i bile yakalaması için bayaaaaaaaaaaaağı bir bufflanması lazım.
Link to comment
Sosyal ağlarda paylaş

said:


* Improved Shadow Bolt – this talent now provides a 5% spell critical strike buff (similar to Improved Scorch).
* Improved Soul Leech – this talent now provides Replenishment (similar to shadow priests)
* Drain Soul now has a chance to produce Soul Shards even if the target doesn’t die.
* Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption.
* Curse of Recklessness and Curse of Weakness have been combined into one spell
* Consume Shadows – this Voidwalker ability is no longer channeled but has a cooldown.
* Several other warlock talents have had their ranks reduced, their effects changed or removed. This list includes but is not limited to Demonic Empathy, Shadow Embrace, Eradication, Suppression, and Pandemic.
* Additional new talents have been added.

Druid (Skills / Talents / Glyphs)

* Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done.
* Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation.
* Faerie Fire (and similar debuffs) now reduces armor by 5%. See Sunder Armor in the warrior update below for additional details.
* Thorns and Nature’s Grasp can be cast in Tree of Life form.
* Survival Instincts now works in Moonkin form.
* Replenish – to avoid confusion, this talent has been renamed “Revitalize.” It now also works with Wild Growth.
* We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.

Warrior (Skills / Talents / Glyphs)

* Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances.
* You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield.
* Blood Frenzy now causes 2/4% physical damage done.
* Sunder Armor (and similar debuffs) now reduces armor by 4% per application, and is now a single rank. Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP.
* We are also adding increased damage to Arms, possibly through Overpower or Slam.
* We are also looking at granting rage when the warrior blocks, dodges or parries.

COMING SOON

Hunter
Death Knight
Mage
Paladin
Link to comment
Sosyal ağlarda paylaş

said:
Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP.


pve de çok büyük bir değişiklik olacağını sanmıyorum.
Link to comment
Sosyal ağlarda paylaş

said:
Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances.


bunun hayrından cok zararı olucak pvpde..
Link to comment
Sosyal ağlarda paylaş

iyi de absorbed targetlere vurunca rage almak gibi bişey demiyor orada. sadece absorb shield almış warriora vurunca damage almış gibi rage alıcak yine. bu da tanklar için yapılmış bi değişiklik. malesef absorb rage starve devam edicek. büyük hayal kırıklığı benim için bu warrior notelar.

hala beyinsiz ghostcrawler slam la koca arms tree yi pvp de düzelteceğini sanıyor. arms pvp survivalle ilgili tek bir şey yok warrior için. şu şartlarda %10 damage taken inc ile en kolay ölen class yine warrior.

öyle beyinsiz bir adamki bu ghostcrawler sance dance ı iyice bitirdi bu gerzek değişikliğiyle. tek bir spell reflect için eskisinden daha fazla rage harcıycak insanlar. bu patch notlardan sonra artık iyice anladım bu adamın warriorlarla ilgili ciddi piskolojik problemleri var.
Link to comment
Sosyal ağlarda paylaş

yok yani eskiden %10 damage taken inc i HP ile second wind ile vs kapatıyordu warrior. şimdi HP poollar arasında fark en düşük HP li classlar ile bile 1 k-2 k falan ki lvl 60 da benim HP em magelerinkinen 1 k fazlaydı.o zamanki damageler ile şimdikilei karşılaştırırsanız farkı anlamamak için iq baya düşük olması lazım bir insanın ghostcrawler gibi. pvp survival yok gibi bişey warriorun şu anda. shield wall bile kurtaramıyor birçok durumda arenalarda burst karşısında. plate armor zaten bir boka yaradığı yok her class armorignore vurduğundan ha tabi warrior hariç .

yani hemen hemen her PVP tree nin damage reduction talentı varken warriorun pvp yapabilmesi için her daim %10 damage taken inc takılması gerekiyor zerker stanceda. ve hala SLAM OVERPOWER ile warriorun pvpsini kurtarabileceğine inanıyor ghostcrawler denen retard.

blizzard da kim bu developer teamden sorumluysa ona da helal olsun bu adamı hala nasıl işin başında tutuyor. Sırf en son hunter BM nerf ile exp shot buffı hemen 1 hafta sonra BM i yeniden bufflıycaz exp shot nerfliycez demesi bile adamın ne yaptığından bi haber olduğunun göstergesi
Link to comment
Sosyal ağlarda paylaş

OH YEAH Divine Plea nerf.

* Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.
* To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.
* The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.
* Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.
* In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.
* We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.
* We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.
* These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.

World of Raids kaynak
Link to comment
Sosyal ağlarda paylaş

slam ile pvp yapan var mı gerçekten merak ediyorum, özellikle roguelar vızır vızır etrafında dönüyor iken 0.5 saniye cast-time bile çok, ha instant yaparsın ama cooldown koyarsın yani yapacakları şey bu. bir de ms'e biraz buff gelecek, işte o zaman arms adam olur, heroic fury'i de mümkünse armsa falan geçirsinler.

bir de Cüce, neden faydadan çok zararı olur onu anlamadım? ben kaç defa casterlar saldırırken def. stance'e geçip kalkan alıpta spell reflect edecek rage bulamadım.
Link to comment
Sosyal ağlarda paylaş

×
×
  • Yeni Oluştur...