Players that successfully invited a friend to rejoin World of Warcraft would receive a [ Spectral Wind Rider ] or a [ Spectral Gryphon ] , while their friend received:. Pandaren characters who had not yet chosen a faction Alliance or Horde were ineligible for the level boost. Monks were also ineligible, regardless of race. Wowpedia Explore. Main Page All Pages. World of Warcraft. Classic Vanilla The Frozen Throne Reforged. Explore Wikis Community Central. 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. That talent is for you. You shouldn't have to take it though.
When I heal, I tend to play the mana game a lot, because healing just enough without overheating is fun for me. Rather than overheal, I'll gladly sit idle a lot rather than waste a heal. Power Word: Solace would work well for me. Other healers, even some I play with, want to stay more active and keep spells queued up and cancel them or just keep everyone topped off. That's cool too. The game supports lots of different healing styles, except for the one where you just spam your highest HPS spell and nothing else, which hasn't been supported since Icecrown.
We're not noticing a big longevity problem between priests and druids. Shaman seemed a little low so we are examining the impact of the Water Shield and Resurgence chances. We may also lower the cost of Healing Rain. It is definitely a challenging thing to sim out how much mana the various healers use because it has a lot to do with spell choice. You should be able to use your more expensive heals somewhat, but you should also be casting a lot of Heals as well.
We don't feel like mana regen in 5-player dungeons is at all a problem. Mana felt tighter too tight in retrospect in Cataclysm launch. If you are running out while healing a dungeon boss, I would suspect it's because you are using Flash and it's equivalents too often or you're just used to the rapid mana regen of full Dragon Soul gear.
It's possible mana is tighter in raids, especially 25 player, but we're running a lot of raid tests right now and it's just not a common theme we're hearing from those players, which again leads me to want to understand what is going on for players who feel they are struggling.
Again, being as specific as possible would help. Which bosses? How far into the fight are you struggling for mana? How quickly are you having to Shadow Fiend? Returning Holy Concentration to a higher value is extremely unlikely. We felt that created more class balance problems than it solved. We are more likely to lower priest and or shaman heal costs if we think it is needed. We just don't want to be in a situation where we improve priest and shaman healing now and are then forced to nerf them after launch.
Nobody will be happy with that outcome. I'll dig into the "Realistic 60 sec Holy priest average" posted. You shouldn't feel, with any mana talent choice, that are you are sitting around a lot too scared to heal. The example I used for my healing style above is just one play style, not the only valid way to play. I could overheal a lot more and still be fine. The risk should be that any time you replace a Heal with a Flash Heal that it's going to hurt a little, but sometimes that is still the right call.
A priest casting nothing but Heal should last indefinitely. That isn't true of say a paladin who uses a lot of free spells. PW:Shield for Disc is a little more risky. It has a lot of benefits, but overall you should be rewarded for shielding folks who are taking damage and not just throwing it around indiscriminately on the raid. The former should benefit you through Rapture. The latter should slowly run you OOM. So I have two questions now. Firstly are Disc Priests really expected to spend a quarter of a fight doing nothing?
Secondly, why are some classes, bugs aside, allowed to have the room for a huge percentage of over healing when some of us can barely do our job with minimal over healing? No offence GC but all Priests are having to play the game the way you prefer we are having to stand idle, as in not healing.
Yet you have made nuking mandatory for Disc even without Power Word: Solace. Pretty much the same thing I was going to post. You say PoH is the right answer for 3 people and in many fights tested so far in 25 man there is never a shortage of groups with 3 people where PoH can be used with pretty low levels of overhealing.
So we're using the spell you say is the correct answer but if we keep using it, even stacked in spirit gear with all spirit gems and buffs, it's not something we can sustain for very long. That's where the idle time comes from. We have to hold back and fill time with Power Word: Solace or just passive regen to be able to sustain the right answer over a 6 minute encounter. Kael and I illustrated all of these situations quite clearly.
