4.0.1 is going live today!

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Fairweather Pure
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4.0.1 is going live today!

Post by Fairweather Pure »

Man, this is a pretty crazy patch! Redesigned classes, skills, talent trees, dropping old stats, reforging, new graphical options and interface changes, new raid system, and much more!

My class alone (Druid) has had a major tweaking for both the specs I play (feral and balance). Feral get a true interrupt, among many other things, and my moonkin gets a silence and an entirely new gameplay mechanic! I'm pretty excited to see how things play out. Cat looks to have some weird changes overall. It looks like Blizzard wants us to do bleeds and ferocious bites/ravages more. When you feral charge in cat, you can ravage out of stealth and it costs 50% less energy. Lots of talents lengthen bleed effects. It looks like there is a lot of synergy and I cannot wait to try it out!

I always criticize Blizzard for spreading their content over too long a period, but I'll be honest that when a whole heap of major changes is dropped all at once it pretty much makes up for it, ha ha.
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Boogahz
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Re: 4.0.1 is going live today!

Post by Boogahz »

The next expansion is in less than 60 days, right? I thought most of the class changes were coming out with that, rather than being in a patch.
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Re: 4.0.1 is going live today!

Post by Funkmasterr »

I thought so, too.

Either way though, I only plan on logging in between now and the end of the year to finish up the two Halloween achievements I need, and the Christmas achievements. I'm not going to bother really even looking at the new talents and shit until a solid "this is feral dps" spec gets pegged.. I won't likely be playing enough to put any real thought into the skills/talents.
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

Dec 7th is the release date. Blizzard has a record of releasing a big patch like this a month or so prior to an expansion. I remember getting mangle before BC and playing with cat feral charge prior to WotLK. This is no different in that regard, but there are significantly more changes in this one. They will also do a couple of world events leading up to the actual Cataclysm. I always really get into those pre-expansion events.

It's nice because the players get a feel for their classes and the interface before the big date and it will also allow Blizzard to iron out any issues that pop up with so many changes going live at once. It's smart on Blizzard's part to do this type of thing.
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Re: 4.0.1 is going live today!

Post by Boogahz »

So, is this the major talent revamp that had been announced in July or August?
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

Here is a good talent calculator: http://wowtal.com/#k

Here are the druid changes, since only druids have posted in here!
Cataclysm (Level 80+) Skills
Thrash - Deals [ 19% of AP + 272 ] damage, and causes all targets within 8 yards to bleed for [ 3% of AP + 170 ] damage over 6 sec. / 25 Rage, 8 yd range, Instant, 6 sec cooldown
Stampeding Roar - The druid roars, increasing all nearby friendly players movement speed within 10 yards by 40% for 6 sec. / 30 Energy, Instant, 2 min cooldown
Stampeding Roar - The druid roars, increasing all nearby friendly players movement speed within 10 yards by 40% for 6 sec. / 15 Rage, Instant, 2 min cooldown
Wild Mushroom - Grow a magical Mushroom with 5 Health at the target location. After 6 sec, the Mushroom will become invisible. When detonated by the Druid, all Mushrooms will explode dealing 1164.88 to 1409.44 damage to all nearby enemies within 3 yards. Only 3 Mushrooms can be placed at one time.
Use Wild Mushroom: Detonate to detonate all Mushrooms. / 11% of base mana, 40 yd range, 0.5 sec cast
Wild Mushroom: Detonate - Detonates all of your Wild Mushrooms, dealing 1164.88 to 1409.44 damage to all nearby targets within yards. / 40 yd range, Instant, 10 sec cooldown

Balance
Primary Spells
Starsurge - You fuse the power of the moon and sun, launching a devastating blast of energy at the target. Causes 1272.16 to 1756.79 Spellstorm damage to the target and generates 15 Lunar or Solar energy, whichever is more beneficial to you. 11% of base mana, 40 yd range, 2 sec cast, 15 sec cooldown
Moonfury (Passive) - Arcane and Nature spell damage increased by 25%. Increases the critical strike damage bonus of your Wrath, Moonfire, Starfire, Insect Swarm and Starfall spells by 100%.
Total Eclipse (Mastery) - Increases the bonus damage from Eclipse by 12%. Each point of Mastery increases the bonus by an additional 1.5%.

Skills
Cyclone is now a 2 sec cast, up from 1.5 sec
Innervate now regenerates mana equal to 20% of the caster's maximum mana pool (Old - Regenerates 225% of the caster's base mana pool)
Soothe no longer reduces the range at which beasts attack, now dispels all enrage effects
Starfire now has a 40 yards range, up from 30 yards.
Faerie Fire no longer decreases the armor of the target by 5%, now decreases by 4% and stacks up to 3 times; range increased to 35 yd from 30 yd.
Hibernate now causes the target to sleep for up to 40 sec, up from 20 sec.
Entangling Roots now lasts 30 sec, up from 12 sec; range increased to 35 yards, up from 30 yards; 2 sec cast, up from 1.5 sec. (Tree of Life: becomes instant cast, damage increased by 200%.)
Thorns now lasts 20 sec, down from 10 minutes; costs 36% of base mana, up from 17%; has a 45 second cooldown, up from 0; and deals [ 42.1% of Spell Power + 446.94 ] or [ 42.1% of AP + 446.94 ] damage depending on the highest.
Moonfire DoT lasts 12 sec, up from 9 sec; 40 yd range, up from 30 yd.
Wrath now costs 14% of base mana, up from 8%; range increased to 40 yd from 30 yd; cast time increased to 2.5 sec, up from 1.5 sec. (Tree of Life: cast time reduced by 50%, damage increased by 30%.)
Insect Swarm is no longer a talent and is now a skill trained at level 20.

