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#1 Feb 28 2008 at 7:21 PM Rating: Excellent
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-Arcane Explosion: Damage Cap raised by 50%.
-Arcane Fortitude: Increases armor by 100%, from 50%.
-Blink, Slow, and Spellsteal have all had their mana costs reduced.
-Improved Blink: All attacks have 25% more chance to miss for 2 secs/4 secs after Blinking, changed from a mana cost reduction.
-Fire Ward, Frost Ward, and Ice Barrier have all had downranking penalities put on.
-You can be frozen by reflected frost spells by your own Frostbite talent.
-Icy Veins doesn't increase Frostbite chance anymore, but does give 100% spell pushback resistance.
-Mana Shield has a 50% spell damage coefficient.
-Improved Fire Ward is replaced with Molten Shield. In addition to reflecting fire spells back with Fire Ward by 10%/20%, it gives a 50%/100% chance to damage enemies who use ranged attacks or cast spells on you.
-Permafrost has been fixed to increasing the movement chill effect on Frost Armor, as opposed to the weapon speed chill effect on Frost Armor.
-Spellsteal will not overwrite longer buffs.

__________________________________________________


-ARENA ONLY: The benefits of drinking out of combat have been delayed. It will now take five seconds before the full benefit of the mana regeneration will come into effect.
-The casting bar will now display properly when casting Blizzard with spell haste.
-Spell Haste: Spell haste now reduces the global cooldown on spells, down to a minimum of 1 second.
-Spirit-Based Mana Regeneration: This system has been adjusted so that as your intellect rises, you will regenerate more mana per point of spirit.
-Players can now only carry 80 Conjured Manna Biscuits at a time.
-Spell Penetration now displays under the Spell Hit section on the character sheet.


Edited, Mar 25th 2008 7:02pm by Raglu

Edited, Mar 26th 2008 9:59pm by Raglu
#2 Feb 28 2008 at 8:05 PM Rating: Decent
next patch will make Molten Armors affect redouce/no longer affect mobs and players 10 more levels that you... or something along that line (if it will not already)

improve blink might help some but only if the mana has been decreced less than the old improve blink

mana sheild will now be more usefull

another 50% on spell dmg should help

edit for being half asleep at the time

Edited, Feb 29th 2008 10:06am by epicforsaken
#3 Feb 29 2008 at 1:20 AM Rating: Decent
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Well, icy veins being OP was fun while it lasted.
Stacking it up with bloodlust and power infusion in pvp was just crazy anyway.

I like the sound of that imp blink buff, but I doubt anyone would spec it for a situation where it'd matter.

Increased lance range is nice, though I never really had troubles with the current range.

The mana shield buff is OK I suppose, it won't turn it into something more useful, we'll just get more bang for our buck.

Molten Shields sounds like a useless talent, and I think it'll be as useful as imp. fire ward is. I use molten armor for the 3% crit, I could care less about its own damage. I doubt Molten Shields will be more popular then Imp. Fire Ward.

Arcane fortitude is still worthless imo.

Yay reduced mana cost on blink/spellsteal, now I won't oom against pally/warrior arena teams, and the maulgar add will be easier on my mana pool! I don't exactly know how much reduction these spells are getting, but anything would be nice, I really oom a lot from these spells.

All in all this patch won't change a thing in pve, and will only make me a little less dangerous in arenas when I'm playing with my priest friend.
I'll be longer lasting than ever before though!
#4 Feb 29 2008 at 5:14 PM Rating: Decent
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Kapot, the better use for "Molten Sheilds" is the chance that impact will proc on those extra attacks that molten armor will now do damage on, and this is more catered to pvp. (i say that last part because im not sure if you ment 3% crit chance or the 3% chance not to be crit)

Edited, Feb 29th 2008 8:14pm by Loooopie
#5 Feb 29 2008 at 7:00 PM Rating: Good
It isn't at the top post, but they are also repealing part of the AoE cap for arcane explosion by about 50% I believe.
#6 Feb 29 2008 at 7:51 PM Rating: Good
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Anobix wrote:
It isn't at the top post, but they are also repealing part of the AoE cap for arcane explosion by about 50% I believe.


Fixed, with more!
#7 Feb 29 2008 at 10:42 PM Rating: Good
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Anobix wrote:
It isn't at the top post, but they are also repealing part of the AoE cap for arcane explosion by about 50% I believe.


OMG YES! Smiley: yippee
#8 Mar 01 2008 at 3:21 AM Rating: Decent
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To be honest Loopie, I doubt the molten shields talent will make other specs preferable over 17/0/44 for serious pvp. There is no valid arena spec that could possibly include molten shields. The elemental is just that good. I think this'll make as much of an impact on arena pvp as the trainable ice block did.

