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PostPosted: Wed Apr 07, 2010 3:26 pm 
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http://blue.mmo-champion.com/t/24038460 ... on-coming/

Warlock and Shaman are up now.

They've also dropped the bomb that Blood is becoming the DK Protection tree come Cata.

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PostPosted: Wed Apr 07, 2010 5:27 pm 
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Press Beta opt-ins have been sent out as well, according to Kotaku.

With all the information being pushed out recently, and with the press beta thing, it's pretty obvious that mmo-champion's prediction of beta starting this month is most likely correct.

I'll be glad to finally have something to look forward too, I'm getting bored with the game again already, and it's only been a month since I came back.


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PostPosted: Thu Apr 08, 2010 9:45 am 
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Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or "Life Grip") is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can't seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.


This spell amuses me to no end.

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PostPosted: Thu Apr 08, 2010 11:08 am 
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I wasn't to impressed with the Warlock changes, but we'll wait and see until they are actually in game.


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PostPosted: Thu Apr 08, 2010 11:25 am 
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Warriors are gonna be the ultimate Rogue Murderers.

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Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.

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PostPosted: Thu Apr 08, 2010 12:05 pm 
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Müs wrote:
Warriors are gonna be the ultimate Rogue Murderers.

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Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.


Prot warriors already are. I giggle when one jumps me in pvp.


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PostPosted: Thu Apr 08, 2010 11:55 pm 
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Who the **** doesnt move in PVP?


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PostPosted: Fri Apr 09, 2010 10:06 am 
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Rogue changes are out, too.

http://blue.mmo-champion.com/t/24262386 ... iew-rogue/

Bashiok wrote:
In World of Warcraft: Cataclysm, we'll be making several changes to class talents and abilities across the board. Here, you'll get a glimpse at what's in store for the rogue class, including a look the new high-level abilities and an overview of how the new Mastery system will work with the rogue's different talent specs.

New Rogue Abilities

Redirect (available at level 81): Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue's current target, helping to ensure combo points aren't wasted when swapping targets or when targets die. In addition, self-buff abilities like Slice and Dice will no longer require a target, so rogues can spend extra combo points on those types of abilities (more on this below). Redirect will have a 1-minute cooldown and no other costs.

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.

Smoke Bomb (level 85): The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional gameplay, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.

Changes to Abilities and Mechanics

We're also planning to make changes to some of the other abilities and mechanics you're already familiar with. 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 want for each spec.

In PvP, we want to reduce the rogue's dependency on binary cooldowns and "stun-locks," and give them more passive survivability in return. One major change is that we'll put Cheap Shot on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well.
In PvE, even accounting for active modifiers like Slice and Dice and Envenom, a very large portion of the rogue's damage is attributable to passive sources of damage. Yes, they are using abilities for the entire duration of a fight, but we want to reduce the percentage of rogue damage that comes from auto-attacks and poisons. More of their damage will be coming from active abilities and special attacks.
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.
Ambush will now work with all weapons, but will have a reduced coefficient when not using a dagger. When opening from Stealth, all rogues will be able to choose from burst damage, DoT abilities, or a stun.
As we've done recently with some of the Subtlety abilities, we want to make sure more rogue abilities aren't overly penalized by weapon choice. With a few exceptions (like Backstab), you should be able to use a dagger, axe, mace, sword, or fist weapon without being penalized for most attacks.
Deadly Throw and Fan of Knives will now use the weapon in the ranged slot. In addition, we hope to allow rogues to apply poisons to their throwing weapons.
We are very happy with Tricks of the Trade as a general mechanic and as a way to give rogues more group utility, but we don't want it to account for as much threat transfer as it does now.


New Talents and Talent Changes

In Cataclysm, the overall feel of each of the rogue's talent trees will change, as we would like each tree to have a clearly defined niche and purpose. The talent details below are meant to give you an idea of what we're going for.

Assassination will be more about daggers, poisons, and burst damage.
Combat will be all about swords, maces, fist weapons, axes, and being engaged toe-to-toe with your enemies. A Combat rogue will be able to survive longer without needing to rely on Stealth and evasion mechanics.
The Subtlety tree will primarily be based around utilizing Stealth, openers, finishers, and survivability. It'll be about daggers, too, but less so than Assassination.
In general, Subtlety rogues needs to do more damage than they do today, and the other trees need to have more tools.
Weapon-specialization talents (for all classes, not just rogues) are going away. We do not want you to have to respec when you get a different weapon. Interesting talents, such as Hack and Slash, will work with all weapons. Boring talents, such as Mace Specialization and Close Quarters Combat, will be going away.
The Assassination and Combat talent trees currently have a lot of passive bonuses. We plan to dial back the amount of Critical Strike Rating provided by these trees so that rogues still want it on their gear.