Talents Changes
Starfall is now a Tier 7 talent, down from Tier 11. Now affects targets within 40 yards of the caster, up from 30 yds. No longer causes splash damage around the enemy targets.
Earth and Moon is now a Tier 5 talent with 1 rank, down from Tier 10 with 3 ranks. Now increases spell damage taken by 8%, down from 4/9/13%; increases personal spell damage by 2%, down from 2/4/6%.
Typhoon is now a Tier 3 talent, down from Tier 9. Now costs 32% of base mana, up from 25%.
Force of Nature is now a Tier 5 talent, down from Tier 9. Now has a 40 yard range, up from 30 yd.
Gale Winds is now a Tier 4 talent, down from Tier 9.
Owlkin Frenzy is now a Tier 4 talent, down from Tier 8.
Moonkin Form is now a Tier 3 talent, down from Tier 7. No longer has a chance to regenerate mana on spell crits or reduces damage taken while stunned. Now increases Arcane and Nature spell damage by 10%. Now increases armor contribution from items by 120%, down from 370%. No longer increases spell critical chance of party/raid members, now instead grants 5% spell haste to all nearby friendly and raid targets.
Dreamstate is now a Tier 5 talent with 2 ranks, down from Tier 6 with 3 ranks. No longer provides constant mana regeneration, now causes innervate to regain an additional 15/30% of mana when cast on yourself.
Balance of Power is now a Tier 2 talent, down from Tier 6. No longer reduces damage taken from spells, now increases nature and arcane spell damage by 1/2%. Now increases spell hit rating by 50/100% of Spirit, changed from 2/4%.
Nature's Grace is now a Tier 1 talent, down from Tier 3. No longer increases spell casting speed after spell criticals, now gives 5/10/15% spell haste for 15 sec. after casting Moonfire or Insect Swarm. 1 minute cooldown, resets on Lunar or Solar Eclipse.
Moonglow now reduces the mana cost of all damage and healing spells by 3/6/9%.
Nature's Majesty is now a Tier 1 talent, down from Tier 2. Now increases critical strike chance with all spells by 2/4%.
Starlight Wrath now has 3 ranks, down from 5. Now reduces cast time of Wrath and Starfire by 0.15/0.25/0.5 sec, changed from 0.1/0.2/0.3/0.4/0.5 sec.
Genesis is now a Tier 2 talent with 3 ranks, up from a Tier 1 talent with 5 ranks. No longer increases damage done by periodic spells, now increases the duration of Moonfire and Insect Swarm by 2/4/6 sec. Now increases healing done by periodic spells by 2/4/6%, up from 1/2/3/4/5%. Now also increases healing done by Swiftmend.

New Talents
Lunar Shower - When you cast Moonfire, you gain Lunar Shower. Lunar Shower increases the direct damage done by your Moonfire by 15/30/45%, and reduces the mana cost by 10/20/30%. This effect is refreshed and amplified when you move, stacking up to 3 times. Effect lasts for 3 sec.
Fungal Growth - When your Treants die or your Wild Mushrooms are triggered, you spawn a Fungal Growth at its wake covering the area within 8 yards, slowing all enemy targets by 25/50%. Lasts 10 sec.
Sunfire - While in Solar Eclipse, your Moonfire spell will morph into Sunfire.
Euphoria - While not in an Eclipse state, you have a 12/24% chance to double the Solar or Lunar energy generated by your Wrath or Starfire when they deal damage. When you reach a Solar or Lunar eclipse, you instantly are restored 6/12% of your total mana.
Shooting Stars - You have a 2/4% chance when you deal damage with your Moonfire or Insect Swarm to instantly reset the cooldown of your Starsurge and reduce its cast time by 100%. Lasts 8 sec.

Removed Talents
Wrath of Cenarius has been removed from the tree.
Improved Moonkin Form has been removed from the tree.
Improved Faerie Fire has been removed from the tree.
Moonfury has been removed from the tree.
Lunar Guidance has been removed from the tree.
Insect Swarm is now a trained spell.
Improved Insect Swarm has been removed from the tree.
Vengeance has been removed from the tree.
Celestial Focus has been removed from the tree.
Brambles has been removed from the tree.
Nature's Splendor has been removed from the tree.
Nature's Reach has been removed from the tree.
Improved Moonfire has been removed from the tree.

Feral
Primary Spells
Mangle is now a primary spell trained at level 10. Mangle (Bear) now deals 230% normal damage, up from 115% and costs 15 rage, down from 20 rage. Mangle (Cat) now deals 230% normal damage, up from 200% and costs 35 energy, down from 45 energy.
Aggression (Passive) - Increases your attack power by 25%.
Feral Instinct (Passive) - Reduces the chance enemies have to detect you while Prowling.
Vengeance (Passive) - Each time you take damage while in Bear Form, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.
Savage Defender (Mastery) - Increases the damage absorbed by your Savage Defense ability by 32%. Each point of Mastery increases the absorb by an additional 4%.
Razor Claws (Mastery) - Increases the damage done by your bleed abilities by 25.04%. Each point of Mastery increases bleed damage by an additional 3.13%.

