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Chio Patch 3.0.3 úton van
Chio - 5669 napja
3
Tigole ejtett szót arról, hogy a Hallowed Be Thy Name achievementet a Halloween kezdetéig eltávolították, amit csak az event kezdete után lehet majd teljesíteni. Ugyanekkor megemlítette, hogy ha minden a terveik szerint halad, akkor kapni fogunk egy 3.0.3-as patchet a Halloween buli ideje alatt (október 18 - november 2).
Alább olvasható az MMO-Champion által készített rövidke lista, hogy milyen változások várhatóak a 3.0.3-ban:

A holnapi nap folyamán új build érkezik a béta szerverekre, ami után talán többet tudhatunk meg a következő patchből.

Death Knight
  • Frigid Dreadplate - We rewrote the spell and the tooltip to be simpler and less confusing. It's now just 1/2/3% less chance to be melee hit.
  • Tundra Stalker buffs Obliterate and Howling Blast. Adds double expertise.
  • Acclimation buffs Rune Strike (in addition to its normal effects).
  • Crypt Fever down to 10/20/30%.
  • And the big one... when you miss, your runes activate in 1 sec instead of 2. This makes misses, dodges and parries a lot less painful.


Druid
  • Survival Instinct is off the GCD now.
  • Update on Eclipse. Here is how we changed the talent. It now has a longer cooldown (40 sec) and a shorter duration (10 sec) but the effects on Wrath and Starfire are doubled. It is overall a buff to the damage to justifythe proc-watching aspect. We also hope the longer cooldown and shorter duration will mean it takes less of your bandwidth to do so.
  • Moonfury and Earth and Moon down to 3 ranks from 5, but keeping the same overall benefit. That buys you 4 extra talent points to get more utility or fun talents.
  • We're going to leave the Starfire glyph as is for now, since one of the reasons we added it was to buy you back some brain time if you were watching Eclipse too much.
  • The treant health is still something on the list to look at too. I suspect it just hasn't scaled well.


Hunter
  • Aspects are now off the GCD. It's true. There will still be a 1 sec cooldown to switch from one aspect to another.
  • Monkey and Dragonhawk offer 18% dodge now.
  • Instead of getting new ranks of Hawk at level 75 and 80, you now get the new Aspect of the Dragonhawk. This powerful aspect combines all of the effects of Hawk and Monkey. Any talent or glyph that affects either Hawk or Monkey also affects Dragonhawk the same way. The idea is that you retire Hawk and Monkey at level 75 and go to essentially two Aspects: Dragonhawk for combat and Viper for mana regen.
  • Ferocious Inspirations is supposed to be raid-wide
  • Here is the actual Viper change we're going to implement: The per attack mana regeneration has been reduced by 50% but it now generates 4% of maximum mana every 3 sec. In addition, the per attack regeneration now also works on melee attacks.
  • We probably are going to let Barrage affect Aimed Shot. We looked at Explosive Shot again and its damage seemed like a significant increase over Arcane Shot, but if Survival ends up low, then Explosive is probably where we'll try to make up the difference.


Mage
  • We think mages are still having mana problems and don't want to reduce Evocation's cooldown anymore. Nor do we want to buff mage armor too much more or using e.g. molten armor seems pointless. Instead, we reduced the mana cost on Fireball, Frostbolt, Frostfire Bolt, Arcane Blast, Arcane Missiles, and Arcane Explosion.
  • However, we do think the mana cost on Living Bomb is too high, and we'll be lowering it to something more like Arcane Explosion.


Paladin
  • Art of War -- now affects all damage done by Judgements, Crusader Strike and Divine Storm (instead of critical strike damage). Net dps should be about the same but less bursty. This change will be made before Nov 13.
  • Righteous Vengeance -- now applies a dot affect similar to Deep Wounds (instead of critical strike damage). This ends up being a significant buff to the ability to make up for the damage lost to Divine Storm, but is also less bursty. This change will be made before Nov 13. EDIT: The dot will NOT break Repentance.
  • Glyph of Crusader Strike -- now reduces mana cost (instead of increased damage on stunned targets.) We thought paladins could stack too much damage vs. stunned targets. This change will be made before Nov 13.
  • We also fixed a bug with Seal and Judgement of Light that could sometimes result in too much healing.
  • To be consistent with stances, presences and aspects, paladin auras are now off of the GCD with a 1 sec cooldown.
  • Righteous Defense -- cooldown lowered to 8 sec. It had been 10 sec recently and is 15 sec on live.
  • Infusion of Light -- now affects Flash of Light or Holy Light. Flash of Light is reduced to 0 cast time with 2 ranks, meaning that if you're running around and get a Holy Shock crit, you can also Flash without stopping.
  • Judgements of the Pure -- haste benefit now up to 15% with 5 ranks (was 10%).
  • Enlightened Judgements -- range benefit is now 30 yards with 2 ranks (was 20). This means you can judge or heal from the same range without having to run around so much.


