y yo no entiendo como empeoran a los druid feral subiendo el coldown global despues de usar mangle y no tocando nada mas para pvp
Quitando las raciales no creo que consigan balancear mucho las clases sino beneficiar a ciertas clases como pueden ser rogues y warlocks (resist stun de orcos y WoTF de undead) por poner un ejemplo...
Festival de warlocks amigos!
Cierto es que algunas son bastante imba... Pero si para nerfear a los ne intentan nerfear a los undead/orc...
Ya llebo 2 dias probando el test server y queria comentar la instancia nueva de 5, que nadie ha hablado de ella.
La instancia de 5 esta en el mismo edificio que la de 25, es mas, desde una terraza se puede ver parte de ella.
Las sensaciones que me ha dado son parecidas a las de una raid de 25 pero con 5 personas por los estenarios y a la hora de enfrentar los pull y los boss.
Los boss son diferentes a los de las otras instancias de 5, tienen fases y hacen bastantes movidas (parecidas a algunos boss de 10 y 25), la verdad es que estan superchulos.
Os recomiendo que jugueis esta instancia sin ver los video y sin que nadie del grupo os cuente como van porque los boss os van a sorprender, sobretodo Kaelthas.
Por ultimo comentar que esta instancia no se puede hacer con verdes y con azules la veo chunguilla, seguramente la nerfearan antes de salir del ptr o al poco de poner el parche. Nosotro llebamos partes del T4 y epicos sueltos.
Los boss todos nos tiraron capas azules que daban celeridad+algo (sanacion, daño magico, pode de ataque) y Kaelthas nos solto unos guantes epicos de tela peores que los del T4.
Cuando completas la instancia en normal con una mision desbloqueas el modo heroico, ya os contare que tan dura es la instancia en heroica.
La foto de la victoria.
#294 NE qué? Te refieres a todos los ne warrior? o te refieres a todos los ne hunter? ah yo creo que te refieres a los rogues... o espera pueden ser los priest? de esos de los que el 30789024234% son humanos o enanos?
Quizás se quejen los druidas alianzas, pero espero que no los escuchen, porque después de 3 años que tiene el juego, el que una racial de la alianza sea desequilibrante era pedir demasiado teniendo orcos inmunes a stun, undeads inmunes a fear, o taurens con aoe stun + paladines con silence de aoe.
#309 Cuando lleves desde que salio el wow jugando varias horas al dia pvp me llamas 1995
No se que orcos inmunes a stun te refieres tu, yo soy orco y ademas tengo la meta de 18 de aguante y 5% de resistencia al stun y los picaros me siguen stuneando en arenas sin problemas.
Precios de items adquiridos mediante badges
2H/Caster Weapons 150 Badges
One-hand Weapons 105 Badges
Chest/Legs 100 Badges
Gloves/Belt 75 Badges
Rings 60 Badges
Off-Hands 45 Badges
siendo warrior fury,pasare de las xhapas,ya me dejao la vida en sacarme el ekipo completo de ZA e ir sobrao de Hit para luego andar tirao de Crit.
PD:lleguè a tirar la llave de heroicas de Mechanar
Kaelthas esta en modo normal y en modo heroica, es mas, la foto es del modo normal.
Para hacer el modo heroico tienes que hacer una mision (hacerla en modo normal) que te desbloquea el modo heroico.
A ver si llega el finde que viene y nos la hacemos en modo heroica, ya os contare que tal esta.
Novedades, atencion al nerfeo al priest discipline xDDD, los foros estan caldentes.
Druids
* Empowered Rejuvenation: This talent now properly affects the final heal from Lifebloom.
* Gift of Nature: This talent now properly affects the healing from Tranquility.
* Insect Swarm: Casting lower ranks of this spell is now properly penalized like other healing and damage effects.
* Lacerate: This ability now deals additional damage based on the attack power of the Druid.
* Lifebloom healing coefficient has been reduced.
* Mangle (Bear) now properly triggers a 1.5 second global cooldown, increased from 1.0.
* Many shapeshift form tooltips have been updated to be consistent with each other.
* Natural Perfection: This ability will no longer be triggered by taking critical strikes while sitting. In addition, it is now affected by the Subtlety talent and reduces damage by 2/3/4%, down from 1/3/5%.
* Nurturing Instinct increases your healing spells by up to 50/100% of your Agility, and increases healing done to you by 10/20% of your Attack Power while in Cat form.
* When a Druid in cat form casts Pounce it will now properly animate.
Hunter
* Equipping a thrown weapon while in the middle of an Auto-Shot will no longer cause animation issues.
* Casting Flare while in any way not visible, will no longer cause your flare to be invisible to other players.
* Hunter’s Mark: Hunters with Improved Hunter’s Mark will now properly overwrite Hunter’s Mark cast by Hunters without the talent.
* Improved Mend Pet now has a 50/100% chance to remove one Curse, Disease, Magic, or Poison effect, up from 15/50%.
* The stamina tooltip for hunter pets will now display the proper health increase.
* Hunters will no longer spin around if they cast Aimed Shot or Steady Shot while facing away from their target.
