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Cataclysm class detayları açıklanıyor


blazkowicz

Öne çıkan mesajlar

said:
]We would like to improve the rogue leveling experience. Positional attacks and DoT-ramping mechanics will be de-emphasized at low levels and then re-introduced at higher levels for group gameplay. We are also providing rogues with a new low-level ability, Recuperate, to convert combo points into a small heal-over-time (HoT).
To complement the change to combo points, non-damage abilities such as Recuperate and Slice and Dice will no longer have target requirements and can be used with any of the rogue's existing combo points, including combo points remaining on recently killed targets. This will not affect damage abilities, which will still require combo points to be present on the specific target you want to damage. To coincide with this, the UI will be updated so that rogues know how many combo points they have active.



NIOAHAHAHAHAH
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said:
Combat Readiness (level 83): Combat Readiness is a new ability that we intend rogues to trigger defensively. While this ability is active, whenever the rogue is struck by a melee or ranged attack, he or she will gain a stacking buff called Combat Insight that results in a 10% reduction in damage taken. Combat Insight will stack up to 5 times and the timer will be refreshed whenever a new stack is applied. Our goal is to make rogues better equipped to go toe-to-toe with other melee classes when Evasion or stuns are not in play. This ability lasts 6 seconds and has a 2-minute cooldown.


meali: 8sn stun, 5 sn gouge, 8 saniye disarm, 10 saniye evasion yetmiyor onun dışında da rogue dövemeyin istiyoruz
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ayarlıyabileceklerini de samıyorum şahsen. ne zaman bi kerede bişeyi doğru yaptılar ben tanık olmadım. vanillanın ilk 4 ayı warriorları roguelar 2 şer 2 şer keser. paladinler yumrukla keserdi(videosu vardı bunun). sonra bi warrior revamp geldi arcanite reaper oyuna eklendi, warriorlar 1v5 e başladı. ne zaman mageler o 185sp veren trinketler vardı adını unuttum, ona erişti. pom pyro 6k vurur oldular (rogue 4-4.5k warrior 5k hp li iken) . roguelara cheat death geldi 25k vurup cd açılınca 25k daha vurabilecegin bi süre daha dövmek zorunda kaldın, vs vs. gene min 2 class OP olarak release olucak ama bakalım kime denk gelicek.

ayrıca pvp açısından çok saçma sapan bişey olacağını düşünüyorum cataclysm'in. daha fazla utility olunca daha fazla çeşitlilik olacak pvp de gibi bi tutumları var ama bu oyunda hiç birzaman öyle birşey olmadı ki. manan rage'in energy'in sınırlı, gcd denen bişey var. en efektik olanları kullanmak durumundasın. 20 abilityim var her biri ayrı güzel hepsine basayım mantıgı olmadı hiç.
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With the upcoming World of Warcraft: Cataclysm many game elements will be changing, and each class will be receiving a number of tweaks. Here, we will explore the changes that are being made to the gun-wielding, pet-training hunter. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Without further ado, let’s take a look at the new hunter abilities!

New Hunter Abilities

Cobra Shot (level 81): A new shot that deals Nature damage instead of Physical damage. This ability will share a cooldown with Steady Shot. This will give hunters an alternative to Steady Shot on heavily-armored targets, and we will have talent incentives in the Beast Mastery tree to make this a signature shot.

Trap Launcher (level 83): When used, the next trap can be shot to a location within 40 yards. This provides the current Freezing Arrow treatment to all traps and, as a result, we will be removing the current ability Freezing Arrow. 1-minute cooldown. No global cooldown.

Camouflage (level 85): The hunter enters an obscured state that prevents him or her from taking ranged damage. The character would still be subject to melee or area-of-effect attacks, and dealing or taking damage will break the Camouflage effect. The hunter can move and set traps when under Camouflage, and will receive a damage bonus when attacking while under Camouflage (which will then break the effect).

Resource Mechanic Change

Here we come to the meat of the upcoming hunter changes.


* Hunters will no longer use mana; instead the class will use Focus. Focus generates much like Energy, by building up. It will not be affected by Intellect at all. Haste will improve its generation. Hunters will generate roughly 6 Focus per second, slightly less than rogues' Energy generation rate of around 10 Energy per second. Below, we have listed some examples of how we intend Focus costs to operate:

o Steady Shot/Cobra Shot: No cost. Generates 9 Focus per shot (or 12 per second instead of 6).
o Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.
o Aimed Shot/Multi-Shot: 60 Focus.
o Concussive Shot/Tranquilizing Shot: 35 Focus.
o Rapid Fire/Master’s Call/Disengage: 30 Focus.


Changes to Abilities and Mechanics

In addition to the resource change and new abilities listed above, we intend to make adjustments to some of the other abilities and mechanics you already know well. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we’re going for with each spec.


* A major change coming for the hunter is the removal of ammunition. Guns, bows, and crossbows will now do damage without consuming ammunition at all. There will be no more ammo slot on the hunter’s character display. Any ammunition that a hunter has at the time of the change will become gray sellable items. Existing quivers will be converted into large bags -- though each hunter can only have one and non-hunters will not benefit from this change -- and we will not be making any additional quivers.

* Pet management will also change. Hunters will now have two types of attainable pets: active pets and stored pets. Hunters will be able to have up to three active pets (perhaps five for Beast Mastery specialized players) and will have the ability to switch among these pets any time they are out of combat, without going to town. They will also be able to have a large number of pets in storage at the stables. In order to swap a pet from active to passive, a hunter will still need to visit their local Stable Master. However, this should afford ample storage for the many Spirit Beasts wandering the lands of Azeroth.

