Mint ahogy arra számítani lehetett, sok kérdés született a minap nyilvánosságra került tier15-es set bónuszokkal kapcsolatban. Ghostcrawler egy nagyobb lélegzetvételű postban igyekezett eloszlatni néhány félreértést a bónuszokkal kapcsolatban. UPDATE!! Ghostcrawlerre rátört az öszinteségi roham, és az éccaka egy rakás új infót postolt a jövőben várható változásokkal kapcsolatban. Szó esett végre a Paladinokról, a Zsiványokról és a PVP Powerről is. UPDATE2!! GC nem bír magával, és csak úgy ontja magából az infókat.
PvP Power
- On live, PvP Power grants 0% healing to Balance, Feral, Windwalker, Retribution, Shadow, Enhancement and Elemental. In the next 5.2 build, this number will be 25% (or half of what a healing spec gets). We agree that PvP healing feels too weak for these hybrid classes. We also don’t think Shadow really needs this buff, so we will likely offset it in other ways.
- We are working on a blog (hopefully next week) to explain some of the other changes to PvP gear in 5.2. We hear your concerns and are trying to address them.
Druid
- We’re still iterating on this design for Wild Mushrooms. Currently, they each absorb 25% overheal, up to a max of 33% of the Druid’s max health (total of 75% / 100% with 3 Mushrooms out). This max size isn’t working in build 16446, but we hope to hotfix that soon. Upon blooming, their accumulated healing is split over the targets they heal. Several parts of this aren’t yet working in build 16446, leading them to be massively overpowered (which we also hope to hotfix soon). Feedback, especially in future builds, is appreciated.
- Please note that Restoration Mushrooms are currently incorrectly absorbing 33% of overheal each, instead of 25%.
- The Restoration 4pc causes each Rejuvenation tick to heal for 6% more than the last; it’s multiplicative. 100%->106%->112%->119%->126%->134%->etc.
- The Guardian 4pc is currently a 50% increase to rage generation while Enraged.
- We are going to slightly increase Resto druid healing across the board.
- We still like the DR change to Cyclone, but we are going to increase its range to 30 yards, and the PvP glove bonus for Balance and Resto will be to increase Cyclone duration by 2 sec.
Mage
- The Mage 2T15 bonus does favor taking Invocation, as people quickly pointed out, and we’re considering revising it.
- The Arcane Mage 4T15 bonus is a multiplier on all of the effects of Arcane Charges. Damage, mana cost, and number of additional targets hit.
- The Fire Mage 4T15 bonus is before Critical Mass. Net increase to your Pyroblast’s crit rate will be +6.5%.
- This build included a new version of Blazing Speed. We changed it from the previous build because we thought that it was too strong. This is definitely something we’re still iterating on for 5.2. The new version replaces Blink, but goes farther than Blink (and distance is variable instead of fixed), does not cost a GCD, and provides brief stun and root immunity, and is on a different spell school. Feedback from playing with it is very helpful. We realize that there is somewhat of a conflict here with the PvP Glove bonus, and will resolve that if needed.
- Another talent we’re iterating on is Invocation; it’s quite possible that the current version is overpowered, but we’d like people to try it out, and give us feedback about how you use it, especially as Arcane.
Hunter
- The Hunter 2T15 bonus is a chance to summon a Thunderhawk. That Thunderhawk will assist you, and will always cast 5x Lightning Bolts for 16k to 24k Nature damage. Its damage will scale with BM mastery, and will not scale with Survival mastery. However, the proc chances (which are Real PPM) vary by spec: 0.7/min for BM, 1/min for MM, 1.2/min for Surv.
- The Hunter 4T15 bonus is affected by Survival’s mastery, cannot trigger Wild Quiver, and procs at a rate of 3 RealPPM.
- The 2pc and 4pc both can crit.
- Direhorn Stampedes are everything you dream them to be.
- Some have asked why the 2pc procs more often for Survival than Marksmanship. Marksmanship typically has more haste than Survival, such as from Steady Focus. (Remember, RealPPM proc rates scale with your haste).