Skills
Savage Roar no longer increases all physical damage done, now increases autoattack damage only.
Swipe (Cat) now deals 215% weapon damage, down from 250% weapon damage; costs 45 energy, down from 50 energy.
Swift Flight Form now costs 8% of base mana, down from 13%.
Flight Form now costs 8% of base mana, down from 13%
Aquatic Form now costs 8% of base mana, down from 13%.
Travel Form now costs 8% of base mana, down from 13%.
Lacerate now stacks up to 3 times, down from 5 times.
Maim no longer interrupts non-player spellcasting.
Savage Defense now has a 50% chance to activate on a critical strike, down from 100%; reduces damage taken from the next physical attack by 65% of AP, up from 25%.
Frenzied Regeneration now additionally increases max health by 30% and increases health to 30% if below that value.
Ferocious Bite now consumes up to 35 additional energy to deal up to 100% more damage, up from 30 energy at a conversion rate. (Feral Aggression: Increases damage by 5/10%.)
Ravage now causes 550% damage, up from 385%.
Cower now reduces threat by 10%.
Dash now increases movement speed by 70%, up from 50%.
Rake now costs 35 energy, down from 40 energy.
Tiger's Fury now increases physical damage done by 15%, up from 80.
Shred now costs 40 energy, down from 60 energy.
Cat Form now costs 5% of base mana, down from 35%.
Claw now costs 40 energy, down from 45 energy.
Rip DoT now lasts 16 seconds, up from 12 sec.
Faerie Fire (Feral) no longer decreases the target's armor by 5%, now decreases the target's armor by 4% and stacks up to 3 times.
Swipe (Bear) now costs 30 rage, up from 20 rage and has a 6 second cooldown, up from 0 sec.
Bash no longer interrupts non-player spellcasting and now stuns the target for 4 sec, up from 2 sec.
Enrage no longer reduces base armor, now increases physical damage taken by 10%.
Bear Form now costs 5% of base mana, down from 35%. Now increases armor contribution of cloth and leather items by 65% (before LVL 40) / 120% (after LVL 40), down from 180/370%. Now causes agility to increase attack power.
Demoralizing Roar no longer decreases nearby enemies' attack power, now reduces the physical damage done by 10%.
Maul no longer occurs on next melee attack, now is an instant attack with a 3 sec cooldown and costs 30 rage, up from 15 rage.
Skull Bash has been added in both Cat and Bear forms - You charge and skull bash the target, interrupting spellcasting and preventing any spell in that school from being cast for 5 sec. 25 Energy or 15 Rage, 13 yd range, Instant, 1 min cooldown

Talents Changes
Berserk is now a Tier 7 talent, down from Tier 11. Now also gives your Lacerate periodic damage has a 30% chance to refresh the cooldown of your Mangle (Bear) ability and make it cost no rage.
Rend and Tear is now a Tier 6 and 3 Ranks talent, down from Tier 10 and 5 Ranks. Increases damage done by Maul and Shred on bleeding targets by 7/13/20% (up from 4/8/12/16/20%) and critical strike chance of Ferocious Bite on bleeding targets by 8/17/25%. (Up from 5/10/15/20/25%)
King of the Jungle is now a Tier 3 talent, down from Tier 9. No longer reduces the mana cost of Bear Form and Cat Form.
Infected Wounds is now a Tier 2 and 2 Ranks talent, down from Tier 8 and 3 Ranks. Now also affects Ravage. Reduces movement speed of the target by 25/50% (up from 16/34/50%) and the attack speed by 10/20% (up from 7/14/20%).
Leader of the Pack is now a Tier 4 talent, down from Tier 7. Now increases all critical strike chance of party and raid members by 5% instead of just melee and ranged. In addition, your melee critical strikes in Cat Form and Bear Form cause you to heal for 8% of your total health and gain 8% of your maximum mana. This effect cannot occur more than once every 6 sec.
Natural Reaction is now a Tier 5 and 2 Ranks talent, down from Tier 6 and 3 Ranks. Now also reduces damage taken while in Bear Form by 6/12%, dodge bonus while in Bear Form increased to 3/6% (up from 2/4%), generates 1/3 rage every time you dodge while in Bear Form. (Up from 1/2/3)
Brutal Impact is now a Tier 4 talent, down from Tier 5. Now decreases the cooldown of Bash by 5/10 sec (down from 15/30 sec). Now also decreases the cooldown of Skull Bash by 25/50 sec, and causes victims of your Skull Bash ability to have 15/30% increased mana cost for their spells for 10 sec.
Feral Charge is now a Tier 3 talent, down from Tier 5. No longer interrupts spell cast for 4 sec.
Nurturing Instinct is now a Tier 4 talent, down from Tier 5.
Predatory Strikes is now a Tier 1 and 2 Ranks talent, down from Tier 4 and 3 Ranks. Increases the critical strike chance of your Ravage by 25/50% on targets at or above 80% health. Your finishing moves have a 10/20% chance per combo point to make your next Nature spell with a base casting time less than 10 sec. become an instant cast spell.
Primal Fury is now a Tier 2 talent, down from Tier 4.
Feral Swiftness is now a Tier 1 talent, down from Tier 3.
Survival Instincts is now a Tier 5 talent, up from Tier 3. now reduces all damage taken by 60% for 12 sec instead of increasing maximum health by 30% for 20 sec. Only useable while in Bear Form or Cat Form. Cooldown increased from 3 min to 5 min.
Thick Hide is now a Tier 3 talent, up from Tier 2. Now also increases armor while in Bear Form by an additional 11/22/33%, and reduces the chance you'll be critically hit by melee attacks by 2/4/6%.
Feral Aggression is now a Tier 2 and 2 Ranks talent, up from Tier 1 and 5 Ranks. Increases the damage caused by your Ferocious Bite by 5/10% and causes Faerie Fire (Feral) to apply 2/3 stacks of the Faerie Fire effect when cast.