Mastery Passive Talent Tree Bonuses

Assassination
Melee damage
Melee critical damage
Poison damage

Combat
Melee damage
Melee Haste
Harder-hitting combo-point generators

Subtlety
Melee damage
Armor Penetration
Harder-hitting finishers

The initial tier of rogue Mastery bonuses will be very similar between the trees. However, the deeper that a player goes into any tree, the more specialized and beneficial the Masteries will be to the play style for that spec. Assassination will have better poisons than the other two specs. Combat will have very steady and consistent overall damage. Subtlety will have strong finishers.

We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

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PostPosted: Fri Apr 09, 2010 10:11 am 
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Underwhelming.

So I heard you wanted to rely on cooldowns less, so we gave you a cooldown that you can use while your cooldowns are on cooldown.

And a minute C/D on transferring combo points... Just make em stack on me instead of the target.

Smoke Bomb looks cool though.

Mastery... boring.

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PostPosted: Fri Apr 09, 2010 10:23 am 
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Müs wrote:
Underwhelming.

So I heard you wanted to rely on cooldowns less, so we gave you a cooldown that you can use while your cooldowns are on cooldown.

And a minute C/D on transferring combo points... Just make em stack on me instead of the target.

Smoke Bomb looks cool though.

Mastery... boring.


Wait, wait, you want transferred combo points 100% of the time? Yea, that's not OP at all.

"Let me go kill some trash to fill up my combo points, so I can unload on you next!"

There's a good reason they don't transfer now. A chance to do so once every minute is quite enough.

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PostPosted: Fri Apr 09, 2010 10:28 am 
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DK changes

http://blue.mmo-champion.com/t/24262356 ... th-knight/

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New Death Knight Abilities

Outbreak (level 81): Outbreak infects the target with both Frost Fever and Blood Plague at no rune cost. This ability allows death knights to apply diseases quickly when they are switching targets or when their diseases have been dispelled.

Necrotic Strike (level 83): Necrotic Strike is a new attack that deals weapon damage and applies a debuff that absorbs an amount of healing based on the damage done. For context, imagine that the death knight can choose between doing 8,000 damage outright with a certain ability, or dealing 6,000 damage and absorbing 4,000 points in incoming heals with Necrotic Strike -- the burst is smaller, but a larger overall amount of healing would be required to bring the target back to full health.

This ability is meant to bring back some of the old flavor from when death knights could dispel heal-over-time (HoT) effects. It also gives the class a bit more PvP utility without simply replicating a Mortal Strike-style effect.

Dark Simulacrum (level 85): The death knight strikes a target, applying a debuff that allows the death knight to copy the opponent's next spell cast and unleash it. Unlike Spell Reflection, Dark Simulacrum does not cancel the incoming spell. In general, if you can't reflect an ability, you won't be able to copy it either.

Rune System Changes

While we're satisfied with the way the rune system works overall, we're making a few major changes to the mechanics that will ultimately help death knight players feel less constrained. Here's the rationale behind the changes, followed by an explanation of how the new system will work.

In the current rune system, any time a rune is sitting idle, death knights are losing out on potential damage output. By comparison, rogues spend most of their time at low energy levels, and if they're unable to use their skills for a few seconds, that energy builds up and can be spent later, minimizing the net loss from the interruption.
A death knight's runes, on the other hand, cannot be used until they are fully active. If a death knight ever goes more than a few seconds without spending an available rune, that resource is essentially wasted. Because the death knight is pushing buttons constantly, it can be difficult to add new mechanics to the class because the player doesn't have any free global cooldowns to use them. We can't grant extra resources or reduced cost, because there is no time to spend them. Missing an attack is devastating, and it's impossible to save resources for when they're most useful.
Additionally, each individual death knight ability has a fairly low impact on its own, making it feel like most of the death knight's attacks are weak. The death knight's rotations are also more easily affected by latency or a player's timing being just a little off. At times, it feels like death knights aren't able to take advantage of their unique resource mechanic, which can diminish the fun.
The new rune system will change how runes regenerate, from filling simultaneously to filling sequentially. For example, if you use two Blood runes, then the first rune will fill up before the second one starts to fill up. Essentially, you have three sets of runes filling every 10 seconds instead of six individual runes filling every 10 seconds. (Haste will cause runes to fill faster.) Another way to think of this is having three runes that go up to 200% each (allowing extra "storage"), rather than six runes that go up to 100% each.
As this is a major change to the death knight's mechanics, it will of course require us to retune many of the class's current abilities. For example, each ability needs to hit harder or otherwise be more meaningful since the death knight is getting fewer resources per unit of time. Some abilities will need to have their costs reduced as a result.