- Aimed Shot’s cast time has been lowered from 2.9 to 2.5 sec.
Monk
- Storm, Earth, and Fire is a new ability for Windwalkers. It’s intended to be fill the role of attacking 2 or 3 targets. It’s a rather complex ability, technically, and you’re seeing a very early version of it that still has some significant bugs (which we’re hoping to hotfix soon). To give you an idea of the design intent here, the spirits should mirror your damaging attacks against targets other than the one they’re on (so that it’s not a single target DPS gain). The spirits auto attack on their own. It should reduce your and your spirits damage while they’re out, but the exact tuning for that is still being iterated on. They’re currently -40% for 1 (total of 120% of normal against 2 targets), and -55% for 2 (total of 135% against 3 targets). Non-damaging attacks (such as Spear Hand Strike) should not be mirrored, but damaging attacks (such as Fists of Fury) should. Feedback very appreciated.
- Storm, Earth, and Fire does not affect Xuen’s damage. The spirits benefit from your Tiger Eye Brew. We agree that a spell with “storm, earth and fire” in the name sounds like a shaman spell, but Warcraft 3 established it as a Pandaren monk ability.
- The Mistweaver 2pc is multiplicative. The first target gets normal healing, the second gets 115% of normal, and the third gets 132.25% of normal.
- Storm, Earth, and Fire: The spirits will not mirror non-damaging abilities like Leg Sweep or Charging Ox Wave. They will mirror damaging abilities like Chi Wave. In the cases of damaging abilities that also heal (Chi Wave, Zen Sphere, and Chi Burst), their healing and yours is reduced. But for other heals which aren’t mirrored (like Healing Sphere, Blackout Kick from the front, or consuming a Healthstone), it won’t reduce the healing. In the case of Zen Sphere, the spirits will cast it on themselves when you cast it on anyone. Note that many of these things aren’t working yet, but should in the next PTR build, or perhaps the one after that. Also, in the next PTR build, attempting to cast it on a target that already has one of your spirits on it will recall that spirit.
- Spinning Fire Blossoms’ damage now scales from weapon damage rather than attack power. This will result in an intended nerf.
Rogue
- We are still iterating on Blade Flurry. We feel like the implementation of Blade Flurry on live forces rogues to go Combat on any cleave fights, while leaving Combat too far behind on any single target fights. It’s fine if the rogue specs have niches, but the niches shouldn’t be so rigid that you don’t feel like you have any choice in spec. Blade Flurry will be how Combat does 2-5 target AoE damage. In the next PTR build, it deals 40% of normal damage to up to 4 additional targets, for a 20% energy regen reduction.
- The Rogue 2T15 bonus does apply to all finishers with a duration, including Slice and Dice, Kidney Shot, Recuperate, Envenom, and Rupture. In build 16446, the Kidney Shot increase was broken, but is fixed for the next build.
Paladin
- The Protection 2pc is additive. It’s duration is 5sec per Holy Power. We realize there are concerns about this enabling block capping, and are keeping an eye on this, and will adjust if necessary to make sure it doesn’t happen, even later in the expansion.
- The Protection 4pc does incentivize Unbreakable Spirit. We’re considering possible revisions but want to try it like this for now. It’s currently “You gain 1 Holy Power for each 20% of your health taken as damage while Divine Protection is active.”
- The Retribution 2pc is a debuff on the target, and does not stack or roll. With Glyph of Mass Exorcism, the debuff will be applied to all targets hit by the Exorcism. It affects all of your Holy damage. Yes, that includes Seal of Truth, Censure ticks, and Hand of Light. Censure ticks are affected per tick — whether it was up when Censure was applied doesn’t matter. It functions similar to the increased magic damage taken raid debuff, except is Holy-only and self-only. Clipping some debuffs when you get back to back Art of War procs is expected, and balanced around.
