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Posts Tagged ‘patch-notes’

Take That, Hero Class!

June 19th, 2009

So the 3.2 patch notes are massive and crazy and I’m not going to do a whole list of everything exciting because there’s way too much good stuff and half of it will probably change between now and the PTR anyway.

Interesting times though!

chronic World of Warcraft , ,

These Nerfs are Just Overkill

May 27th, 2009

Frankly I’m surprised Overkill survived this long. In Season 5 when people complained about burst damage – in particular rogue stunlocks – overkill was usually the first thing that got mentioned as an obvious knob to tweak. Not only that, but PvE rogues have long lamented it being a pre-requisite for mutilate but almost entirely worthless in a raid situation where your restealthing options are limited to a single vanish (that resets your swing timer!)

So here’s the new version they’ve come up with:

Overkill: Talent redesigned. Now increases energy regeneration by 30% while stealthed, and for 20 seconds after breaking stealth.

I think I like this, although it’s only marginally more energy regen than the combat talent Vitality and will have significantly less uptime1. I haven’t crunched any real numbers on it, but let’s have a look at how it affects a typical mut/prep opener.

Assumptions: mut glyph, vigor glyph, no FA (for simplicity), no ruthlessness, full RS, dirty deeds.

Old-style Overkill

Time Expenditure Energy Combo Points
t+0 130
t+1 Cheapshot -30, Regen +10 110 2
t+2 Mutilate -45, Regen +10 75 5
t+3 Pause, Regen +10 85 5
t+4 Kidney Shot -15, Regen +10, Relentless +25 105
t+5 Mutilate -45, Regen +10 70 3
t+6 Mutilate -45, Regen +10, Overkill Fades 35 5
t+7 Evis+Lolrockets -35, Regen +10, Relentless +25 35
t+8 Pause, Regen +10 45
t+9 Pause, Regen +10 55
t+10 KS fades, Mutilate -55, Regen +10 10 3
t+11 Warrior pops retal, you die.

New-style Overkill

Time Expenditure Energy Combo Points
t+0 130
t+1 Cheapshot -40, Regen +13 103 2
t+2 Mutilate -55, Regen +13 61 5
t+3 Pause, Regen +13 74 5
t+4 Kidney Shot -25, Regen +13, Relentless +25 87
t+5 Mutilate -55, Regen +13 45 3
t+6 Pause, Regen + 13 58 3
t+7 Mutilate -55, Regen +13 16 5
t+8 Pause, Regen +13 29 5
t+9 Pause, Regen +13 42 5
t+10 KS fades, Evis+Lolrockets -35, Regen +13, Relentless +25 45
t+11 Warrior pops retal, you die.

So basically your damage is spread out more over the 10 second period now than it used to be, and the second set has one less mutilate. However, the new buff persists significantly longer than the old overkill after leaving stealth, so in terms of sustained damage you’re trading a potential saving of 60 energy over 6 seconds (if you use an ability every GCD during overkill, which is not really realistic anyway) versus a potential generation of 60 energy over 20 seconds (+3 energy per second, but does nothing if you’re capped). Sounds fair.

It’s a bit different for openers versus rogues but cs->rup->mut->mut->ks depends on Relentless Strikes and Seal Fate RNG to a large extent anyway. It’s a definite nerf for swap sap -> cs openers, but I die in cheapshot as much as I kill other rogues in cheapshot so, well, let’s hear it for symmetrical rebalancing. And it seems much easier to take advantage of in PvE now.

Even if it was a massive nerf I think I’d still be looking forward to this patch, though, when you take a gander over some of the other things that are going in:

  • +5 seconds on charge CD. Maybe I’ll actually be able to peel a warrior briefly?
  • DK PvP glove bonus reworked to a runic power energize. Small mercies.
  • Frost Presence and Tree Form armor toned down. Although they added some armor to barkskin, I really don’t mind that. Barkskin is for dispel resist, and if they use it for anything else then that’s just fine with me.
  • Eye for an Eye damage decreased. Hells yeah, one step closer to not soloing myself on afk ret paladins.

Freedom nerf I’m still on the fence about. Six seconds is probably enough, it sounds balanced on paper, but I’ll have to play with (and against) it to see.

You can see Zarhym’s post about the patch notes here.

1 Unless you can end games in 60 seconds reliably, in which case it could possibly have identical uptime!

chronic Arena, Rogue , , , , , ,

Summons and dismisses a rideable mechanical gnome head

February 25th, 2009

The initial (and as far as I know, incomplete) patch notes for 3.1 are available on MMO-Champion and although I’m a bit late I thought I’d go through the interesting Paladin changes.

First, the relevant glyph changes:

  • Glyph of Exorcism – Increases damage done by Exorcism by 20%. (Old: Your Exorcism also interrupts spellcasting for 2 sec.)
  • Glyph of Beacon of Light – Increases the duration of Beacon of Light by 30 sec.
  • Glyph of Divine Plea – While Divine Plea is active, you take 3% reduced damage from all sources.
  • Glyph of Holy Shock – Reduces the cooldown of Holy Shock by 1 sec.
  • Glyph of Hand of Salvation – When you cast Hand of Salvation on yourself, it also reduces damage taken by 20%.