New Talents
Fury Swipes - When you auto-attack while in Cat form or Bear form, you have a 5/10/15% chance to cause a Fury Swipe dealing 200% weapon damage. This effect cannot occur more than once every 3 sec.
Blood in the Water - When you Ferocious Bite a target at or below 25% health, you have a 100% chance to instantly refresh the duration of your Rip on the target.
Pulverize - Deals 120% weapon damage plus additional 484.812 damage for each of your Lacerate applications on the target, and increases your melee critical strike chance by 3% for each Lacerate application consumed for 10 sec. / 15 Rage, 5 yd range, Instant
Primal Madness - Tiger's Fury and Berserk also increase your current and maximum energy by 20 during their durations, and your Enrage and Berserk abilities instantly generate 12 Rage.
Endless Carnage - Increases the duration of your Rake by 6 sec and your Savage Roar and Pulverize by 8 sec.
(Feral Charge) Feral Charge - Causes you to leap behind an enemy, dazing them for 3 sec. / 10 Energy, 8-25 yd range, Instant, 30 sec cooldown
Stampede - Increases your melee haste by 30% after you use Feral Charge (Bear) for 8 sec, and your next Ravage will temporarly not require stealth for 10 sec after you use Feral Charge (Cat), and cost 100% less energy.
Furor - Grants you a 33/66/100% chance to gain 10 Rage when you shapeshift into Bear Form, allows you to keep up to 100 of your Energy when you shapeshift into Cat Form, and increases your maximum mana by 5/10/15%.

Removed Talents
Primal Gore has been removed from the tree.
Mangle is now a primary spell of the Feral tree.
Improved Mangle has been removed from the tree.
Protector of the Pack has been removed from the tree.
Predatory Instincts has been removed from the tree.
Improved Leader of the Pack has been removed from the tree.
Primal Tenacity is gone.
Heart of the Wild has been removed from the tree.
Survival of the Fittest has been removed from the tree.
Shredding Attacks is gone.
Primal Precision has been removed from the tree.
Sharpened Claws has been removed from the tree.
Feral Instinct has been removed from the tree.
Savage Fury has been removed from the tree.
Ferocity has been removed from the tree.

Restoration
Primary Spells
Swiftmend - Consumes a Rejuvenation or Regrowth effect on a friendly target to instantly heal the target for 4685.41. / 10% of base mana, 40 yd range, Instant cast, 15 sec cooldown
Gift of Nature (Passive) - Healing increased by 25%.
Meditation (Passive) - Allows 50% of your mana regeneration from Spirit to continue while in combat.
Symbiosis (Mastery) - Increases the potency of your healing spells by 10% on targets already affected by one of your heal over time spells. Each point of Mastery increases heal potency by an additional 1.25%.

Skills
Omen of Clarity (Passive) - Your damage and healing spells have a small chance to cause you to enter a Clearcasting state. The Clearcasting state reduces the Mana, Rage or Energy cost of your next cast-time damaging or healing spell or offensive feral ability by 100%. If specialized as a Feral Druid, Omen of Clarity will also have a chance to occur from your auto-attacks.
Nature's Focus (Passive) - Reduces the pushback suffered from damaging attacks while casting Healing Touch, Regrowth, Tranquility, Rebirth and Nourish.
Nourish now costs 10% of base mana, down from 18% of base mana. Cast time increased from 1.5 sec to 3 sec. Now heals for 2153 to 2502, up from 1883 to 2187.
Lifebloom now costs 7% of base mana, down from 28%. Now heals the target for 2045 over 10 sec, up from 371 over 7 sec. Lifebloom can be active only on one target at a time. ( Tree of Life : Can be cast on unlimited targets. )
Tranquility now costs 32% of base mana, down from 70% of base mana. Reworked - Now heals 5 nearby lowest health party or raid targets within 40 yards with Tranquility every 2 sec for 8 sec. Tranquility heals for 3478.7 plus an additional 307.65 every 2 sec over 8 sec. Stacks up to 3 times. The Druid must channel to maintain the spell.
Remove Curse is now named Remove Corruption. Now removes 1 Curse and 1 Poison effect. Cost increased from 17% of base mana, up from 8% of base mana.
Rebirth now resurrects with 20% health and mana. No longer costs mana. Range increased from 30 yards to 40 yards. Cooldown increased from 10 min to 30 min.
Regrowth now heals 3030 to 3383 and another 970 over 6 sec, up from 2234 to 2494 and another 2345 over 21 sec. Now costs 35% of base mana, up from 29% of base mana. Cast time reduced to 1.5 sec, down from 2 sec. ( Tree of Life : Instant cast. )
Revive now resurrects with 35% of maximum health and mana. Range increased to 40 yards, up from 30 yards.
Rejuvenation now heals for 1171 every 3 sec for 12 sec. Up from 1690 over 15 sec. Cost increased to 20% of base mana, up from 18% of base mana..
Healing Touch now heal for 6461 to 7630, up from 3750 to 4428. Cost increased to 38% of base mana, up from 17% of base mana. Cast time increased to 3 sec, up from 1.5 sec.
Mark of the Wild now increases the friendly target's Strength, Agility, Stamina, and Intellect by 5%, and all magical resistances by [ ( Level 1-70 : (Level/2) / Level 71-80 : (Level/2 + 0.714 * (Level - 70)) / Level 81 or above : (Level + 2.5 * (Level - 70) + 3.5 * (Level - 80)) ) - 3.5 ], for 1 hr. If target is in your party or raid, all party and raid members will be affected.