Priest
  • Divine Providence now also reduces the cooldown of Prayer of Mending by 6/12/18/24/30%. With 5 points, it takes PoM from 10 to 7 sec cooldown.
  • Vampiric Embrace -- we need to nerf it, but we don't want it to be terrible for priests in small groups or solo. So we are going to make it 5% healing to your group (not raid) but 25% healing to yourself. Assume the talents that affect it get it up to this level.
  • Vampiric Touch -- we're adding some of the damage adjustment to this spell, by doubling the coefficient (from 0.2 to 0.4).
  • Shadowform -- we're adding the rest of the adjustment here. Your Shadow Word: Pain, Devouring Plague and Vampiric Touch do an additional percentage damage equal to your critical strike chance. Basically if your crit is 25%, your SW:P does 25% more damage. This has the side effect of making crit a little more useful for Shadow priests.
  • It's dumb that so many of your abilities don't work on vehicles. We'll try to get that fixed. To clarify, magical shadow damage over time effects will work on vehicles. For example, corruption, shadow word pain, vt, and mind flay (although the vehicle's movement won't be slowed by the mind flay).
  • We increased the damage coefficient of Devouring Plague to be similar to other damage over time spells. We also lowered the base damage on ranks 7, 8, and 9 to partially compensate for better scaling.


Rogue
  • We are going to make a change to Shadow Dance to keep the basic functionality but make the UI ramifications easier. Ideally we'll just let you use the stealth bar. This is a slightly complicated change so it might take some time. In the short term, we are going to make another change. Shadow Dance will no longer increase the cooldown on abilities that can be used only while stealthed. If you have the energy to Ambush three times in a row, go for it.


Shaman
  • Update on Lava Burst. We ended up buffing the damage by about 10%. You should now have a lot motivation to use it and Flame Shock once you hit level 75. Lightning Bolt isn't going anywhere so you still have your old standby, particularly for 3.0.2 and until you gain a few levels.
  • Tidal Waves -- Riptide now also procs this effect.
  • Tidal Waves -- It was changed to get 2 charges.
  • Riptide -- We're going to increase the initial healing component.
  • Storm Reach -- now called “Elemental Reach” and includes Lava Burst.
  • Improved Fire Nova Totem - Increases the damage done by your Fire Nova Totem by 10/20%, and your Fire Nova totem has a 50/100% chance to stun all targets damaged by your Fire Nova Totem for 2 sec.
  • Thunderstorm -- We will probably boost the mana return to 8% of total mana. That seems more in line with similar effects. We talked a lot about buffing its damage, but decided that may not be a good idea. With its short range, it isn't a great rotational spell for a raiding Elemental shamans, and making you run up to hit a boss and run back is giving up a lot of cast time. Instead we're going to try to keep the damage and knockback more situational (in PvP it will get used a lot) and make the mana return the big PvE raiding focus.
  • Maelstrom Weapon -- We have a concern that the proc per minute frequency is too often. According to our numbers, it's balanced for a two-handed weapon and a bit generous for a dual-wielder. However, this would be a nerf to Enhancement dps overall that we'd have to make up elsewhere, and it seems to be a fun change shamans are enjoying. So we're going to let this ride for now. It's something to keep an eye on, but we aren't going to change it yet.
  • Lava Burst and Lightning Bolt -- And now for a few words on Elemental damage. One of the things we were trying to do to make Elemental dps more interesting was to have a Lava Burst + Flameshock variant. We also themed some new deep talents to support this play style. The problem is that lightning still seems to do more damage than fire, which in turn makes the new talents feel lame because they benefit fire and not lightning.


Warlock
  • The Felguard magic damage reduction now extends to Holy. I believe this was hotfixed yesterday.
  • Shadowflame -- We ultimately decided to keep the cone and the dot component, but just the damage. We compared Shadowflame's damage to Cone of Cold, but the latter benefits from a pretty sweet talent and is arguably a little weak-feeling without the talent. Shadowflame has no equivalent talent, so we buffed its damage by about 75%.
  • Haunt -- In order to give you a wider window in which to renew the spell, we lowered the cooldown to 8 sec. Refreshing Haunt will also trigger the heal from the existing Haunt, so clipping your previous one won't be as big a problem.


Warrior
  • We are going to change Sudden Death to be based on a chance per hit and not a chance per crit. That shouldn't adversely affect their dps, but will also hopefully keep them from stacking nothing but crit. We do want to see warriors with swords and maces after all.
  • We are lowering the cooldown on Bloodthirst to 5 sec (from 6) and lowering the penalty on Titan's Grip to 12% (from 15%). Our hope is that with more BTs and more yellow hits connecting that the excess rage will drain away. The net dps increase will also help Fury catch up to Arms.
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