As for the AoE thing, yay :D. But is it just for arcane explosion or for everything?
#9 Mar 01 2008 at 3:24 AM Rating: Good
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Kapot wrote:
To be honest Loopie, I doubt the molten shields talent will make other specs preferable over 17/0/44 for serious pvp. There is no valid arena spec that could possibly include molten shields. The elemental is just that good. I think this'll make as much of an impact on arena pvp as the trainable ice block did.


Actually, now that just leaves you wondering if Molten Shields + Impact will be good enough to replace Imp Counterspell. Some people might find it so as it might help against hunters(not that they won't just dispel it anyway).
#10 Mar 01 2008 at 11:05 AM Rating: Decent
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LOL @ Arcane Fortitude
#11 Mar 01 2008 at 5:03 PM Rating: Good
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Anobix wrote:
It isn't at the top post, but they are also repealing part of the AoE cap for arcane explosion by about 50% I believe.

What exactly does this mean? There is a cap on the amount of targets that is affected by Arcane Explosion?
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#12 Mar 01 2008 at 7:30 PM Rating: Excellent
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Mazra wrote:
Anobix wrote:
It isn't at the top post, but they are also repealing part of the AoE cap for arcane explosion by about 50% I believe.

What exactly does this mean? There is a cap on the amount of targets that is affected by Arcane Explosion?


AoE spells have an AoE Damage Cap, not written down anywhere in the game but easily determined.

Simply put, all AoE spells have a max amount of total direct damage they can do, not considering crits.

Dragon's Breath (Rank 4) has an AoE Damage Cap of about 10100, if I remember correctly. This means that no matter how much +damage I have, or how many targets I hit, I will never do more than 10100 damage from Dragon's Breath (Rank 4), excluding the extra damage from crits and Ignite ticks.

Let's say my Dragon's Breath hits generally between 800-1000 damage. So, 900 damage on average per target. If I hit 2 targets with Dragon's Breath, I'll hit somewhere around 1800 total damage. If I hit 5 targets with Dragon's Breath, I'll hit somewhere around 4500 total damage. If I hit 11 targets with Dragon's Breath, I'll do somewhere around 9900 damage.

If I hit 12 targets, I will do EXACTLY 10100 damage, less if there are resists, more if there are crits. And each mob will take, instead of around 900 damage each, either 841 or 842 damage.

And if I hit 13 targets, I will do EXACTLY 10100 damage, less if there are resists, more if there are crits. And each mob will take, instead of around 900 damage, either 776 or 777 damage.

And if I hit 20 targets, I will do EXACTLY 10100 damage, less if there are resists, more if there are crits. And each mob will take, instead of around 900 damage, 505 damage exactly.






So, you got the idea? Anyway, the patch note says that the old Arcane Explosion AoE Damage Cap is going to be increased. With AoE damage caps, +spell damage makes players hit the AoE Damage Cap with less targets, so this is a problem in raiding when there's AoE fights. By increasing the damage cap, you're raising the ceiling and giving more room for these mages.
#13 Mar 01 2008 at 8:48 PM Rating: Good
Raglu wrote:
Mazra wrote:
Anobix wrote:
It isn't at the top post, but they are also repealing part of the AoE cap for arcane explosion by about 50% I believe.

What exactly does this mean? There is a cap on the amount of targets that is affected by Arcane Explosion?


AoE spells have an AoE Damage Cap, not written down anywhere in the game but easily determined.

Simply put, all AoE spells have a max amount of total direct damage they can do, not considering crits.

Dragon's Breath (Rank 4) has an AoE Damage Cap of about 10100, if I remember correctly. This means that no matter how much +damage I have, or how many targets I hit, I will never do more than 10100 damage from Dragon's Breath (Rank 4), excluding the extra damage from crits and Ignite ticks.

Let's say my Dragon's Breath hits generally between 800-1000 damage. So, 900 damage on average per target. If I hit 2 targets with Dragon's Breath, I'll hit somewhere around 1800 total damage. If I hit 5 targets with Dragon's Breath, I'll hit somewhere around 4500 total damage. If I hit 11 targets with Dragon's Breath, I'll do somewhere around 9900 damage.

If I hit 12 targets, I will do EXACTLY 10100 damage, less if there are resists, more if there are crits. And each mob will take, instead of around 900 damage each, either 841 or 842 damage.

And if I hit 13 targets, I will do EXACTLY 10100 damage, less if there are resists, more if there are crits. And each mob will take, instead of around 900 damage, either 776 or 777 damage.

And if I hit 20 targets, I will do EXACTLY 10100 damage, less if there are resists, more if there are crits. And each mob will take, instead of around 900 damage, 505 damage exactly.






