Feeds:
Posts
Comments

Posts Tagged ‘Patch Notes’

The actual dps increases are something more like adding Pyroblast to Torment the Weak and Empowered Fire. That may have missed the most recent patch notes.

Buh.

Yes, ghostcrawler, a change this huge did miss the patch notes, just a little bit.

So uh.

Yeah.

Pyroblast added to TtW and Empowered Fire.

Now when I say a huge change, I mean “significant DPS boost”, take that however you want. Obviously Pyroblast will not be worth casting as part of a rotation, it’s still strictly Hot Streak only.

But, when this patch gets released, those Hot Streak procs are going to hit significantly harder. How significant? Well, depends on your spellpower, really.

Adding Pyroblast to TtW is an excellent short term solution. A flat 12% damage increase to Pyroblast, boom, done, easy buff, and hey hello fire PvP buff too. Good job, all around.

Where I see a problem is with the TtW talent itself. That talent has been drastically overbudget for a long time now, and all signs point to it staying that way until Cataclysm at least. I’ve complained about TtW before, so suffice to say: the design of it sucks, but you still have to take it because the damage boost is so huge.

Adding Pyroblast to Empowered Fire is also a very significant boost to the damage Hot Streak can do, but this one will depend on how much spellpower you have kicking around.

Just to use a strawman, say you have three thousand spellpower raid buffed. 15% of that spellpower is going to be added to whatever damage your Pyroblast deals, so an extra 450 damage to every single Pyroblast you fire. The number could be different from 15%, of course, I’m not on the PTR, I can’t tell you for sure. In any case, good change is good, DPS increase is a DPS increase, hurray huzzah for Pyroblast’s hitting much harder.

Oh yeah, and Combustion is now a 2 minute cooldown.

Now the inevitable question: does this make fire viable again?

The inevitable answer: fire has always been viable you twat. It just hasn’t been as good as arcane, is all. You want to talk about fire being oh so terrible? I think your fellow frost mages might have something to say to you.

Just because something isn’t #1 DPS doesn’t mean it isn’t viable. If arcane is beating fire by a margin of 8% DPS, give or take depending on the nature of the fight and how hard arcane can abuse IA, that doesn’t mean fire is absolutely terrible. All it means is that it isn’t as good as arcane is.

Now, if we were to go back in time half a year and watch frost mages flail wildly about at the bottom of the theoretical DPS charts, now there you could make an argument for non-viability.

Now, to answer what you meant to ask: does this make fire and arcane closer to each other, DPS wise? Is there a significant difference?

Yes, these changes bring fire and arcane much closer together. My initial assumptions and ridiculously fast napkin mathcrafting conclude that fire and arcane are definitely sub 10% in DPS difference, though fire is still behind arcane, even considering the IA nerf. I’d say fire is about 4 or 5% behind arcane on an average fight.

To me, that is an insignificant difference. To me, that says “pick whichever you prefer”. Arcane and fire have different specialties and completely different playstyles and gearing decisions, so pick the one you want to play.

Fire is better at AoE, provides better sustained single target damage, superior range and mobility, and can dominate fights with continuous multiple targets (Kologarn, Twins where the two are tanked close together). Arcane can switch targets much faster, due to having no ramp time, has much stronger cooldowns (and thus far greater burst) and doesn’t suffer from DPS “lag” as fire does with ignite and living bomb.

Or go frost, if you like.

A tree does not have to be optimal to be viable.

Advertisements

Read Full Post »

There is, in fact, nothing about Batman in this post or patch 3.3.3. Que Disappoint!

Currently I am blasting Motley Crue’s Dr. Feelgood as loud as these here computer speakers can go. Why do I do this? Because I’m excited, that’s why! Buffs, buffs for everyone, a new BG system hip hip hooray!

First up, the new Random Battleground feature. This will work roughly the same as the current dungeon finder system does, in that the first one you do awards you with a dumptruck filled with honor, and each successive win pickup trucks filled with more honor. There are no bonuses for picking specific battlegrounds, UNLESS it is the holiday weekend! Or Call to Arms, as it’s called now, in which case the holiday BG will award the same bonuses as picking a random BG.

BG marks are also being eliminated completely, and everything that used to cost marks will cost honor instead. Thank god, finally. This clunky system fully deserves its death. Oh yeah, and the amount of honor awarded from HKs are being doubled.

Net result is hopefully significantly more people actually playing BGs overall (meaning lower queues for everyone), significantly higher honor gain for anyone playing BGs, which hopefully will lead to better geared people playing in BGs.

Before you say “won’t this just devolve into everyone farming kills?”, bear in mind that every single objective in PvP, from capping a flag to taking a tower, are all based on a set number of HKs. Thus, every single PvP objective is also doubling in the amount of honor they award.

