Thursday, May 22, 2008

Emo WotLK Whining Take Two

Despite the new abilities, mages still seem to lack:

A healing debuff
A mana drain
A way of recovering lost health
A way of reliably getting off casts in PvP
A dispel resistance mechanic
A reliable way of dealing with mild pressure (pets, dots, etc)

These aren't things that are necessary or even desired necessarily, as total class homogenization is boring, but at least one or two of the above would open up options in gameplay and team composition a lot for the class.

Dispel is really a huge problem. Basically we still rely on winter's chill to frustrate dispels which is sort of neat, but sort of clumsy. I think offensive dispel resistance might be too potent on the class (especially with all of our crap debuffs), but our buffs could be more resilient to dispel as some are extremely critical. Icy Veins, Ice Barrier, Combustion, our Armors, etc. If it were only priests and shamans stripping us of this stuff, this would be less an issue, but with so many classes able to dispel, I was really hoping for an improvement on this front in WotLK. Even with all the new toys, fighting against mages looks to be again dispel-and-train.


All three talent trees are plagued with too specific talents. I know we're not supposed to compare talents across classes, but mages have a ridiculous number of talents that simply improve one ability in one way, and even then, sometimes only marginally. I had planned on going through the new trees, but apparently Blizz has gone all NDA-enforce-y on people, so I'll let shit blow over a few days.

Anyways, I'm gone starting tomorrow till Tuesday -- maybe I'll get one update in between now and then, but otherwise pc and <3 till then.

Wednesday, May 21, 2008

Brief Thoughts

I haven't yet spoken with any mage happy with the new WotLK talents. You've got a few very nice buffs to some existing talents -- Prismatic Cloak (meh), Magic Attunement and Absorption. But as for the actual "new" stuff -- yeah you've got three pretty interesting 51pointers, but the other stuff is pretty damn boring. Winter's Grasp is pretty cool. The fire talents seem LOL-terrible and Arcane picks up more PvE single target DPS stuff that doesn't feel particularly arena viable without stupid RNG cheese.

Fire is still plagued by poor design when it comes to arena PvP. A huge chunk of the tree is still talents designed to take advantage of critical strikes which are greatly weakened through resilience; it's frustrating that the new talents are more of the same. The Fiery Payback resist talent is a joke in PvP when you've got 1% chance to resist against most players; sure with Mage Armor and Attunement + MoTW + Shadow Prot, you have some good resists, but that's still almost always going to be just partials. Living bomb is hard to predict really. Is one HoT enough to negate the damage entirely and can you simply ignore it and keep cleaving? Can it be easily purged, dispelled, devoured, or stolen?

Does it look to anyone that anything but frost is going to be generally PvP viable? Especially when you look at some of the ridiculous talents you'll be going up against. The Mage Armor is awesome and I can't wait to swap armors mid-fear-cast or anticipating a psychic scream and swapping off Ice Armor, but inevitably you're still tank/kiting super feral druids, rogues, DKs, warriors, enhancement shamans and hunters and these are the SCARY damage you're up against. Yes we have more ways to freeze shit. But freezes are on DR. The 4 second stun is neat, but it seems more difficult to land than a poly cast. (It's 1.5 second cast -- check again!) I mean obviously you can mid cast pet nova to land it, but that feels like a somewhat clumsy way to use the ability.

And FrostFire bolt? What's the point? A nuke inferior to all the others as it doesn't sound like it will benefit from talents very well at all. (Hello, Arcane Blast)

Obviously we're still very early in alpha and who knows what to expect, but it's not looking overwhelmingly awesome. (Yet!)

EJ WotLK Mage Threat

Lots of good info.

It's a lot of PvE theorycrafting, but it's a good info source. ^^

*UPDATING LATER TONIGHT*

Tuesday, May 20, 2008

Talent Trees

Mage
Druid
Warrior
Priest
Warlock
DK

There might be a few errors in those trees. Please post up corrections or better/updated links. ^^

Going to update this post with info as I see it tonight.

Fel Armor - Surrounds the caster with fel energy, increasing spell damage by up to 180 and allows 30% of your mana and health regeneration to continue while casting. Only one type of Armor spell can be active on the Warlock at any time.

VERSUS

Mage Armor - Increases your resistance to all magic by 40 and allows 30% of your mana regeneration to continue while casting. In addition, the duration of all harmful Magic effects used against you is reduced by -50%. Only one type of Armor spell can be active on the Mage at any time.

ALSO FOR MY MAGES

Note that Prismatic Cloak makes Invis Fade ONE second. Magic Attunement adds 6 yards to all your Arcane spells. Arcane Focus changed to 3 point 1% hit 1% mana reduction. Magic Absorb in that tree is incorrect and is actually 1 resist per level. So, 80 all resists at level 80 (120 with mage armor). Meh.

I was going to post up some thoughts on the changes, but I'll wait till we have a bit more info. ^^

WotLK Compilation

For a better compilation of WotLK info, check out: http://wotlk.wikidot.com/

It's much better organized than my randomness. Enjoy and I'll still be updating with other information in the coming days.