Talent Changes

Next we'll outline some of the death knight talent-tree changes we're planning in Cataclysm. This list is by no means comprehensive, but it should give you a sense of how we're intending each death knight spec to perform.

One of the biggest changes we're making is converting Blood into a dedicated tanking tree. While we feel that having three tanking trees was successful overall, it's less necessary in a world with dual-specialization. In addition, the current breakdown isn't as compatible with the Mastery-based passive talent-tree bonuses we want to add (see below). We'd rather spend time tweaking and balancing one good tanking tree rather than having a tank always wondering if they picked the "correct" tree out of three possibilities.
Blood seemed like the best fit for tanking. Unholy has always had a strong niche with diseases, magic, and command over pets. Frost now feels like a solid dual-wield tree with Frost magic damage and decent crowd control. Blood's niche was self-healing -- fitting for a tank -- as well as strong weapon swings, which could easily be migrated to Frost and Unholy.
Our plan is to move the most interesting and fun tanking talents and abilities to Blood. For example, you will likely see Vampiric Blood and Will of the Necropolis remain, while Bone Shield will move over from Unholy.

Mastery Passive Talent Tree Bonuses

Blood
Damage reduction
Vengeance
Healing Absorption

Healing Absorption: When you heal yourself, you'll receive an additional effect that absorbs incoming damage.

Vengeance: This new mechanic is designed to ensure that tank damage output (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will grant a stacking Attack Power buff equal to 5% of the damage done, up to a maximum of 10% of the character's unbuffed health. For boss encounters, we expect that tanks will always have an Attack Power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Blood tree; these values will be smaller at lower levels.

You only get the Vengeance bonus if you have spent the most talent points in the Blood tree, so you won't see Frost or Unholy death knights running around with it. Vengeance will let us continue to design tank gear more or less the way we do today; there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but the goal is that all four tanks will do about the same damage when tanking.

Frost
Melee damage
Melee Haste
Runic Power Generation

Runic Power Generation: This will function as the name implies, and the new rune system will make generating Runic Power more appealing.

Unholy
Melee damage
Melee and spell critical damage
Disease Damage

Disease Damage: Unholy death knights will be able to get more out of their diseases, which are integral to the tree's play style.

We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

[...]

Here are a few points of clarification:

We want to provide a 2-handed style for Frost since we recognize that pets are an acquired taste. We think we have the design space to do that now that we don’t need to support Frost tanking. We’re definitely committed to making Frost work as a dual-wield tree though -- that isn’t going away.
Outbreak is free with a 1-minute cooldown. It’s not supposed to completely replace Plague Strike and Icy Touch.
We’re not sure how we’re going to handle presences yet. We recognize the oddness of Blood death knights playing in Frost Presence and Frost death knights not playing in Frost Presences. We might rename the presences or take some other action.


Also, some clarification on the new Rune mechanics by Ghostcrawler.

Quote:
I'll take a stab at explaining the rune mechanic. Once you see it in action, it's pretty easy to understand.

Just focus on Blood Runes for the moment. The big change is that rune #2 will never start filling up until rune #1 is full. They always fill 1 then 2. Today 1 and 2 can both fill at the same time.

In Cataclysm, when you're killing things, you use rune 1. Then any extra "red" in rune 2 will fill rune 1 back up again. If both of them are full, you can use 2 Blood Runes immediately. But after that, rune 1 will fill up first and then rune 2. If it helps, imagine rune 2 is the extra tank.

This sounds like it will slow down DK attacks, and it will to a point. That's part of what we're trying to accomplish. We can then fill those extra GCDs with things like free abilities or runic power abilities or we have room to add talents that make runes fill faster. Remember, slow attacks can hit harder though. Instead of DKs hitting fast like a rogue, they'll hit slower and harder, like a warrior, which fits a lot of player's image of a DK anyway. Dual wield will hit faster of course.