Well, they’re not as exciting as Pain Supression while stunned or Cloak becoming a shield wall, but I can certainly see that shock one getting some use. The exorcism glyph nerf was absolutely inevitable once you factor in the changes to the spell, but secretly I hoped that it would at least be something useful for holy.

The Death Knight Unholy tree has been shuffled around quite a bit and Gargoyle is now at the top – I have no idea whether it will change how people spec, but less gargoyles would make the Turn Evil glyph a lot less attractive.

Exorcism can now be used on all targets, but is now a guaranteed critical strike vs Undead and Demon type mobs.

This is a cool change. Bursting down felhunters is going to be a bit easier, and having an instant damage spell which doesn’t share a cooldown with your instant heal is going to be nice for gib opportunities. At the moment if you have a full HoJ duration to burn somebody you don’t really have enough spells to fill four globals.

It’s not going to hit nearly as hard as holy shock, but it’s cheaper (8% vs 18%) and has a 30y range instead of 20y.

Judgement of Light now procs off spells as well. (Previously only “attacks” would trigger this)

Bonus. I actually find there’s a lot of situations in 2s where light is the only useful thing I can judge, so extra procs via Icy Touch (or whatever) are welcome.

Purifying Power (Tier 6) now reduces the cooldown of your Exorcism and Holy Wrath spells by 17/33%. (Previously increased the critical strike chance of those spells by 10/20%)

Taking this would change Exorcism from 15 seconds to 10 and Holy Wrath from 30 to 20. I’m not sure the spells get used enough to justify taking this talent. That’s okay though, I don’t really have the points to spend there anyway!

Pure of Heart (Tier 5) now reduces Curse, Poison, and Disease effects by 15/30%. (Previously was 25/50% but did not include poisons)

Probably a good change. It’s too strong against hex/tongues at the moment, and 7 seconds instead of 5 seems like a reasonable comprimise. My initial thought was that this would be fantastic versus Wyvern Sting but it turns out that’s actually getting reduced to 6 seconds in PvP so it’s not as big a deal as I imagined. Still, 4.2s Wyverns and 7 second rogue poisons are pretty nice.

And hey, the more globals I can force a hunter to spend applying Serpent Sting the less globals I’m getting LnL Explosive Shots to the face, right?

Blessed Hands has been moved from Tier 5 to Tier 4 and now reduces the mana cost of Hand of Freedom, Hand of Sacrifice and Hand of Salvation by 15/30% and cooldowns by 10/20%.

If you take this in conjunction with Guardian’s Favor you can get a 14 second freedom on a 20 second cooldown which is significantly more uptime than the baseline version. On the other hand, this talent used to grant dispel resistance, so this change might actually be an average uptime decrease. Nerf tranq shot?

While pretty minor, the HoSac and HoSalv (if you glyph it) cooldown reductions will be nice.

Improved Concentration Aura’s (Tier 4) reduced silence/interrupt effect now works while any aura is active.

This is really nice. A lot of games versus (for example) mage/rogue I’ll be forced to sit in conc aura even when nobody is on me just so my partner doesn’t die in an imp CS. With this change I can use frost and mitigate more damage, or ret for the Sanctified Retribution bonus!

Blessing of Kings is now a baseline ability. Trainable at level 20.

This one has been a long time coming, as Rohan will be quick to tell you. A lot of holy specs can’t really fit kings in (especially PvE ones) and it’s an irreplaceable and strong buff. I’m curious to see what they’ll replace the talent with since tier 1 prot looks kind of empty now. Since the alternative is Divine Strength, I’m hoping it’ll be something generic enough to appeal to holy.

EDIT: The replacement is “Divinity: Tier 1 protection talent, increases healing done by and to you by 1/2/3/4/5%.” Holy crap, that is sweet. Now how do I fit it into my build?

Divine Guardian (Tier 4) now has been changed to redirect damage “(up to a maximum of 150/300% of the Paladin’s health).” (Previously had no limit)

Rough, but probably necessary. HoSac + DG was a targetable shield wall, admittedly at the cost of your primary defensive cooldown.

Improved Hammer of Justice (Tier 4) is now a 2 point talent, reducing the cooldown of Hammer of Justice by 10/20 sec. (Previously had a 3rd rank that reduced cooldown by 30 secs)

Slight nerf, but more targeted at retribution paladins I think. Prot gets to keep their 30 second HoJ and holy just has to live with it. If things go live like this, I’m not sure anybody would be speccing holy/prot anyway.

Improved Retribution Aura has been removed from the game. Improved Retribution Aura’s effect has been merged into Sanctified Retribution (Tier 5).

There’s not really anything much else to spend points on in the ret tree, but I’ll take it.

Divine Purpose has been moved from Tier 5 to Tier 6.

This change breaks 49/0/22 completely, which is kind of sad. The talent is still not out of each of the 37/0/34 variations so I’ll be curious to see if they’re happy with those builds existing or whether they’ll make further changes. Making the top 20% of the holy tree actually interesting for PvP would be a good start!

The rogue changes are pretty minimal (and entirely PvE oriented) so I’ll wait a bit before I go into those. That said, let the record show that I am all for normalizing instant poison proc-rates so I can actually use my dual Anarchies!

chronic Paladin , , , ,