Wow scroll of resurrection update




















Mists of Pandaria This section concerns content exclusive to Mists of Pandaria. Upcoming changes: [2]. Scroll of Resurrection benefits. From the FAQ: [3].

Technically these sets are collections of similarly named items, since they don't give a set bonus or share other characteristics with real sets. How to send Scroll of Resurrection invitations. Here is what the e-mail from Blizzard Entertainment looks like don't click anything until you've confirmed the URL goes to us.

Fail:New Scroll of Resurrection email pic. Accepting an invitation via e-mail and claiming rewards. When someone sends you a Scroll of Resurrection, you will receive an e-mail detailing the benefits of the promotion. Inviter can only get the mount if the recipient renews for at least 1 month.

World of Warcraft Wiki Explore. WoWi info. The damage before these effects is used for the calculation. Essentially, we skip the first 10 sec of ramping. We think this is a good chance because it is weird and demoralizing when tanks consistently top damage meters in dungeons.

We think this is a good change because it makes tank DPS as relevant in player raids as it is in player raids. We will fix it, but you may get a build where they are ludicrously good. The rest of this post is nitty gritty details for theorycrafters. You do NOT need to read or understand this in order to effectively play a tank. Ghostcrawler We have made several adjustments based on player feedback, raid testing, and fixing some bugs.

Some of the changes were made to keep secondary stats scaling appropriately and some were when specs were doing too much damage. Here's a quick cheat sheet for where we are. Even "tuned" does not mean set in stone and ready for ship. Priest -- Shadow roughly tuned. Warlock -- roughly tuned except for Sacrifice.

Mage -- roughly tuned except Arcane and. Druid -- Feral and Balance tuned except for. Paladin -- Ret roughly tuned. Rogue -- tuned but we'll look at Assassination numbers posted above. Shaman -- tuned. Hunter -- tuned. We are working on monk, warrior and DK next. When you log into the big rule changing patch, our intent is not for your DPS to change much. Hunters may be in a special situation because of the expertise change -- I'll have to dig into that more.

However, when you jump to level 87, it wouldn't surprise me for your DPS to drop because all of your combat ratings change. This is just one of the unfortunate aspects of the way our gear progression works.

It also sounds like you're using quest greens, which might be higher ilevel, but probably can't compete with all the gems, enchants and set bonuses of Dragon Soul gear assuming you have some. Once you reach 90 and start getting blue and purple gear, your DPS will grow higher than it is currently on live. A lot. Posting specific numbers even rounded off ones, like "I do 47K" would help. To add to this: Is it possible to let Crimson Scourge build up charges I was thinking of up to 2 to carry over between packs?

Nope, no charges; we want sitting on the proc to be a damage loss, but an option when you want to make sure you have one up for a soon to be incoming pack of mobs. It currently has a 15 sec duration. And no, the free ones will not generate RP. Ghostcrawler So, with regards to moonkin dots and our new nuke-crit refresh mechanic, I'm assuming that's not an "indefinite refresh" model, so there's no recalculation. What I'm wondering is, when we get 2s, are we getting 2s of hasted dot, or are we merely getting one more tick, no matter our haste?

Again, assuming it's 2s of whatever haste you had, so it could potentially be 2 extra ticks at high enough haste ratings. Related to that, the moonkin 4pc adds 4s to our dots. You were supposed to nerf not the base spells. Nerfing mastery and the base spell damage coefficents. This recent change also makes Soul of the Forest a no brainer over for the same reason.

The reduction from 18 second moonfire and sunfire, to 14 second DoTs makes it so you can not transition in one set of dots to a new eclipse. Because of this you will have to choose Soul of the Forest to keep dps in pace.

I dont know if its intended but the last spell cast in ether Eclipse is not buffed when fully cast. For example, when casting Wrath with 15 or less solar energy the spell says its buffed however when the cast completes it uses the unbuffed damage.

The same for Starsurge and in lunar. Its very misleading. Feral PvP on the other hand, needs some help. Our defense is almost non existent and the SR situation is just awkward at best. Feral PvP HP looks like a roller coaster Ghostcrawler Is there a design purpose in why aimed shot, and Barrage all suppress autoshot? It seems strange to me that the 2. For MM in particular, it seems to conflict with the design of the mastery, since suppressing autoshot will reduce procs and long cast time shots mean less chances for procs as well.

It also potentially creates a micromanagement benefit that I thought was intended to be removed when autoshot was changed to work while moving. First, this is a great thread. Thank you for both the moderation and responses. I hope you have similar threads even after MoP gets released. A few hunter comments and issues: - Dire Beast based damage scaling was reduced from 0.

That wasn't documented, so I wanted to confirm that it was intentional. Is that correct? Because of the same massive dodge issue, it seems like it should just like other focus-costing shots. What's your plan here? Is the GCD intentional? This seems partly because it suppresses autoattack so the opportunity cost is high.

Are there any plans to change? I've been trying to get accurate pet focus regen numbers but it's difficult to test accurately in game given the limits of the display and the fact that none of it ends up in the log. Currently it looks like the base pet focus regen is around 5 fps, but is it possible a blue poster could confirm if that's the correct number? It would also be extremely helpful if pet focus regen and crit chance for that matter were added to the pet display.