I'll try another comparison. Imagine that all rogue abilities cost 100 energy. They have to wait until they get 100 energy, and then immediately use an attack so that they aren't wasting future energy. That's how DKs play now, except they have 6 runes to watch. Now imagine the same rogue except all his abilities cost 50 energy. If he hits an attack when he has 60 energy, then 50 is consumed but he has 10 energy still left and a head start on the next attack. That's the way we want DKs to play.

If that still doesn't make sense, then focus on what the experience will be, which is that you'll have more breathing room in your rotation and won't have to hit a button every single GCD. If you don't use a strike the second it's available, that's more okay because the extra tank will store extra rune resources rather than just wasting it. You'll still be hitting a lot of buttons though. We're keeping double rune strikes and Death Runes and disease multipliers and all of that. We'll have to make some changes in some abilities to accommodate the resource change, but it won't be unrecognizable to you.

We're not sure DKs even need Rune Strike any longer. If it survives, we'll turn it into an instant swing. But if we turn it into an instant swing, then it really isn't that different from existing strikes so it's possible we can just make a tanking rotation without it.


Not sure how I feel about all this. It's interesting to say the least. I'll have to see the new Rune mechanics before I make any judgements. Really don't like the change to Blood for tanking. I really love my frost spec, both for dps and tanking. But if they make 2H frost viable again, I might just forgive them, heh.

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PostPosted: Fri Apr 09, 2010 10:55 am 
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Caleria wrote:
Müs wrote:
Underwhelming.

So I heard you wanted to rely on cooldowns less, so we gave you a cooldown that you can use while your cooldowns are on cooldown.

And a minute C/D on transferring combo points... Just make em stack on me instead of the target.

Smoke Bomb looks cool though.

Mastery... boring.


Wait, wait, you want transferred combo points 100% of the time? Yea, that's not OP at all.

"Let me go kill some trash to fill up my combo points, so I can unload on you next!"

There's a good reason they don't transfer now. A chance to do so once every minute is quite enough.


You assume I care about PvP. I do not. On trash in a 25 say, I can maybe keep SnD up while the rest of my raid AEs the crap out of stuff. On a boss fight, as Mut, I have issues with ramp up and target switching. As Combat, its not as bad, but still affecting. Putting the CPs on the rogue instead helps with these issues.

Building CPs on say Putricide and having to waste them on a SnD that didn't need refreshed yet or a 3cp Evis because I have to run to go kill a blob... yeah, that's crippling. If they were on me instead of the Mob, I could take those 3 CPs with me and start DPSing the blob faster. 1 min c/d on that is ridiculous.

Put the CPs on the rogue, and have them degrade over time like runic power or rage. Ez Pz. say 1 every 5 or 10 seconds.

In any event though, I'll have to see how the changes work live.

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PostPosted: Fri Apr 09, 2010 11:00 am 
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Dude, without transfering them now, Rogues are top DPS if they have a clue and are similarly geared.


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PostPosted: Fri Apr 09, 2010 11:13 am 
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Aizle wrote:
Dude, without transfering them now, Rogues are top DPS if they have a clue and are similarly geared.


On a couple of fights. On anything involving any sort of target switching... not so much.

Personally, on DBS and Festergut I push 10k+. Last night on Putricide, I was down in the mid 4's, low 5's. On Princes, I was around 6ish. Our mages and locks are usually on top of us when there's any sort of target switching or movement involved, and competitive on DBS and FG.

All that being said, I'd trade all 3 abilities including smokebomb for baseline ShS.

Quote:
•In PvP, we want to reduce the rogue's dependency on binary cooldowns and "stun-locks," and give them more passive survivability in return. One major change is that we'll put Cheap Shot on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well.


Taken with this:

Quote:
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


made me make this face ---> o.O

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PostPosted: Fri Apr 09, 2010 1:08 pm 
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Hunter changes up!!!

http://blue.mmo-champion.com/t/24261186 ... ew-hunter/

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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:
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.

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:
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).
Ravagers: Will provide a debuff that will increase an enemy's Physical damage vulnerability (similar to a weaker version of the warrior ability Rampage).
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

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.

Marksmanship
Ranged Damage
Armor Penetration
Double Shot

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

Survival
Ranged Damage
Ranged Critical Damage
Elemental 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.


Oh man, I'm SSOO looking forward to this!

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PostPosted: Fri Apr 09, 2010 1:20 pm 
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Those changes are horrible.

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PostPosted: Fri Apr 09, 2010 1:33 pm 
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Khross wrote:
Those changes are horrible.