I am actually now offended that you posted this and did not real this. As posted above, Penancing the boss is a trade off. You give up three stacks of for some AoE capabilities to Penance not likely, but maybe and three stacks of. Else, keep it and let people Penance for stacks It doesn't make you regen any faster, but you're able to do more healing in the same window of time, increasing your efficiency.
This is why Power Word: Solace feels required. Nerfing Power Word: Solace does nothing to fix the problem with our sustained efficiency, it just brings our burst potential more in line.
No one is saying they like spamming Power Word: Solace a ton, it just happens to be the most efficient means for us to heal. I guess I have to really ask you a question, how hard is it supposed to be?
In WoTLK it was a breeze at the start. Cata was almost non-healable at start. So far Mists to me seems harder then BC but easier then Cata. I have not run out of mana doing the dungeons, but I have not hit the heroics yet. I will say I do pride myself on being very mana efficient ever since the start , I don't cast a f Flash Heal even now in DS gear if a heal will do. The problem I see is if we are expected to stand idle, it is not fun.
Doing nothing in a dungeon during a fight is not enjoyable plain and simple. I do think overall mana regen is an issue, if you want the vast majority people completing dungeons and having fun it needs to be higher.
If you want what happened in Cata where people thew up their hands in frustration and walked away form healing then keep it as is.
It really is a matter of what you want in your game. I don't understand why it couldn't keep its 1. Most people using old tier scaled gear I think have been using t12 set bonuses for healing. On the subject of mana returns, we're a little concerned about as well. It ends up being a tremendous source of mana for Disc, so much so, that the right behavior is probably to macro it to make sure it gets used on cooldown.
We'd rather be a short cooldown with some flexibility e. Don't just remove it and add to. Do some innovative with it, if you are going to do anything. Sounds good to me. Will 's throughput be buffed at all? Out of curiosity, on the average 6 minute fight what are you guys aiming for each of the three healers in a 10m to be putting out in terms of HPS? Are there going to be more fights this expansion where the dps requirements are too strict to allow 3 healers and they have to go dps like the majority of DS?
Thanks again! They're right. Power Word: Solace is hitting unusually hard. I took Smite and Holy Fire off my bars because they are no longer necessary. Might want to tune the damage down on this ability. Ghostcrawler I really just don't understand what you all are doing with us, and it sure as hell seems like you have no idea either. You want a tip? Stop taking advice from the 1,, casuals that probably don't even theorycraft on beta and get some direct input from players that actually know how to play the spec and see how they feel about the changes.
How in the world does that make sense, work with your desire for Mists of Pandaria nor even not come across as hypocritical? We shifted around where damage comes from for both Elemental and Enhancement. The overall damage should be down a bit, but both specializations should still feel strong. Further, on the topic of shocks, we recently reduced the shared cooldown of shocks to 5 seconds for Elemental shaman.
Specific to Enhancement, we wanted to bring DPS down a bit and also make them feel like more of their damage was coming from their active buttons, rather than passively. Healing Stream Totem is a button you have to use every 30 seconds, and Searing Totem is a button you have to use every 60 seconds. No need to target anybody or do anything other than hit these buttons when the cooldowns are up. Are these abilities OK? Is the Healing Rain mana cost decrease a second one in addition to the one that went live today?
Either the tooltip or the data-mining suggest otherwise. The Tooltip for reads "all your other affliction periodic damage effects", and the dot component of SOC should surely fall under that description. Ghostcrawler I was assuming that roughly , the new plateau was something along the lines of the damage per second the tank wasreceiving.
I've been working on some values assuming this, but maybe I'm wrong then? Subject to someone telling me my numbers are wrong, that appears to be better, though not great and it could also be because the removal of Impale and old Deep Wounds has devalued Crit, resulting in a relative increase only.
Resurrected characters will no longer have their talents preselected for them; however, a specialization will still available to be selected prior to entering the game. Players who receive a Scroll of Resurrection will not be able to apply rewards e.
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