Mages
* Arcane Explosion: The damage cap for area of effect damage on this spell has been increased by approximately 50%.
* Arcane Fortitude now increases your armor by an amount equal to 100% of your Intellect, up from 50%.
* Blink, Slow, and Spellsteal have all had their mana cost reduced.
* Using low ranks of Fire Ward and Frost Ward spell will now be penalized the same way healing spells are penalized.
* Frostbite: When a frost spell is reflected back at a Mage, it is now possible for the Mage to suffer from the Frostbite effect.
* Ice Barrier: Using low ranks of this spell will now be penalized the same way healing spells are penalized.
* Icy Veins no longer stacks with Bloodlust/Heroism.
* Improved FireWard has become Molten Shields.
* New Talent: Molten Shields will cause your Fire Ward to have a 10/20% chance to reflect Fire spells while active. In addition, your Molten Armor has a 50/100% chance to affect ranged and spell attacks.
* Permafrost: This talent will now correctly increase the movement slowing effect of frost Armor instead of the attack speed slow.
* Spellsteal will no longer overwrite a longer duration buff.
Paladins
* Avenger’s Shield, Holy Shield and Holy Shock: Casting lower ranks of these spells is now properly penalized like other healing and damage effects.
* Divine Illumination: The mana energize from this talent no longer has a chance to set off other triggered effects.
* Holy Shock: The healing, damage, and mana cost of this spell have all been increased.
* Judgment of the Crusader: It is no longer possible to have icons for two different ranks of Judgment of the Crusader appear at the same time when judged by multiple Paladins.
* Judgment of Wisdom: Some abilities (such as Frostbolt) were not triggering the mana energize effect from this spell. This has now been fixed.
* Resistance Auras: It is no longer possible for two Paladins in the same party to make it appear that players have two of the same resistance aura active.
* Righteous Defense: This spell will now always be castable on friendly npcs.
* Seal of Blood: This ability will no longer cause spell pushback for the Paladin with this seal active.
* Turn Undead(Rank 3):This spell has been reworked and has been renamed to “Turn Evil”. It will now work on Demons in addition to Undead. Turn Evil is subject to diminishing returns, and lasts 10 seconds in PvP.
Priests
* Chastise no longer disorients the target, but now is instant cast and roots the target for 2 seconds.
* Fear Ward is now usable while in Shadow form.
* Focused Will now reduces damage by 2/3/4%, down from 1/3/5%.
* Inner Focus: Chastise now benefits from Inner Focus. In addition, Starshards no longer consumes Inner Focus.
* Power Infusion: Infuses the target with power, increasing their spell haste by 20% for 15 seconds.
* Power Word: Shield: Using low ranks of this spell will now be penalized the same way healing spells are penalized.
* Prayer of Mending: This spell will now fade from players who leave or enter an instance, change continents, or exit the game.
* Reflective Shield: The reactive damage from this talent no longer breaks crowd control affects which break on taking damage.
* Shadowguard: No longer consumes the charge of Inner Focus when triggered.
* Silent Resolve:This talent now affects Surge of Light, Power Infusion, Inspiration, Spirit Tap, Blackout, Levitate, Shackle Undead, Touch of Weakness, Hex of Weakness, and Symbol of Hope.
* Touch of Weakness: No longer consumes the charge of Inner Focus when triggered.It will also function properly even when the Priest with Touch of Weakness on is silenced or stunned.
* Vampiric Touch: Casting lower ranks of this spell is now properly penalized like other healing and damage effects.
Rogues
* Abilities that can be used while stealthed, without breaking stealth, can now be cast without breaking Vanish when used at the same time.
* Cheat Death: A combat log message will now show when this ability activates and now has an animation.
* Improved Backstab is now called Puncturing Wounds.
* Puncturing Wounds increases your critical strike chance with Backstab by 10/20/30%, and the critical strike chance with your Mutilate ability by 5/10/15%.
* Improved Sprint: This ability will now always remove Entangling Roots.
* Sap mechanic changed from “Incapacitate” to “Sap”. This will allow more humanoids that were previously immune to Sap to be vulnerable to Sap, but still immune to Gouge. Note that anything that removed Sap previously will still remove Sap after the change.
* Vanish: This ability will no longer sometimes cause the UI to display Shadowmeld as active when it has been cancelled.
Shaman
* Call of Thunder: (Rank 5) now gives 5% critical strike chance.
* Earth Shield: Mana cost reduced roughly in half, and charges reduced from 10 to 6.
* Elemental Focus: This buff will no longer be removed when Shamanistic Focus is triggered.
* Ghost Wolf: Cast time reduced to 2 seconds, down from 3.
* Healing Grace: This talent now reduces the chance your spells will be dispelled by 10/20/30%.The resistance to being dispelled modifier from this talent now applies correctly to Water Breathing.
* Nature’s Swiftness and Elemental Mastery now share a 10 second cooldown.
* Rockbiter Weapon: Tooltip and error messages have been adjusted slightly.
* Stormstrike has a new icon.