Also if I'm testing correctly, it looks like does not increase pet focus regen even though it is called haste and not attack speed. Which haste and attack speed bonuses increase regen for pets has never been incredibly clear or consistent. The terminology doesn't seem to be a reliable clue and measuring pet focus regen precisely is difficult. Is there a chance of this getting clarified at some point?

Fire: would it be, e. My assumption is that it's subtracted after the other calculations, but as this could have a meaningful impact on simulation numbers, it'd be good to know for sure. Ghhostcrawler Any there any plans to change the way refresh is managed for Brewmasters?

What I mean in regard to this is how is unable to refresh to the full 12 sec duration unless it is 6. At the beginning of a application you can get it to 12 seconds. However at any point above 6. This makes it very frustrating because you have to watch the time on to be below the 6. I understand a Brewmaster wouldn't want to waste Chi by reapplying too early or often but even at 6.

I wouldn't even mind if you say had at 7 seconds and did a BoK that it went only to 12 seconds the cap right now of time than simply eating our 2 Chi and that's that. However, I think it'd be best if any reapplication of above 6 seconds should automatically refresh it to 12 seconds.

Curious about this statement. Given that Brewmasters' damage taken and therefore under the new model as I understand it is highly correlated to their Purifying Brew use, what is it that their damage is going to be tuned around? How frequently will you assume PB is used when tuning our Brewmasters' damage? While on the topic of Purifying Brew , can it be documented somewhere what the colors green, yellow, red of the Stagger stack mean, exactly?

Is it your intent that WW monks use Fists of Fury as a part of their single target dps rotation? I'm sure you have read the issues that the majority of monks have with a channeled melee ability in raids. Perhaps a glyph that allowed you to channel it while moving but would also remove the stun would make the move itself more viable? It's a perk I really appreciated in Cata.

You have bandaided the issue in PvE by kitchen-sinking the abilities healers are expected to use, but the spell-specific bonuses don't help PvP or more specialized PvE situations, where heals need to use their entire control toolkit, not just spam Smite. Ghostcrawler Two the changes to was this fixing the bug? If so that is a pretty significant bug.

A lot of recent logs showed being ahead of every other spell or at the very top of usage. As some suggested this isn't exactly a gamebreaking nerf to the class but it raises a good question I think is that are people going to go back to Selfless Healer? I checked a few dps calculators, and it seems that while is indeed scaling with AP, isn't. It's only scaling with Base Weapon Damage. Is that intended as well? Testing it on a Raiding Target Dummy, it misses just enough to be an annoyance, if I wanted to use it as an AoE heal for the tanks and melee.

What is the vision and role of Hammer of Wrath? Like many of my fellow Paladins in this thread we are confused as to the direction this spell is going. The spell has previously been an execute and like all the other executes in the game, it was a fun hard hitting ability when we were fortunate to get the chance to use it. My concern is with the relationship with Sanctified Wrath and it being an execute ability. Is Sanctified Wrath causing the nerfs to this ability?

Prot Paladin DPS that phrase alone caused me to lol seems to have taken a hit as a result of Ret tuning.

Judgement and feel overly weak now. SotR has always felt weak but is a bit more spammable and has a defensive buff. We're also making Power Infusion priest only, for fear that priests will be asked to choose that talent to benefit someone else. For example, if you heal 6 targets with a , it may do healing to each total of If you heal 8 targets, it would do to each total of The net result is that AoE heals heal for the same total amount on more than 6 targets, but it is split between all of the targets.

Additionally, pets do not count toward the TargetCount. If you heal 8 targets and 2 pets with the same Bloom, all 8 players and 2 pets would each get total of to players, to pets. Additionally, it also seems to be auto-refreshing and thus, gaining an additional tick. We decided it made more sense to associate Renew with and not. Renew refreshing itself to get that extra tick is not intended and we will fix.

From the simulations I've done, t14h shadow was sitting very middle of the pack post DP nerf. It was really quite acceptable at k dps in T14h Even with some other classes up around the k mark. Ghostcrawler This is a combination of responses to some points in this thread and a couple of others, such as the "bench" thread. When we stop seeing posts that rank Power Word: Solace priests ahead of Mindbender priests, then we'll feel like the talents are in a better spot.

Not every priest wants to have to cast nukes as part of their healing rotation, and we are just not going to make Power Word: Solace mandatory. If you enjoy the style, awesome. This is in addition to the character level boosts granted to the recruiter. The Game Master let you know that you could recruit someone else though. You asked if the new player received anything, to which the Game Master let you know that they would only receive the in-game benefits. I should clarify, based on what I see here, that at no point in the history of the Recruit a Friend promotion has both the Recruit and the Veteran player been able to receive the mount.

Only the Recruiting account ever has been eligible for the subscription rewards like game time or a mount. As for the Scroll of Resurrection, that promotion was specifically to allow players who had been gone awhile to jump back into the game with a boost so they could play with friends.



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