All of them? I thought the pet change was very nice actually. I'm also excited about not having to worry about ammo, too. I was worried about the change to Focus at first, but with some basic focus costs and regeneration numbers, it doesn't seem like it will be too bad at all. And I'm not sure how having haste/crit effect our stings is a bad thing.

Also, Camo seemed kinda....meh. Until I read these posts by Ghostcrawler.

Quote:
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.


Quote:
If you target a camo hunter or a rogue using Smoke Bomb, you will get an error message saying something like "Target obscured." You can see them and target them, but can't use your attacks. Imagine they are behind a pillar or something. You can try and get off an AE near them or you can move to melee.


I'm curious just how effective the new pet abilities are going to be. Can they, for instance, substitute for a druid/warlock/etc if you happen to be short? I can see Raid Leaders assigning certain pet classes to the hunters already.

I don't really like Trap Launcher, but most of the other changes seem ok. I'm curious to see them in action, however.

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PostPosted: Fri Apr 09, 2010 3:02 pm 
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Trap launcher seems pretty cool. Throw one of those fiery things under a pack of mobs for extra AoE stuff? Freeze chumps from range?

And it looks like smoke bomb and camo will be pretty meh. Sure, you can't target them, but you can still AE the crap out of em.

Rogue pops smoke bomb, DK drops DnD, mage drops Blizzard, hunter drops volley... rogue cries.

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Müs wrote:
Rogue pops smoke bomb, DK drops DnD, mage drops Blizzard, hunter drops volley... rogue cries.


Or the rogue is paying attention and pops sprint and vanish, and ganks one while they think they're damaging the rogue in teh smoke bomb.


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PostPosted: Fri Apr 09, 2010 3:41 pm 
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Aizle wrote:
Müs wrote:
Rogue pops smoke bomb, DK drops DnD, mage drops Blizzard, hunter drops volley... rogue cries.


Or the rogue is paying attention and pops sprint and vanish, and ganks one while they think they're damaging the rogue in teh smoke bomb.


More likely, rogue pops clos, sprint, vanish, hunter's pet drops rogue from vanish, rogue pops the new Combat Awareness thing, mage sheeps rogue, rogue trinkets, DK CoI's rogue, combat awareness drops after 6 seconds cause noone hit the rogue...

Not to mention the new Warrior bleed that seems specifically targeted to screw rogues.

But eh, I'm just disappointed that all we got were 2 pvp things, a lackluster bandaid fix, and several nerfs. As a raiding PvE rogue... its just sad. Wars get Heroic Leap, Shaman get move while casting, Priests get life grip, DKs get that Simulacrum and a one button disease applicator, hunters get a total redesign...

Rogues in Cata look to be SSx3, SnD, SSx5 evis, SSx5 Evis, refresh SnD... just like in LK, just like in BC, just like in Vanilla. Well, unless you're Mut. THen it'll be Mut, SnD, 1pt rupture(if no bleed already), HfB, mut, env, mut, env, mut, env...

I know its a preview, and I know that its likely things will change... but this preview doesn't give me anything to be excited about.

Also: GC promised us a fix for Vanish, and a Pony. Unfortunately, the fix for vanish only worked on the pony... So we now have a broken vanish, and an invisible pony.

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PostPosted: Fri Apr 09, 2010 4:16 pm 
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Not sure if you guys caught this or not... but this makes me giggle. Bold added by me

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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.

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PostPosted: Fri Apr 09, 2010 4:25 pm 
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I wonder how that's gonna work.

I bet you it'll be awkward and complicated to code, and will get dropped because they were unable to implement it properly.

Kinda like Power Word Barrier in ToC? Ulda? I forgot when I took that kick to the nuts.

On the bright side, all of the rogue stuff is crap, so I don't have to get excited about anything and then be disappointed when they drop the thing I was looking forward to...

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To be fair, a lot of Priests seem quite underwhelmed by that life grip spell, likely because it doesn't have any real prescribed PVE use.

I think those Priests are crazy, however! While I intend to keep my Druid my main through yet another expansion, me and some guildies are going to roll Alliance on a new server with the expansion and probably run 10 man raids a day or two a week there, since we get a lot of hate running one 10 man team instead of two currently. I had already planned to go Gnome Priest. There are so many good minor uses for Leap of Faith and I, for one, look forward to that more than anything I've seen so far in these class previews.

But I digress!