- The Retribution 4pc does grant a self-buff that is consumed by the next TV, and does not stack. Wasting some procs is expected, and balanced around. Yes it is a single-target benefit that won’t increase DPS on AE fights. We don’t want to be in such a limited design space (we’re talking about the 15th tier here after all) that every set bonus must be super generic and work in every situation. If anything, we’d rather the Ret bonus be even higher for single-target and paladins will just be stronger at single-target and weaker at AE once they have the set bonus than they are in other tiers. Set bonuses are one of the few chances we have to change what your character does (within reason) aside from all of your numbers just getting bigger.
- We changed the Repentance cast time to make it consistent with other cast time crowd control. A 1.5 sec cast time (reduced by haste) gives little opportunity for interruption.
- If you have the Protection 2pc, casting Word of Glory again when you already have the block buff will replace the existing buff, if the new one is longer duration. It won’t extend.
- The Protection 4pc will not count for Holy Avenger.
- The Protection 4pc counts damage after all mitigation, and does count absorbed damage.
- The Retribution 4pc set bonus has changed. It now has a chance for Hammer of the Righteous or Crusader Strike to cause your next Divine Storm to cause extra damage to your target. The idea being that you might swap from TV to DS when you get the proc, so that the RNG is something you can actually do something with rather than it just being RNG for extra damage.
- Retribution now does 50% extra healing with Flash Heal. The Selfless Healer talent has been reduced to 20/40/60% bonus healing.
- Sacred Shield’s absorb effect is now dispellable, but the periodic effect is not.
- Blinding Light has a 1.8 sec cast for Holy only. We think Holy’s CC chains are too strong at the moment, but we don’t think Ret or Prot need the nerf.
Priest
- Shadow Priests have raised concerns about both of their T15 bonuses being tied to Shadowy Apparitions. Know that we have improved Shadowy Apparitions. Previously, there was a cap of 4 out at once. In build 16446, that’s raised to 5 if you have 2T15. However in the next build, we just raised the cap to 10, which you should basically never hit. And more importantly, we significantly improved their AI. Please try them out. If they give you problems, please be as specific as possible about those situations.
- The Shadow 2pc does impact Shadow Word: Insanity, which we’re working to resolve. It extends existing effects, preserving their same damage (not recalculating).
- We are considering making the glyphs of Desperation and Inner Focus passive for Discipline.
- We are considering giving Focused Will to Holy as well as Discipline.
- We did not buff PvP Power for healer damage as we did for DPS healing. However, we believe that Discipline specifically might need more damage. One potential solution is to nerf Atonement healing but raise damage so there is no net healing change.
- The Healing 2pc causes each Prayer of Mending heal to heal for 10% more than the last; it’s multiplicative. 100%->110%->121%->133%->146%.
- The Golden Apparition from the Healing 4pc heals the lowest % health friendly target within 40yd. Note that it has no visual yet, but will not work like Shadowy Apparitions. It is a simple missile, not a summoned unit.
- Further clarification on the Healing 2pc: the Glyph of Prayer of Mending will only boost the first heal. The glyph effects won’t be carried over due to the set bonus. It will be 160% -> 110% -> 121% -> 133% -> etc.
- We are going to redesign Shadow Word: Insanity.
- We are going to nerf Divine Aegis for Prayer of Healing, but also lower the cost of Power Word: Shield (for Disc only) and increase the healing and damage of Penance. In 25 raids, Disc is using Prayer of Healing almost exclusively and we don’t think the Spirit Shell change will be sufficient to change that. We actually want Disc to get back to using PW:Shield a little more, along with Penance. Disc’s throughput is overall too strong in PvE, not even counting the fact that absorbs are often more beneficial than heals.
- Angelic Bulwark and Spirit Shell can no longer be dispelled.
- The 4pc PvP bonus for healing priests has changed: Reduces the cooldown of Chakra by 25 sec and during Spirit Shell, Flash Heal costs 50% less mana.
Rogue
- During Shuriken Toss, your auto attacks are replaced with throwing Shurikens, which do 80% weapon damage, but are on the ‘yellow combat table’, meaning they don’t glance, and don’t suffer the dual wield miss penalty. The 80% number was chosen because that approximately offsets those other benefits.
- In our above description of Blade Flurry, ‘normal’ means the same as it previously did; that is to say, the damage that the ability would have done had it hit the secondary target.