* Additionally, hunters will now start with a race-appropriate pet at level 1 and will be able to tame a different pet at level 10. We are also changing many pet family abilities to provide important buffs and debuffs. The intention is to allow the hunter to be able to swap pets and fill a position if a certain role is missing from the group. The goal is to have all pets provide a damage increase that is very similar and no greater than any other pet. Some examples of the changes we are making to the pet families are listed below:

o Wind Serpents: Will provide a debuff that increases the amount of spell damage taken by an enemy (similar to a weaker version of the warlock ability Curse of Elements).
o Ravagers: Will provide a debuff that will increase an enemy's Physical damage vulnerability (similar to a weaker version of the warrior ability Rampage).
o Hyenas: Will provide bleed damage (similar to a weaker version of the druid ability Mangle).

* Stings and other periodic effects will now benefit from haste and critical strike ratings. Hasted damage-over-time abilities do not lose duration, but instead add additional damage ticks.

* Viper Sting will now restore 9 Focus every 3 seconds.

* We are reinforcing hunters as a ranged class. To this end, the class will now start with ranged abilities at level 1, and we will be removing some melee abilities, such as Mongoose Bite.


New Talents and Talent Changes


* Beast Mastery hunters will have a new talent called Careful Aim, which increases the damage of the next Steady Shot or Cobra Shot, but also increases the cast time of these abilities. The intention is to make the combination of spells into a decent damage opener, especially in conjunction with the new ability Camouflage.

* Beast Mastery hunters will also have talents that make Cobra Shot superior to Steady Shot, such as Longevity reducing the cast time of Cobra Shot to 1.5 seconds.

* Rapid Recuperation will cause Rapid Fire to give 20/40/60 Focus immediately and will cause Rapid Killing to generate 3 Focus per second.

* Efficiency will reduce the Focus cost of Chimera Shot, Aimed Shot, and Arcane Shot.

* Thrill of the Hunt grants Focus when you land a critical strike.

* Hunter vs. Wild increases the hunter’s Focus generation when his or her pet is snared, stunned, or rooted.


Mastery Passive Talent Tree Bonuses

Beast Mastery
Ranged Damage
Haste
Pet Damage

Marksmanship
Ranged Damage
Armor Penetration
Double Shot

Survival
Ranged Damage
Ranged Critical Damage
Elemental Damage

Pet Damage: Many of the passive benefits to pet damage will no longer be available in the Beast Mastery talent tree. However, these will be provided through the new Mastery mechanic.

Double Shot: The hunter will have a chance to launch a free attack off of the global cooldown for 50% damage.

Elemental Damage: Hunter abilities such as traps, Black Arrow, and Explosive Shot will do elemental damage of the following types: Arcane, Fire, Frost, Nature, and Shadow.

We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind that what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these planned changes as well as others continue to develop in response to feedback and testing.
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of cok bayik olmus be hunter degisiklikleri..

Camoflage hakkinda bi blue post:

"Quote from Blizzard staff
It is *not* stealth. Your enemies will never wonder where you are. We're trying to use the new Cataclysm water effect to put a shimmering PREDATORy visual on you. It's protection from ranged attacks and it gives you some combat bonuses, but it's not like Shadowmeld or rogue / druid stealth where players can't find you.

As most of you know, we tried Camo once before, but because it was true stealth it was very hard to balance, plus it felt like we were just handing out the same cool abilities to every class instead of coming with unique mechanics. Hunters were so overwhelmingly excited about the basic idea that we wanted to try it again, but not as stealth."
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Hunters will no longer use mana; instead the class will use Focus. Focus generates much like Energy, by building up. It will not be affected by Intellect at all. Haste will improve its generation. Hunters will generate roughly 6 Focus per second, slightly less than rogues' Energy generation rate of around 10 Energy per second. Below, we have listed some examples of how we intend Focus costs to operate:
Steady Shot/Cobra Shot: No cost. Generates 9 Focus per shot (or 12 per second instead of 6).
Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.
Aimed Shot/Multi-Shot: 60 Focus.
Concussive Shot/Tranquilizing Shot: 35 Focus.
Rapid Fire/Master’s Call/Disengage: 30 Focus.

No moar buttonsmash.
Rogue gibi olacak. Daha iyi. Mana olunca 4-5 saniyede ne varsa boşaltıyorlar loldamage çıkıyo. Spammerlar ilk başlarda QQ yapacak o zevkli olacak.
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Iceberg. mage'in kendi hp'si kadar hitpoint ile buz dağı çıkarır önüne. ya da tsunami wave falan atar deals xxx damage and disorients for x seconds. x seconds cooldown.

iyi salladım. =p

fire'a lavaform gelsin ama.
surrounds mage with fury lava orbs. While in lavaform every single target damage ability reduces the target's healing taken by %5 and increases damage done of mage by %10 with fire spells. (healing reduce debuff stacks up to 5 times, %25 last 10 seconds) Your Scorch ability is uninterruptible. When your ignite dot deals damage, mage gain %2 critical chance with all fire spells (stacks up to 5 times, %10) When your pyroblast deals damage successfully to a target, mage gains magma armor. magma armor absorbs all kind of damage by xxxx and scales with mage's last successfull pyroblast hit and spellpower.

dsafsa
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