Talents Changes
Wild Growth is now a Tier 5 talent, down from Tier 11. Cost increased from 23% of base mana to 27% of base mana. Cooldown increased from 6 sec to 10 sec. Now prioritizes healing most injured party members. Now heals for 2568.14 over 7 sec, up from 1442. ( Tree of Life : Affects an additional 2 targets. )
Gift of the Earthmother is now a Tier 6 and 3 Ranks talent, down from Tier 10 and 5 Ranks. Revamped - Increases the healing done when your Lifebloom expires by 5/10/15%, and causes your Rejuvenation spell to also instantly heal for 5/10/15% of the total periodic effect.
Revitalize is now a Tier 3 talent, down from Tier 9. Revamped - When you periodically heal with your Rejuvenation or Lifebloom spells, you have a 8/16/24% chance to instantly regenerate 3% of your total mana. This effect cannot occur more than once every 6 sec. In addition, you also grant Replenishment when you cast or refresh Lifebloom. Lifebloom. Replenishment - Grants up to 10 party or raid members mana regeneration equal to 1% of the maximum mana per 10 sec. Lasts for 15 sec.
Tree of Life is now a Tier 7 talent, down from Tier 9. Revamped - Shapeshift into the tree of life, increasing healing done by 15% and increasing your armor by 120%. In addition, some of your spells are temporarly enhanced while shapeshifted. Lasts 30 sec. Enhanced spells: Lifebloom, Wild Growth, Regrowth, Entangling Roots, Wrath
Living Seed is now a Tier 3 talent, down from Tier 8. Now has a 100% chance to proc at all ranks.
Natural Perfection is now a Tier 5 and 2 Ranks talent, down from Tier 7 and 3 Ranks. Renamed to Nature's Ward and reworked - Whenever you take an attack while at or below 50% health, you have a 50/100% chance to automatically cast Rejuvenation on yourself with no mana cost.
Empowered Touch is now a Tier 4 talent, down from Tier 6. Reworked - Increases the healing done by your Healing Touch and Nourish spells by 5/10%, and your Nourish spell has a 50/100% chance to refresh the duration of your Lifebloom on targets.
Nature's Bounty is now a Tier 4 and 3 ranks spell, down from Tier 6 and 5 Ranks. No longer increases critical effect chance of Nourish. Now increases critical effect of Regrowth by 20/40/60% (Up from 5/10/15/20/25%). Also, you have a 33/66/100% chance when you critically heal with Healing Touch and Nourish to reduce the remaining cooldown of your Swiftmend spell by 0.5 sec.
Nature's Swiftness is now a Tier 3 talent, down from Tier 5.
Improved Rejuvenation is now a Tier 2 talent, down from Tier 4. Now also affects Swiftmend.
Master Shapeshifter is now a Tier 2 and 1 Rank talent, down from Tier 3 and 1 Rank. Maximum bonus remains unchanged.
Naturalist is now a Tier 1 and 2 ranks talent, down from Tier 2 and 5 Ranks. Reduces the cast time of your Healing Touch and Nourish spells by 0.25/0.5 sec.
Natural Shapeshifter is now a Tier 1 and 2 Ranks talent, down from Tier 2 and 3 Ranks. Reduces the mana cost of all shapeshifting by 10/20%. (Down from 10/20/30%)

New Talents
Swift Rejuvenation - Reduces the global cooldown of your Rejuvenation by 0.25/0.5 sec.
Efflorescence - When you heal with your Swiftmend spell you also sprout a bed of healing flora underneath the target, healing all nearby friendly targets within 8 yards for 20/40/60% of the amount healed by your Swiftmend over 7 sec.
Nature's Cure - Empowers your Remove Corruption spell to also remove a magic effect from a friendly target.
Malfurion's Gift - Whenever you heal with your Lifebloom spell, you have a 2/4% chance to cause Omen of Clarity.
Fury of Stormrage - Reduces the mana cost of your Wrath spell by 50/100%, and when you deal damage with your Wrath spell you have a 6/12% chance to cause your next Starfire to be instant cast within 8 sec.
Perseverance - Reduces all spell damage taken by 2/4/6%.
Blessing of the Grove - Increases the healing done by your Rejuvenation by 2/4% and the direct damage of your Moonfire by 3/6%.
Heart of the Wild - Increases your Intellect by 2/4/6%. In addition, while in Bear Form your Stamina is increased by 3/7/10% and while in Cat Form your attack power is increased by 3/7/10%.

Removed Talents
Improved Barkskin has been removed from the tree.
Improved Tree of Life has been removed from the tree.
Empowered Rejuvenation has been removed from the tree.
Living Spirit has been removed from the tree.
Gift of Nature has been removed from the tree.
Improved Tranquility has been removed from the tree.
Tranquil Spirit has been removed from the tree.
Intensity has been removed from the tree.
Omen of Clarity is gone. (Now passive)
Improved Mark of the Wild has been removed from the tree.
Nature's Focus has been removed from the tree.
Furor has been removed from the tree.
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Funkmasterr
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Re: 4.0.1 is going live today!

Post by Funkmasterr »

Meh, not too thrilled with the feral changes to be honest.
Savage Roar no longer increases all physical damage done, now increases autoattack damage only.
That one in particular makes me want to punch a baby. It almost seems like they are trying to make the game even easier to play, which is tragic.
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Re: 4.0.1 is going live today!