The only downside I can see are mass quits if someone gets a battleground they don’t like popping up. Imagine zoning into Strand and then half your team evaporates on you.

On a side note, what’s up with all the hate for Strand? It is, by far, the easiest and least complicated BG in the game, and incredibly fast to boot. It’s literally impossible for a game to last longer than 24 minutes, including preparation/load times and assuming neither side manages to cap anything.

Anyway, BG change is excellent overall, and I also suspect that by simply having the random BG option, it is going to be impossible to queue for multiple BGs at once. The patch notes don’t outright say it, but this seems like what’s happening. You only get the one BG, and if you don’t like it, tough. So less people randomly quitting midfield to go fight somewhere else.

But enough PvP, on to the important stuff.

Culling of Stratholme

  • Players may now skip the initial introduction dialog to this dungeon once they have completed it at least once.
  • YES.

    YES!

    YYYEEEEEEEEESSSSSSSSSSS!!!!!!!!!!!

    BEHOLD, FOR THERE IS A GOD, AND LO, FOR A MERCIFUL LORD IS HE!

    Frostbolt: Spell power scaling on this spell has been increased by approximately 5%.

    I’m not entirely sure what they mean here, but it sounds like they are simply increasing the coefficient of frostbolt by 5%. Unless my memory fails me, which it often does, frostbolt currently benefits from 81.4% of your spellpower, so what, precisely, does “approcimately” mean here? 85%? 86%?

    Either way, flat out buff to frost mages everywhere. A small buff, yes, but enough small buffs piled on top of each other works out to a far greater whole.

    I call this whole “FOUR VIABLE SPECS, SUCK IT”.

    Arcane Empowerment: This effect is now passive instead of being a proc off of critical strikes. The self damage buff remains unchanged.

    In other words, not a proc, just a passive 100 yard aura. Not a buff, not a nerf, just a rather nice change. Nearly every other “buff on proc” effect is getting the same treatment across the board. An interesting shift, but I can’t say I’m particularly mad that 3% of the entire raid’s damage being contingent on my own personal RNG is getting the boot.

    Incanter’s Absorption: This talent now only grants additional spell power when damage is absorbed by Mana Shield, Frost Ward, Fire Ward, or Ice Barrier. The limit of 5% of the mage’s health on the spell power buff has been removed.

    And so, Incanter’s Absorption dies a swift death. Rest in peace, comrade. I knew you only a brief time, but your power was unmatched, and you served well.

    /mourn

    In all seriousness, you couldn’t really have expected Blizzard to simply let this ability exist as is, could you? Be honest, IA was overpowered and this is a well deserved nerf.

    It might still be worth using with Fire/Frost Ward, but without the added boost from disc priests/val’anyr, this talent seems like it has been gutted completely. Nerfed too far? Yeah, yeah definitely, but it still needed to be nerfed.

    Burning Soul: Threat reduction is now 10/20%, up from 5/10%.

    Well deserved buff. Fire has been a threat machine for no reason for an extremely long time.

    Brain Freeze: This talent now allows your next Fireball or Frostfire Bolt to be instant and cost no mana. There is a small internal cooldown to keep the Frostfire Bolt from immediately triggering Brain Freeze again.

    How long we have been asking for this? How long have we said “Fireball doesn’t scale! Just give us a FFB! Put like an ICD or something on it!” How long has it been, my frosty brethren? How long we have stalked the shadows, disguising ourselves as Frostfire mages or arcane mages just so we can walk in public?

    No more! NOW IS THE WINTER OF OUR DISCONTENT!

    Seriously, literally every major buff thrown at frost recently has come in the winter months. Coincidence? I think not!

    Glyph of Fireball: No longer increases critical strike chance of Fireball. Instead, it now reduces the cast time of Fireball by 0.15 seconds.

    …!

    Wow.

    Now that, that I was not expecting.

    A buff, flat out, over the old glyph, though how much of a buff will depend on how it interacts with haste, namely where the reduction in cast time is calculated. I’m guessing it will be before haste, in which case we can basically treat it as a 5% haste boost to fireball, or basically trading 5% crit for 5% haste.

    Napkin math, I’m showing a slight DPS increase for having a faster fireball. Not huge, roughly a 5% increase I’d say. Keep in mind that this is a flat reduction to cast speed, so all of your haste rating, all the haste you get for being in a raid, all of that is applied after this cast time reduction is factored. Probably.

    In any case this seems like it would work out to about a 5% increase to fire mage DPS (it iss called napkin math, but really I’m using a calculator and Notepad. Theorycraft is fun!). Less crit on fireball might result in some losses of Hot Streak procs here and there, but having a multiplying haste effect seems to counteract that loss easily and provide a slight buff too.