So, you got the idea? Anyway, the patch note says that the old Arcane Explosion AoE Damage Cap is going to be increased. With AoE damage caps, +spell damage makes players hit the AoE Damage Cap with less targets, so this is a problem in raiding when there's AoE fights. By increasing the damage cap, you're raising the ceiling and giving more room for these mages.



in other words:

thank god, hyjal sucks the current way, warlocks are kicking the crap out of me with their SoCs while I go oom doing Combustion + Blastwave + DB + AE
#14 Mar 02 2008 at 5:46 AM Rating: Good
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Anobix wrote:


thank god, hyjal sucks the current way, warlocks are kicking the crap out of me with their SoCs while I go oom doing Combustion + Blastwave + DB + AE


Question:

Is it less DPS to stop AEing during AE Spam when you see a Clearcast proc and then use Blizzard? Or do you use the 2/48/11 spec which has no Clearcast?
#15 Mar 02 2008 at 7:09 AM Rating: Good
I use 2/48/11

I'm still trying to determine if it is worthwhile to start up a flamestrike early to get a dot ticking there, then pop combustion then AoE the mobs down.

The problem with channeled spells is that you are in the thick of things and abominations have a poison aura that would most likely interrupt a blizzard cast.
#16 Mar 02 2008 at 9:38 AM Rating: Excellent
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Anobix wrote:
I'm still trying to determine if it is worthwhile to start up a flamestrike early to get a dot ticking there, then pop combustion then AoE the mobs down.


When you're gonna be spending a lot of time AoEing, it's always worth a flamestrike(at least in my experience). There's a crazy part of me thinking that the two points I have sitting around might actually be more useful in Imp Flamestrike.
#17 Mar 09 2008 at 7:18 AM Rating: Good
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Two new notes, and put some old notes that apply to mages.
#18 Mar 10 2008 at 4:43 PM Rating: Good
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Anobix wrote:
in other words:

thank god, hyjal sucks the current way, warlocks are kicking the crap out of me with their SoCs while I go oom doing Combustion + Blastwave + DB + AE



Arcane Explosion has a nicer AoE Damage Cap of 10100+, so does that sound good for Hyjal?

Edited, Mar 10th 2008 8:43pm by Raglu
#19 Mar 10 2008 at 7:17 PM Rating: Good
Raglu wrote:
Anobix wrote:
in other words:

thank god, hyjal sucks the current way, warlocks are kicking the crap out of me with their SoCs while I go oom doing Combustion + Blastwave + DB + AE



Arcane Explosion has a nicer AoE Damage Cap of 10100+, so does that sound good for Hyjal?

Edited, Mar 10th 2008 8:43pm by Raglu



any idea on what the SoC damage cap is? I wish we could have something like that!
#20 Mar 10 2008 at 7:47 PM Rating: Good
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Last I heard, it was somewhere around 14000+.

But I've never seen it myself or been able to test it, as my warlock is nowhere near SoC level, and premades aren't available for PTR testing.
#21 Mar 25 2008 at 3:03 PM Rating: Good
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ANY COMMENTS ON 2.4? CELEBRATION? PROBLEM?




I'll start off. Blink is 470 mana for me, Spellsteal is 448. In my talent window, it says Slow would be 448 for me.

Went down to the Bloodmaul Ogres in Blade's Edge, where I am their king. Spellstole Frost Armor from one of them. Stacked with my Molten Armor.

It may have always been so I never have noticed before, but Molten Armor does not proc when the damage taken is fully absorbed by Mana Shield.

Edited, Mar 25th 2008 7:20pm by Raglu

With Spellsteal, when I grabbed a Lightning Shield with 2 charges left on it, it had 3 charges when it was on me.

Edited, Mar 25th 2008 7:48pm by Raglu
#22 Mar 25 2008 at 3:11 PM Rating: Good
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Raglu wrote:
ANY COMMENTS ON 2.4? CELEBRATION? PROBLEM?

Edited, Mar 25th 2008 7:03pm by Raglu


I haven't logged in yet. So here's hoping. Smiley: smile
#23 Mar 25 2008 at 4:25 PM Rating: Good
been okay for me today (minus patch-day lag issues) I am pumped to do AE spam tomorrow/thursday in hyjal though.
#24 Mar 25 2008 at 8:35 PM Rating: Good
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Had a lot of problems with Omen conflicting with other addons, but otherwise good patch. Loved AE spamming the room full of mana wyrms before Vexallus.
#25 Mar 26 2008 at 3:57 AM Rating: Decent
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Quote:
The benefits of drinking out of combat have been delayed. It will now take five seconds before the full benefit of the mana regeneration will come into effect.


This one worries me a lot. Seems like a real nerf to me. I already spend lots and lots of time drinking, why are they making us do it more?
#26 Mar 26 2008 at 4:12 AM Rating: Excellent
If I understand the patch notes correctly, then...

benefits of drinking out of combat have been delayed

...will only be during areans. At least that's the only place I've seen it posted is under the arena changes section.
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