Post by Boogahz »

Well, they did use the same comment that the EQ2 devs used several months ago...about wanting to make the game easier for new players to get into.
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

Man, I hated having to have Savage Roar up at all times. I never had the luxury of being able to get 1/2 my timers, dots, and buffs up in PvP situations when I was a cat. A simple interruption in the cycle seriously affected my DPS. As mentioned above, this means I was rarely able to go 100% dps in PvP. Removing the requirement of SR from the rotation is one of the things I liked most out of the changes. It's still a great skill, but it's more situational now and will be a valid choice to make when the correct situation is presented instead of basically having to have it up at all times. I feel we had to get too many combos in before our damage was viable.

Hopefully this changes things, but we'll see! I know the change looks better on paper for PvP.
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

Thorns got a weird change as well:

Thorns sprout from the friendly target causing (446 + ($SP * .421)) Nature damage to attackers when hit. Lasts 20 sec.

You can get a glyph to alter the cooldown to 25 secs (from 45 sec). Apparently it adds threat? Pretty odd change, but once again it looks nice for PvP! At 80 on PTR it's around 2300 dmg per hit. Rogues literally kill themselves in seconds (based on a few posts).
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Re: 4.0.1 is going live today!

Post by Funkmasterr »

Fairweather Pure wrote:Man, I hated having to have Savage Roar up at all times. I never had the luxury of being able to get 1/2 my timers, dots, and buffs up in PvP situations when I was a cat. A simple interruption in the cycle seriously affected my DPS. As mentioned above, this means I was rarely able to go 100% dps in PvP. Removing the requirement of SR from the rotation is one of the things I liked most out of the changes. It's still a great skill, but it's more situational now and will be a valid choice to make when the correct situation is presented instead of basically having to have it up at all times. I feel we had to get too many combos in before our damage was viable.

Hopefully this changes things, but we'll see! I know the change looks better on paper for PvP.
I like it. I like having a rotation that's challenging to keep going, and I like standing out and hearing comments about how good my dps is compared to other ferals that can't get a rotation down. I liked it that way for the same reason I liked playing a bard in EQ.. it was tougher, it required more concentration and makes the game a little more challenging, but it also makes you more versatile.

We didn't have to get too many combos in before our damage was viable :) I'd be up to my dps mark by about 15 seconds into a boss fight, which isn't anything to complain about in my opinion. I just don't like making this easier and easier and easier, there are enough half witted backwoods motherfuckers playing this game as it is.

That all being said, I pretty much hate pvp. I could give a shit less about it and actually wish it didn't exist in MMO's at all, so I can't comment on how I'd feel about feral if pvp were a concern of mine.
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

I'll just say there's no way in hell you'll get 15 seconds free to get our DPS where it's supposed to be in a PvP situation. I want top DPS from the word go like every other class in the game. It's one of the reasons I switched to Moonkin. It's nice not having the positional issues as well. I do look forward to going back to cat though. These changes look like a lot of fun to me.
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Re: 4.0.1 is going live today!

Post by Dregor Thule »

The thorns change is nice IMO. Before it was just a cast it and forget it spell, and added nothing really of value. Now it's a decent amount of "burst" damage that resto or balance druids can throw on the tanks.
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

I agree 100%.

Apparently casting it takes you out of form, but a bear can cast it prior to a pull if he wants. Also, as you stated, it gives both moonkin and resto an interesting tool to work with.
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Re: 4.0.1 is going live today!

Post by laneela »

Where did you find the druid changes? I can't find a good source for mage changes. =\
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

Mmo champion was my go to site for the changes with this patch. Let me dig around and I'll post them here.
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Re: 4.0.1 is going live today!

Post by Dregor Thule »

Yeah, mmo-champion.com is the site I go for this kind of thing.
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

Well, the official boards have a preview, but I cannot find anything as detailed as the Druid, warrior, warlock, palllie, and hunter breakdowns on any of my bookmarked sites. All the classes get a change up, but it seems the above get shaken up more than the others so get more attention. Not really sure.

I read somewhere that rogues can exchange combo points for a self heal? Man, that sounds pretty awesome.
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

We have 9 glyph slots now? Man, there is so much info out there, but hard to believe I missed that one! I thought the mmo champion calculator was bugged, lol.
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

As if I didn't have enough to be excited about, this patch officially brings Eyefinity support to WoW. Amazing!
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Re: 4.0.1 is going live today!

Post by Dregor Thule »

I don't know what that is, but it sounds like something I'd be embarrassed if anyone ever found out I was using it.
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

Here's a YouTube of some Asian testing WoW on an eyefinity setup. His setup looks almost identical to mine.

http://www.youtube.com/watch?v=ft39wCet ... ata_player

The problem with WoW was that text and especially crit msgs would be huge and pixelated. I had to DL mods to workaround the issue. I also could not take screenshots. I had to use fraps as a workaround for that. The worst bug was that when flying in WotLK, and only WotLK, you would crash due to a memory bug. It was a known issue. It might take 10 minutes, or it could happen in 1 minute. Very annoying, but truth be told I never really flew anywhere so it was far from a game breaker for me. The worst spot was losing my place in the que! You could scale back some settings and it would pretty much take care of the issue, but I never did. Anyway, this patch should make all that stuff a non-issue.