* Totem timer icons will now show up under your player portrait when you cast totem spells. Right-clicking a totem timer icon will destroy that totem.
* Tremor Totem now pulses every 3 seconds, down from 4.
* The Shaman spell Fire Nova Totem will no longer sometimes detonate without doing any damage.
Warlocks
* Blood Pact now has a tooltip.
* Demonic Knowledge: This buff will no longer remain on enslaved demons when Enslave Demon is removed. It will now increase your spell damage by an amount equal to 4/8/12%, down from 5/10/15%.
* Demonic Sacrifice: Now works properly in sanctuary regions (such as Shattrath City and the Stair of Destiny).
* Nether Protection: The buff from this talent will no longer interrupt capturing PvP flags and bases.
* Pyroclasm: This talent now works correctly again with Rain of Fire.
* Ritual of Summoning can be used to summon players into instances if they meet the instance requirements.
* Shadow Ward: Using low ranks of this spell will now be penalized the same way healing spells are penalized.
Warriors
* Endless Rage will now give the correct amount of rage as intended from damage dealt by a Warrior.
* Stances: It is no longer possible to accidentally change into a stance you are already in via macros (resulting in a global cooldown and loss of rage).
* Whirlwind: Critical strikes with the off-hand weapon from this ability can now trigger Flurry and Rampage.
* Flurry will properly refresh if a crit occurs with 1 charge left.
* Improved Hamstring (Arms) effect is now subject to diminishing returns when used in PvP.
Se supone entonces que el lobito de shamy sera instant por talentos, no?
Nature’s Swiftness and Elemental Mastery now share a 10 second cooldown... En el proximo parche igual nos quitan una pierna y un brazo t.t
juer lobo instant por talentos... y con las botas de pvp lvl 60 corres un 55% en lugar de un 40% XD
Pero no nos creamos druidas ni mucho menos, que no quita movement impairing, pero algo es algo!
sera el tremor porfin un antifear de party?
#321 hombre, cuando me hacia elemental tenia una macro de:
racial orca+trinquet+elemental mastery+chain light
y otra de
nature's swiftness+lightning bolt
tirar todo eso de golpe y ademas si saltan crits... con buen equipo de elemental es muy basto.
Arenas
* Matchmaking: If a queued player has a personal rating higher than their team rating, the matchmaking system will now use the highest personal rating of a queued member of that team for matchmaking purposes, instead of the team rating.
Alterac Valley
* There is now a Join as Party option.
LoL xD si trapicheas para subir el rating personal, bajando el rating de equipo, te encontraras gente de 2k de rating igualmente xd
#320 molaria que alguien lo tradujiese aasi habria menos errores de interpretacion, sobretodo por mi parte.
Una preguntita, pq me he leido todo el post y no lo tengo claro. ¿El tier 2 de arenas, osease, el del gladiador despiadado, va a entrar en honor tal como hicieron en el anterior patch, o que se va a hacer tb con el tier 3? Me joderia mucho eso...
Un saludo
- Nature’s Swiftness and Elemental Mastery now share a 10 second cooldown.
creo q el mayor nerf al shamy elemental hasta la fecha
#325 es culpa tuya que te lo curras mucho para hacer rating alto y nos nerfean xDDD (con cariño, tienes mucho merito).
El problema es que ese nerf en si... pues bueno un peazo nerf si, pero en fin. El caso es que tendrian que mejorar completamente la clase para que tuvieramos mas armas a parte de eso, entonces ese nerf tendria logica.
El mayor problema desde mi punto de vista, es que la mecanica de clase son los totems, su estaticidad, que todas las clases los "dispelean" en cambio otras muchas clases solo les quitan sus bufos los "debufers" (aunque hay muchos). El GCD con cada totem... sus pulsos eternos, muchas cosas fallan con los totems, y tambien en PVE. En si es la esencia del chaman y en si es una mecanica desfasada.
#326 T_T si esto continua asi pocos videos vas a ver mas xD
Con este nerf joden la efectividad de un shami elemntal en el 5on5, es mas cuando hacian focus al shamy lo unico q podia hacer era ayudar con shock y colar el ns+em+chain al focus, vamos a ser realmente inutiles.
Diran que el cambio del gosht wolf a instant es un buff pero solo es viable para enhacement y restoration, en una build de elemntal pierde mucho
Esta claro que a los elementales no les sirve de nada, basicamente porque la build es 40/0/21 y meter 7 puntos ahi... perder el NS o el lightning overload es demasiado precio para eso.
Aun asi para mi que soy resto, estara bien probar ese lobito instant xDDD Creo que le pondre minor speed a las botas de lvl 60 pvp (que aun las tengo guardadas por si acaso xD) y probare que tal va el tema, un lobo al 55% como si fueras montado en una montura de lvl 40 casi... esta bastante bien, y ese 15% se nota la verdad.
Yo espero que para wotlk mejoren la mecanica de clase en alguna forma...
#328 el lobito instant valdra para algo fuera de combate, sera bonito ver a shamys en frost nova hacerse lobito instant y que sigan en el mismo sitio.