    Read Full Post »

    Amagah! Amagah! Amagah!

    RAIDING!

    Arcane brings the Ferocious Inspiration buff! 3% more damage for you and the entire raid for 10 seconds whenever you crit with any arcane spell! (Effect attached to our current Arcane Empowerment talent.)

    A nice buff for arcane, it spreads out yet another raid buff to allow for even more raid flexibility if somehow your raid doesn’t include a BM hunter or ret paladin.

    For my 10 man guild, this is nice, as both our hunters go the survival/marksman style route, and our ret paladin is going to be a full time tank from here on out. He hated ret anyways, so this works out well for everyone. I don’t change anything, paladin gets to tank (something he actually likes doing), and me DK friend changes from full time tank to unholy DPS.

    You hear that? Yeah, that’s the sound of me destroying the damage meters. It sounds like hunters and rogues crying. (more…)

    Read Full Post »

    Quite the bombshell.

    ICC is going to be gated, and gated very heavily. As in, on release, we only have access to the first four bosses. This is all we get for weeks. “Several weeks”, to use the exact quote. Then we get to fight the next three, and after several more weeks, the next two, then after several more weeks, the final three.

    And then, and only then, does heroic mode unlock. And did I mention that you get limited tries on the final boss of each wing?

    This is… interesting.

    On the one hand, this is perfect for casual aligned raider guilds. No pressure to continue past a certain point, because there isn’t anything beyond that point. On the other hand, this is a huge cockblock for the high end guilds, and possibly immensely frustrating for mid-level raiders.

    Your mileage may vary, I suppose. (more…)

    Read Full Post »

    Holy $%*# Paladins

    A few nerfs to holy paladins were announced last night, though I suspect most of them won’t make it through. The LOH one, for instance, has already been removed.

    I play a paladin, but I’m not going to talk (much) about the repurcussions to paladins. Rather, I’m going to talk about what such a change has revealed about players in PvP.

    My sample size, so far, is limited to the vocal, posting members of the official forums, MMO Champion, and Arena Junkies (AJ).

    The two nerfs “everyone” (used in the loosest sense) is talking about are as follows:

    • Sacred Shield can now only occur every 30 sec. (up from 6. The holy talent, Infusion of Light, will reduce the frequency back down to 6 sec.)
    • Lay on Hands can no longer be cast on yourself.

    The LOH nerf has already been reverted, the SS nerf is just being thought about. Something is going to happen to SS that doesn’t impact deep holy paladins, but does impact everyone else.

    Both of these changes have almost universally been met with loud cheering. Everything from “thank god, finally” to “suck it, paladins” to “finally nerfs to the most unfair class in the game”. (more…)

    Read Full Post »

    • Deep Freeze: This spell now deals a large amount of damage to targets permanently immune to stuns.

    Translation: Deep Freeze: This spell now deals a truck load of damage to raid bosses and many trash mobs.

    Obviously this won’t work against enemy players, ever. It’s a PvE only thing, and frankly this is good, as the damage it deals is HUGE.

    How huge?

    REALLY HUGE.

    As in, self buffed only, it will hit harder than frostbolt crits, and itself will crit for ludicrous numbers like 18k. Yes, 18k. Yes, self buffed only.

    It’s bugged right now in that it doesn’t benefit from Ice Shards, but even without it, Deep Freeze is still happily critting away in the 13k, 14k area. Again, I must stress that this is without any raid buffs whatsoever.

    With raid buffs up, 13% more spell damage, Totem of Wrath… oh man. It’s just… I mean… wow. Fully raid buffed we’re looking at DF crits of around 24k. This right here, even using DF once every 45 seconds is still going to result in an increase of about 10% to a frost mage’s personal DPS (not including WE), which is about 6% for overall DPS.

    Even if nothing else happens, even if the permanent WE and this DF thing are the only changes that make it live, these are HUGE changes. (more…)

    Read Full Post »

    News From the Front!

    • Water Elemental: Waterbolt mana cost reduced by 80%.

    Whelp. There’s the answer to the WE’s mana issues. Isn’t that convenient! (Shout out to Magejuego!)

    In other news, buffs to fire PvP!

    No seriously. Check this stuff out:

    • Blast Wave: The mana cost of this talent has been significantly reduced.
    • Burning Determination: The duration of interrupt immunity granted by this talent is now 20 seconds.
    • Dragon’s Breath: The mana cost of this talent has been significantly reduced.
    • Firestarter: When this talent is triggered, it makes the next Flamestrike cost no mana in addition to being instant.

    Something is very wrong here. Major buffs to frost PvE and fire PvP in the same patch? What is this madness?! (more…)

    Read Full Post »

    Older Posts »