Once I set up a custom UI across all of my screens, I fell in love with WoW all over again. It's really the very best gaming experience I have ever had. When you sit down in front of an Eyefinity setup, it's PC gaming nirvana.

You can YouTube eyefinty and check put other games too.
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Re: 4.0.1 is going live today!

Post by Dregor Thule »

That is dizzying.
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

I'm not gonna lie, it took a little getting used to, lol! That guy doesn't do anything that really shows the benefits of the setup, but any WoW player with a creative mind can imagine the possibilities...
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

He actually has the exact same monitors that I do.
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

Well, everything was a clusterfuck from instances and BGs to Dalaraan in general. I was at 8fps, down from my usual 90. I go to Stormwind, and even with it packed worse than Dalaraan I'm back up to 90 fps.

I got into an instance and had absolutely no fucking clue what was going on with Boomkin. Lots of pretty colors, flashes, sounds, and all around craziness. This is going to take some serious getting used to. However, I'm loving it :)

All our cat druids were in disbelief over how bad their dmg is. I'm nervous to even try it out. I want to totally understand the new Boomkin before I venture over to the cat side again. Don't even get started on Bears! They are pretty much broken because they cannot keep aggro in AE situations. We get a talent that fixes that of course, but it's not until level 81 :P

I'm sticking with moonkin for the duration!
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Re: 4.0.1 is going live today!

Post by Aabidano »

Did they ever bring bears back from the pre-BC patch nerfage?
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Re: 4.0.1 is going live today!

Post by Fairweather Pure »

Oh yeah, Bears were completely viable tanks. All the tanks were on pretty equal footing for a good while. Right now, bears are kind of fucked though since they are missing an AE aggro.
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Re: 4.0.1 is going live today!

Post by Psyloche »

Fairweather Pure wrote:Oh yeah, Bears were completely viable tanks. All the tanks were on pretty equal footing for a good while. Right now, bears are kind of fucked though since they are missing an AE aggro.
Most of the changes were to remove the WotLK style AE fests happening in 5 man dungeons. You can keep agro on multiple things, but not so much if everyone in the group is AE'ing. I believe they said they were trying to go to a more CC stuff and burn 1 thing down approach again. I'm not sure how I feel about that because relying on a DPS to do anything but roll their head across the keyboard is... scary.

Combopoint Paladin tanking is weird. Healing on a Paladin seems fun, but I hear once you move on to 85 in Beta, spell costs, health pools and throughput become different and it's not so fun. Ofcourse, all of this is still in Beta so who knows how it'll turn out. Hitting Avenger's shield as often as I do now seems completely backwards, because well, it is.

DK Tanking is weird, I almost feel like I don't want to waste time spreading diseases right off because the ramp up time for it is too long for the DPS who want to AE their way to victory.
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Re: 4.0.1 is going live today!

Post by Boogahz »

heh, and directx11 test code when the command line is changed logging in
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Re: 4.0.1 is going live today!

Post by Bubba Grizz »

I don't know if the dps is just that much greater or not but I feel a whole lot more squishy as a Boomkin than I did in the past. Yeah we got more hitpoints and what seems to be endless mana, but I get bitchslapped in pvp now even with my 1245 resilience. Before it used to take 3-4 people to bring me down, now it only takes 1-2. Then again it probably is that I am just bad at pvp.

Any notice that Starfall puts out less damage? Most disappointing for an end cap talent.
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Re: 4.0.1 is going live today!

Post by Zaelath »

Psyloche wrote:
Fairweather Pure wrote:Oh yeah, Bears were completely viable tanks. All the tanks were on pretty equal footing for a good while. Right now, bears are kind of fucked though since they are missing an AE aggro.
Most of the changes were to remove the WotLK style AE fests happening in 5 man dungeons. You can keep agro on multiple things, but not so much if everyone in the group is AE'ing. I believe they said they were trying to go to a more CC stuff and burn 1 thing down approach again. I'm not sure how I feel about that because relying on a DPS to do anything but roll their head across the keyboard is... scary.

Combopoint Paladin tanking is weird. Healing on a Paladin seems fun, but I hear once you move on to 85 in Beta, spell costs, health pools and throughput become different and it's not so fun. Ofcourse, all of this is still in Beta so who knows how it'll turn out. Hitting Avenger's shield as often as I do now seems completely backwards, because well, it is.

DK Tanking is weird, I almost feel like I don't want to waste time spreading diseases right off because the ramp up time for it is too long for the DPS who want to AE their way to victory.
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Re: 4.0.1 is going live today!

Post by Psyloche »

After playing a bit more, AE tanking still works, but it's really annoying if DPS go balls out with AE from the get go. Give me 1 or 2 GCD's before you start going full on AE and it's fine. Although I've found that with the DK it's a little easier on me than with the Paladin. I've found 3-4 mob packs to be fine on the Paladin, but once I get too many targets for Avenger's shield to hit, Consecrate and HotR aren't enough to keep agro off high AE dps.

Also, fuck you earthquake graphic! Seriously, can't see fucking shit on the ground and we all know that GROUND IS DIFFERENT COLOR mechanics is like srs when it comes end game.
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Re: 4.0.1 is going live today!

Post by Funkmasterr »

I am one of those dps that you'd hate :) It's not that I'm incapable of starting off slower, and/or using single target tactic instead of AE.. It's that I'm lazy, and there is absolutely no reason for a tank not to be geared at or above my level at this point in the game.. I don't like alts so the character not being your main doesn't cut it for me, and I'd rather get kicked form a group than play with someone new to the game anyhow! I'd generally give tanks one fuckup, and if it happened a second time I'd take over tanking for them and continue ae'ing :D

I'm not sure of how the new patch changed this, and I don't really care, but just sayin :)

I guess I'm going to have to at least re learn talents/etc cause I still need two of the damn Halloween achievements, including the one where you have to eat the candy and pwn faces.
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Re: 4.0.1 is going live today!