A lot of people are speculating that these notes are "fake." They aren't. Deal.

Monday, May 19, 2008

Rumored WotLK F&F Infos

Deathknight

Black Ice - Increases your Frost and Shadow spell damage by $s1%

Bone Armor: "The caster is surrounded by 4 whirling bones. Each bone reduces the damage from the next spell or melee attack by 40% but is then consumed. Lasts 5 min."

Chromatic Rune Mastery: "Whenever a Blood, Frost or Unholy Rune activates, it has a 6% chance of converting into a Chromatic Rune. This Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec."

Degeneration: "Instantly attack the target, dealing $s1% weapon damage and inflicting a disease dealing ${$m2*7} over $48428d. This disease will corrupt an existing heal over time spell, removing it and dramatically increasing the damage dealt. While afflicted by this disease, other heal over time effects on the target will have no effect."

Army of the Dead - Summons an entire legion of your best Ghouls to fight by your side

Death and Decay - ${$m1+$AP*0.039} shadow damage inflicted every $t1 sec to all targets in the effected area for $d. Has a chance to cause affected targets to cower in fear.

Dirge - Whenever you kill a diseased target that yields experiance or honor you have a 5% chance of the corpse rising as a free Ghoul. You can have a maximum of 2 Ghouls at one time

Blood Gorged When you are above 75% health, you do an additional 3% damage with any melee weapon

Dancing Runeblade Summons a second Runeblade that fights on its own for 1 sec per 10 Runic Power, doing the same strikes that you do

Rage of Rivendare You do 2% additional weapon damage to diseased targets

Unholy Blight A creeping swarm of unholy insects surrounds the caster for a 10 yard radius. All enemies caught in the swarm take 120 damage and are plagued with a disease that can stack up to 3 times. Lasts for 1 sec per 10 Runic Power


Hungering Cold A wave of cold leeches all heat from the earth, freezing all enemies in the cone-shaped area, and causing 10 damage per Runic Power. The frozen terrain persists for 1 sec per 10 Runic Power and will freeze enemies that attempt to cross it

Tundra Stalker You deal 2% more melee damage to targets under the effects of Icy Touch, Chains of Ice, Howling Blast or Hungering Cold

Druid

Improved Moonkin Form Rank 1-3

Improved Tree of Life: "Increases your Armor while in Tree of Life Form by $s1%, and increases the effect of your Bark's Blessing by $s2%"

Living Seed: "When you gain a critical effect from your Swiftmend, Regrowth, Nourish or Healing Touch spell you have a $h% chance to plant a Living Seed on the target for $s1% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts $48504d."

Spark of Nature: "Increases the critical effect chance of your Swiftmend and Nourish spells by $s1%."

Nourish: Heals a friendly target for $s1. Heals for an additional $/4;s1 if Rejuvenation is on the target.

Flourish Heals friendly party or raid members within $a1 yards of the target for $o1 over $d. The healing is applied quickly at first, and slows down as the Flourish reaches its full duration

Blinding Swarm A swarm of insects that inflicts $s1 Nature damage to targets standing in the swarm. Chance to hit reduced by $m2% while standing in the swarm

Nature's Fury Converts $s2% of your bonus healing into bonus spell damage. In addition, your Wrath and Starfire spells have a $h% chance of applying the Nature's Fury debuff on the target. The Nature's Fury debuff increases Nature and Arcane damage done to the target by 2%. Lasts 10 sec. Stacks up to 3 times

Starfall You summon a flurry of stars from the sky on all targets within 30 yards of the caster, each doing $50288s1 Arcane damage, and an additional $50294s1 Arcane to all nearby targets within 10 yards. Maximum 20 stars. Lasts $d

Infected Wounds Your Shred, Maul and Mangle attacks have a $h% chance to cause an Infected Wound in the target. The Infected Wound reduces the movement speed and casting speed of the target by $48482s1%. Stacks up to 5 times. Lasts $48482

Berserk Removes all Stun, Fear, Snare and Movement Impairing Effects and increases your energy regeneration rate by 100% while in Cat form, and increases your total health by 20% while in Bear form. After the effect ends, the health is lost. Effect lasts 20 seconds

Mage

NEW PERMAFROST "Adds a Chill effect to your Icy Touch and Mind Freeze, reducing movement speed by 30% for 6 sec."

New food = sweet potato pie and strudles
New water = something stupid who cares

Netherwind Presence Gives your Arcane Missiles, Arcane Barrage, Arcane Blast, Fireball, Frostbolt and Frostfire Bolt spells a $h% chance to cause the next Arcane Blast, Fireball, Frostbolt or Frostfire Bolt to be instant

Arcane Barrage Launches several missiles at the enemy target, causing $s1 Arcane damage

Burnout Increases your spell critical damage bonus with all Fire spells by $s1% but every time you critical with a Fire spell you lose an additional $44450s1% of your total mana

Living Bomb The caster becomes a living bomb, causing $44459s1 Fire damage to all enemies within $44459a1 yards every $44457t1 sec. After $44457t2 sec, a fiery explosion occurs causing an additional $44461s1 Fire damage to all enemies within $44461a1 yards

Chilled to the Bone Increases the damage caused by your Frostbolt and Ice Lance spells by $s1% and reduces the movement speed of all chilled targets by an additional $s2%



Deep Freeze Stuns the target for $d. Only usable on Frozen targets


Pally

Martyr: "Redirect all harmful spells directed at friendly targets to yourself for $d."