I do agree that the Rogue changes are underwhelming from a PVE prospective, and I think the same of Hunters as well. Warriors too, probably. I don't think they're bad, though. I think the Shaman one set up some pretty high standards for others to follow, though. Especially since they stole the target persistent AE HoT that clearly was meant for Druids! I don't know what exactly I'm hoping for for my own Resto spec. Maybe something like a planted tree that blooms a la Freya's Gift of Eonar trees. We already have a pretty well-rounded healing arsenal as is, though Tranquility needs some kind of change if they want Restos to really use it. It's a good spell itself, but if I channel it for its full duration it puts the Druid way behind on their healing since it's essentially trading ~6-7 GCD to top off their own group (and you better hope all 4 others are in range.) That's too many GCD for anything but extremely situational use, or perhaps for channeling it for only half its duration or something...

Being able to SND off of dead mobs will be a welcome change so you don't waste so many combo points, though I realize it's not always a useful option. Recuperate possibly won't be useless in a raid situation given what they're changing with healing and damage, in which case that change will be more useful, but we'll have to wait and see with that.

Smoke Bomb is going to have a lot of creative uses though. I can see it working in a few raid encounters to various degrees, or help smooth out pulling for faster trash clearing. Instances, too. PVP players are probably really happy with it.

In any case, as to Hunters... I wonder if it's going to make it to retail as "focus". Just turn it yellow, call it energy, and be done with it. :p At this point it's just the default regen rate that makes it different? And possibly a stronger emphasis on generating focus yourself, but that has multiple precedents already with energy so it's hardly new. I wasn't ever worried about their switching over to focus, because I can't really imagine Blizzard implementing a system that somehow doesn't work -- whatever they do for DPS, it needs to end up with the player hitting buttons pretty consistently without ever really running out. Essentially the only changes they can make to DPS are cosmetic outside of a few minor things (no Innervate, mana pots, etc). This makes a change of resource type, as big as it sounds, nothing that's really going to change your moment-to-moment play during an encounter.

It's underwhelming, and if anything was going to be awesome it would be the new skills or talents that add something interesting or new to the class. Cobra Shot is boring, Trap Launcher is nice enough but not even a new idea, and Camouflage is very limited in regular PVE use if I'm not mistaken. I guess we don't technically know the whole picture, which would be required to make that call, but it's not looking good. Maybe it would be awesome for tanking the immobile Jormungar worm or something... :p


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PostPosted: Fri Apr 09, 2010 5:09 pm 
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Müs wrote:
But eh, I'm just disappointed that all we got were 2 pvp things, a lackluster bandaid fix, and several nerfs. As a raiding PvE rogue... its just sad. Wars get Heroic Leap, Shaman get move while casting, Priests get life grip, DKs get that Simulacrum and a one button disease applicator, hunters get a total redesign...


First of all, this is just a taste of things to come. There's a lot more stuff we don't know about yet. Second, some of this hunter stuff was promised before WotLK, too. And it didn't make it in. So nothing is final.

Also, as far as the DK "one button disease applicator" thing, Ghostcrawler added this:

Quote:
Outbreak is free with a 1-minute cooldown. It’s not supposed to completely replace Plague Strike and Icy Touch.


Besides, I'm not letting anyone rain on my PREDATOR parade! I don't care if it turns out to be the suckiest thing in the game in actual application! It's still cool as hell! Predator cloak > *

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PostPosted: Fri Apr 09, 2010 5:39 pm 
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Caleria wrote:
Müs wrote:
But eh, I'm just disappointed that all we got were 2 pvp things, a lackluster bandaid fix, and several nerfs. As a raiding PvE rogue... its just sad. Wars get Heroic Leap, Shaman get move while casting, Priests get life grip, DKs get that Simulacrum and a one button disease applicator, hunters get a total redesign...


First of all, this is just a taste of things to come. There's a lot more stuff we don't know about yet. Second, some of this hunter stuff was promised before WotLK, too. And it didn't make it in. So nothing is final.


Yeh, I said that :) There's nothing in the preview for a PvE raiding rogue to be excited about. Nerfs, and PvP abilities... Meh.

Caleria wrote:
Also, as far as the DK "one button disease applicator" thing, Ghostcrawler added this:

Quote:
Outbreak is free with a 1-minute cooldown. It’s not supposed to completely replace Plague Strike and Icy Touch.


Besides, I'm not letting anyone rain on my PREDATOR parade! I don't care if it turns out to be the suckiest thing in the game in actual application! It's still cool as hell! Predator cloak > *


I hadn't seen the Outbreak thing. So once a minute, a DK can save 2 runes. Not bad, but definitely not as cool as one touch disease.

Also, Meh to predator cloak. :p

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