- The 2pc does encourage using Rupture as Combat.
- Burst of Speed saying “movement-reducing” means that it no longer breaks roots, but does break snares.
- We are experimenting with allowing Smoke Bomb to reduce the damage done to allies by 20%. We agree that rogues are lacking in the group utility department and we’d like to see less use of Smoke Bomb strictly as an offensive ability in PvP.
- We are going to reduce the PvP set bonus from +50 energy to +30 energy.
Shaman
- The Elemental Shaman 2T15 bonus triggers from Lightning Bolt and Chain Lightning hits (including Overloads). A Chain Lightning that hits 5 targets has 5 separate chances to trigger the Lightning Strike. If it Overloads, then 10 chances. There is no ICD, so it can proc multiple times from a single Chain Lightning. However, in the next build (or perhaps a hotfix), the damage from the Lightning Strike will be split between affected targets. There is a very high potential impact from this set bonus, so we’re keeping our eye on this, and may have to nerf it. But we’re trying it this way, since it is the most fun version.
- The Elemental 4pc does trigger from Overloads.
- We’re still iterating on the cooldown/potency/duration of Elemental Mastery. In the next PTR build, it will likely be a 90 sec cooldown.
- We are experimenting with removing the attenuation of Chain Lightning. This means Chain Lightning won’t do less damage on subsequent targets.
- The Enhancement 4pc triggers each time Windfury procs, not for each attack it generates.
- The Elemental 4pc does count Lava Bursts cast while in Ascendance.
Warlock
- Fel Armor has a significant typo in its tooltip; we added the 10% damage reduction and took away the armor. The health and healing received are still increases, not decreases.
- The new Glyph of Unstable Affliction reduces the cast time, but does not affect the GCD. Thus, it is not a DPS gain in a purely Patchwerk situation, but makes it harder to be interrupted, and allows you to start moving again slightly faster.
- The Affliction Warlock 4T15 bonus increases the damage of Malefic Grasp itself, and the extra ticks triggered by it. Same with Drain Soul.
- With the 2pc, an Incinerate crit has an 8% chance to generate 4/10 of an ember. Yes, this will apply to Fire and Brimstone Incinerates.
- We are strongly considering allowing Dark Intent to provide Stamina so that warlocks don’t feel like they must use their imp.
Warrior
- The DPS Warrior 2T15 bonus has a RealPPM rate of 1.6 for Arms and 0.6 for Fury. It triggers all of the effects of enraging, including generating a Raging Blow charge, and 10 rage.
- A Prot Warrior using 2 pieces of the DPS set will get 1.0 RPPM of the enrage.
- We agree with concerns that the new Arms rotation doesn’t involve much rage management. We are considering a small rage cost for Overpower. Arms will likely need some additional retuning of damage because of the changes to Overpower, Taste for Blood and Slam — we haven’t completed tuning yet.
- We made a change to warriors to double the effect of haste for them. This is similar to the shaman Flurry benefit, but is passive and not tied to an ability. We want to make haste a better stat for warriors without it eclipsing stats like crit — we aren’t trying to force every warrior to reforge.
- We will reword the 2pc to be more clear about how it works. “Your Shield Slam and Revenge have a 10% chance to activate Victory Rush or Impending Victory as if you had killed your target.”
Death Knight
- The DPS Death Knight 2T15 bonus has a RealPPM rate of 1.0. The Zandalari spirit it summons has damage and attacks similar to the normal DK Ghoul, benefits from Unholy’s mastery, does not replace your current ghoul, and you can have multiple of them up at once.
- While the DPS Death Knight 4T15 bonus (increased Army duration) is on target, performance-wise, in most fights, it’s always challenging to have a set bonus improve a 10min cooldown. We’re considering some additional changes to this, such as also lowering the channel time and / or rune cost. We understand this is a challenging set bonus to design, so we’re going to have to iterate on it a bit.
- I said above that the Zandalari from the 2pc benefited from Unholy mastery. That was a bald-faced lie. It deals physical damage, like the ghoul.
- There is a good chance we’re going to redesign the 4pc DPS bonus.
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