Priest

Divine Providence Increases the amount healed by Circle of Healing, Binding Heal, Prayer of Healing and Prayer of Mending by $s1%

Gives you a chance to gain a $49694s1% bonus to your Spirit after gaining a critical effect chance from your Mind Blast or Shadow Word: Death spells. For the duration, your mana will regenerate at a $49694s2% rate while casting. Lasts $49694d

Penance Launches a volley of holy light at the target, causing $47666s1 Holy damage to an enemy, or $47750s1 healing to an ally every $47758t2 sec for $47758

Mind Rot Drains $o1 mana from the target over $d.Mana drain, $s1 points every 5 seconds

Rapture Causes your party members to gain mana equal to ${$m1/2}.1% of the healing done by your Greater Heal, Flash Heal and Penance spells

Guardian Spirit Calls upon a guardian spirit to heal and watch over the friendly target. The spirit heals the target for 624 every 2 sec, and also prevents the target from dying by sacrificing itself. Lasts $48151d

Growing Pains Converts $s3% of your bonus healing into bonus spell damage. In addition, your Mind Flay has a $h% chance to refresh the duration of your Shadow Word: Pain on the target

Dispersion You disperse into pure shadow energy, reducing all damage taken by $s1%. You are unable to attack or cast spells, but you regenerate $s2% health and mana every 1 sec for $d

Shaman

Mind ShockShocks an enemy with concussive force, inflicting Nature damage and slowing attack and casting speeds by $s2% for $d.Time between attacks increased by $s2%.

Warrior

Bladed Armor - You gain $s1 attack power for every 1000 points of your armor value

Spell Deflection - Reduces all spell damage taken by $s1% for 10 sec following a successful parry

Titan's Grip - Allows you to equip two-handed axes, maces and swords in one hand, but you attack $s2% slower then normal

Strength of Arms Increases your Strength and total health by $s1%

Bladestorm Instantly Whirlwind all nearby targets and for the next $d you will perform a whirlwind attack every $t1 seconds. While under the effects of Bladestorm, you can move but cannot perform any other attacks or abilities but you do not feel pity or remorse or fear and you cannot be stopped unless killed

Heroic Leap Leap through the air and slam down on all enemies within $a3 yards of the target area, causing $s2% weapon damage and dazing them for $d

Sword and Board When your Devastate and Shield Slam abilities deal damage they have a $h% chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by $50227s1% for $50227

Shockwave Sends a wave of force in front of the warrior, causing ${$m3/100*$AP} damage (based on attack power) and stunning all enemy targets within $a1 yards in a frontal cone for $d. This ability causes a high amount of threat

Warlock

"While the Succubus is active, physical attacks done to you or your Succubus have a chance to heal you or your Succubus instead of doing damage. The healing caused by Love Struck will not exceed 50% of the Warlock or Succubus' total health. This effect has a 6 second cooldown."

Mind Twisting Deals $s1 damage and knocks the targets up in the air

NightmareAssault the target's mind, causing a powerful nightmare that deals $s2 Shadow damage to all enemies within 10 yards of the target. Lasts $d

Everlasting Affliction Your Corruption, Siphon Life and Seed of Corruption spells gain an additional $s2% of your bonus spell damage effects, and your Drain Life and Shadow Bolt spells have a $h% chance to reset the duration of your Corruption spell on the target

Atrocity You devastate the area, causing Corruption (Rank 8) to all targets within 15 yards. In addition, your Corruption spell will do 434 Shadow damage to the target when it finishes its duration

Decimate Your next Shadow or Fire spell is instant cast, and does damage in the form of Chaos damage, ignoring all resistances, absorption, and immunity mechanics. After the end of the Decimated cast, you become exhausted, disabling you from casting a spell of the same school for 3 sec.

Eternal Flames Your Searing Pain and Incinerate spells have a $h% chance to refresh the duration of your Immolate spell on the target, and increases the critical strike damage of your Destruction spells by an additional $s2%

Demonic Pact Increases your Spirit by $s1% while your Demon is active. In addition, your pet attacks have a $s2% chance to increase your party's total Health and Damage by $48090s1%. Stacks up to 3 times. Lasts $48090

Metamorphosis You transform into a Demon, with full health and mana. While in Demon Form, you gain Demonic abilities and your armor is increased to 360%, but your pet no longer is summoned

When leaving Demon Form, your health and mana is returned back to normal and your pet is re-summoned.


UPDATING AS I SNIPE