Post by Bubba Grizz »

I had to reallocate my buttons around a bit as well. Starsurge looks like it operates much like Brain Freeze does with Mages. Once you get notified you want to hit Starsurge and it insta casts for big damage. I'm not all that great with macros and my Naga Mouse seems to be going to waste as I find it difficult to manipulate all those buttons other than the 10,11,12.

Trying to get used to the new rotation as well. Just practice I guess.
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Re: 4.0.1 is going live today!

Post by Psyloche »

Funkmasterr wrote:I am one of those dps that you'd hate :) It's not that I'm incapable of starting off slower, and/or using single target tactic instead of AE.. It's that I'm lazy, and there is absolutely no reason for a tank not to be geared at or above my level at this point in the game.. I don't like alts so the character not being your main doesn't cut it for me, and I'd rather get kicked form a group than play with someone new to the game anyhow! I'd generally give tanks one fuckup, and if it happened a second time I'd take over tanking for them and continue ae'ing :D

I'm not sure of how the new patch changed this, and I don't really care, but just sayin :)

I guess I'm going to have to at least re learn talents/etc cause I still need two of the damn Halloween achievements, including the one where you have to eat the candy and pwn faces.
Pre patch, I wouldn't care because it wasn't a problem but post patch I get annoyed. I don't bitch at the DPS, I let them die and keep going. I think your point of view is pretty common and one that I just don't agree with. In 5 man group content, which is what I've really been referring to all of this time, I think the attitude is just stupid.

Pre patch I hated any DPS would did NOT AE. I'd pull 2-3 mob packs at a time to make it more efficient. That kind of AE threat just isn't as easy now, or at least, I haven't resolved rotations (or gear?) to allow it.
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Re: 4.0.1 is going live today!

Post by Funkmasterr »

Psyloche wrote:
Funkmasterr wrote:I am one of those dps that you'd hate :) It's not that I'm incapable of starting off slower, and/or using single target tactic instead of AE.. It's that I'm lazy, and there is absolutely no reason for a tank not to be geared at or above my level at this point in the game.. I don't like alts so the character not being your main doesn't cut it for me, and I'd rather get kicked form a group than play with someone new to the game anyhow! I'd generally give tanks one fuckup, and if it happened a second time I'd take over tanking for them and continue ae'ing :D

I'm not sure of how the new patch changed this, and I don't really care, but just sayin :)

I guess I'm going to have to at least re learn talents/etc cause I still need two of the damn Halloween achievements, including the one where you have to eat the candy and pwn faces.
Pre patch, I wouldn't care because it wasn't a problem but post patch I get annoyed. I don't bitch at the DPS, I let them die and keep going. I think your point of view is pretty common and one that I just don't agree with. In 5 man group content, which is what I've really been referring to all of this time, I think the attitude is just stupid.

Pre patch I hated any DPS would did NOT AE. I'd pull 2-3 mob packs at a time to make it more efficient. That kind of AE threat just isn't as easy now, or at least, I haven't resolved rotations (or gear?) to allow it.
Yeah, I haven't played at all since the patch so I have no idea how things work now.. But prior to that, in 5 mans I would just ae my ass off. I never had a problem unless the tank was undergeared or stupid, which was all too often, and I'd pull a minimum of 6k.. I would actually flask and use food for 5 mans just to up the dps even more, :lol:
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Re: 4.0.1 is going live today!

Post by Bagar- »

Didn't bother to read most of this thread, but I did see some comments on bear aoe threat.

My thoughts on the bear changes are thus: single target tanking rotation is way, way more fun withthe inclusion of pulverize and the way it interacts with lacerate, in addition to maul now being an attack rather than a next-swing modifier - which isn't saying much because before single-target threat was a snoozefest. AoE threat is totally viable, but extremely annoying. Prepare to actually have to work for aoe aggro, while single target threat on raid bosses with proper tricks / MDs is still pretty much a joke. This might be slightly alleviated with the Cata ability "Thrash" which is an aoe bleed, but in general we're back to the BC-model of having to use single target threat abilities on multiple mobs to hold any significant aggro. That being said, due to the Maul glyph, bears are still better off than warriors / DKs in my opinion. On par with paladins.

Holy paladins (my current main) are... different. Relatively we're a lot worse than we were before, but on our own not much has changed. It's certainly a more engaging role to play (holy light is still the bread and butter, but FoL is extremely useful and Holy Shock / Word of Glory offer significantly increased mobility as well as being amazing / mana efficient heals in general), although I think that at level 85 the mana issues, which will be exponentially worse than they are now, will be cumbersome at best.

Shadow priests are fucking fun as hell. I always enjoyed my SP, but with mind blast being not only back in the rotation but a substantially more "fun" ability now, with Shadow Word Death being back in and actually being useful, the rotation is much more engaging and fun than it was previously although it hasn't changed as much as some classes and the fundamentals are still there (keep up DoTs, mind flay, mind blast, SW:D at below 25% or when mobile). Will definitely be making my SP my main in Cata. Debating doing it for awhile, and these changes, along with the level 83 ability Mind Spike which looks awesome, have solidified my decision there.

Overall on my end the changes have been favorable.
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