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itswicky

Dev Update #79 Naxx Patch

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Posted (edited)

Hey there Heroes! I'm here today to go over some of the changes we're going to be releasing with our naxx balance update. There's a bit to go over, but I want to first share with you our objectives going into this patch.

First is the tank meta in PvE. Based on our data we're seeing Bears take the helm, with 2H a bit behind, and Shield tanks lagging further behind them. While all three tank variants are viable for clearing any and all current content, our changes today aim at bringing them a little closer together.

We're also looking at rebalancing the dps meta in PvE. There's a few very strong top performers that we're looking to bring down slightly. Arcane Missiles, Melee Hunter, and spell power melee casters (Fireball and Lightning Bolt Maelstrom users with spell power gear). We're also looking to bring a handful of specs up slightly as well. Namely Cats, a few Rogue archetypes, and TG. Again, these changes will mostly be minor, but should be impactful at shaking the PvE raid meta.

We've also noticed casters on average will be able to outperform their melee counterparts, so we have a few minor general melee changes coming which should help melee be slightly more competitive on fights which don't require much ranged movement.

Another goal we have going in to naxx is to lower some of the power provided on a few of the AQ 40 set bonuses. We're only looking at touching on the outliers in this case. Some of these changes are targeted towards some of the builds mentioned above, Arcane Missiles and Melee Hunter, and some will be compensated for these power changes like traditional Hunters.

Lastly, we want to try and better balance the healing meta going into naxx. Right now AoE healers such as PoH + CoH or Tranquility builds are very dominant. A big part of that is due to how effective they can be as tank healers with Beacon of Light. Effectively covering all vital healer rolls in a raid with one build offering huge amount of raid healing, very strong single target tank healing, and even powerful absorbs with Divine Aegis. We're going to be focused on cutting back on the big outlier to us, which is the powerful single target healing with Beacon of Light.

We're also looking at changing the flow of healing moving into naxx. Currently boss and raid damage tends to be very large and spiky due to the power of healing spells. Bosses need to be able to hit your tank for upwards of 8k+ and your raid for significant amounts when you can heal your tank for 8k in a single cast while also providing him with a 2k shield and 2k+ HoT. In order to make tank and raid damage less spiky and more consistent throughout a fight without significantly nerfing healing right before a raid tier we've decided to implement an aura in naxx similar to the ICC aura which will increase your entire raid's health and lower your tanks ability to fully avoid attacks. This should allow us to tune boss damage to be more consistent and predictable while also creating a place where healer's can't trivialize damage by healing entire health pools with a single cast.

Hopefully I've done a good job giving you an overview of what the team was trying to accomplish with our changes. Let's hop right into it.

Survival of the Fittest - Now increases the armor contribution from cloth and leather while in Bear Form and Dire Bear Form by 5/10/15%, from 10/20/30%.
Savage Defense RE - Now increases the amount absorbed by your Savage Defense by 3/4%, from 5/6%.

Tactical Mastery - Now grants 2/4/6% damage reduction, from 1/2/3%.
Fixed an issue where Tactical Mastery was not being cancelled while Titans Grip is learned.
Shield Block - Now increases block chance by 25%, from 100% and increases block value by 50%, from 100%.
Critical Block - Now grants a 24/47/70% chance to critically block, from 20/40/60%. Reduced critical strike chance of Shield Slam to 3/7/10%, from 5/10/15%.
Critical Block RE - Now grants 8/9/10% increased chance to critically block, from 6/7/8% and 2/3/4% increased chance to critically strike with Shield Slam, from 3/4/5%.
Shield Slam - Now does 20% reduced damage to players, from 15%.
Shield Slam - Now does 15% higher threat.
Shield Specialization - Reduced to 3 points. Now grants 4/7/10% block chance, from 1/2/3/4/5% and 33/67/100% chance to trigger the rage generation, from 20/40/60/80/100%
Toughness (Prot Warrior) - Reduced to 3 ranks. Now grants 1/2/3% Stamina, 2/4/6% armor, 2/4/6% block value.

There's a bit to take in here for the tank changes, but the TLDR of it is we're lowering the amount of passive DR available to bears, increases passive DR slightly for 2H tanks, and increasing the average DR and single target threat for shield tanks while lowering their reliance on Shield Block in PvE and reducing their damage potential with it in PvP. For a more detailed answer, Bears were outperforming all other tank variants in terms of damage mitigated while offering very respectable AoE and ST threat and high health totals. 2H tanks were, and still do, offer boat loads of on demand threat in both AoE and ST, but they were consistently taking more damage than than other tank variants. Especially on fights with unavoidable damage like DoT effects and spells. Shield tanks had acceptable threat, health, and avoidance, but were simply behind their counterparts in almost every category. The only time for them to really shine was on add fights, which Ascension offers little of at the moment.

The Shield tank changes above should result in higher average threat with Shield Slam, around an 5% effective block value increase, and another unique high value talent option in Shield Specialization and Toughness. The above changes should result in shield tanks taking less damage on average outside of Shield Block, where they needed it most, while still being able to reliably hit avoidance cap while it's active and still see a noticeable increase in threat and damage reduction while it's active. We also have many more fights in naxx where you will need to manage adds properly as a tank, and more fights which will have faster attacking bosses. Both of which favor shield tanks. As a last note to the above changes, we initially planned on having Fierce Blows be able to be blocked. Due to some technical limitations with Trinitycore we've had to put that change on hold for now. We still have it as something we can revisit in the future, however. We ended up tweaking some of our changes with this in mind.

Arcane Concentration - No longer triggers from non -damaging spell effects.
Fixed an issue with the AQ40 Enigma 5 set Arcane Power bonus granting more additional missiles than intended.

Arcane Missile builds have been picking up steam in high end raiding for some time now. While we're excited to see the build finally have time to shine, it's been clear the build has been handily overperforming all other in the current content. We did some research and found this was mostly due to 2 unintended interactions, or bugs. The first, and likely largest contributer, was the proc flags for Arcane Concentration. Arcane Concentration was triggering from many hidden and passive auras on players which was giving it a much higher uptime and much higher value than intended. This was noticeable even in standard and casual play. We say many players running this talent on our wild card seasonal realms. However, when combined with the Enigma 2 set bonus the effects was rather egregious. We'll be sure to monitor the new state of Arcane Concentration. We understand a lot of value was taken from this talent due to this fix, so we'll be sure to make additional adjustments to it in the future. As it remains, however, it will still be a must have for the Arcane Missiles builds. The second change was a bug fix too long coming. We apologize that it took so long to address, but this will lower some of the out of hand burst potential Arcane Missiles builds had in both PvE and PvP.
As a last note on this build in particular, I wanted to say we expect the build to still perform well in PvE. While they are likely losing the most with these updates, they were already positioned high enough that their fall from grace should land them as a still competitive pick in raids. And again, we'll be sure to monitor their new spot and progress as the weeks go by.

Reduced the damage of the AQ40 Striker 5 set bonus direct damage component by 25%.
Lock and Load - Now has a 5/10/15% chance to trigger its effect, from 2/4/6%. The cooldown of this effect has been lowered to 15 sec, from 22 sec.
Aimed Shot and Multi -Shot no longer share a cooldown.
Master Tactician - Reduced to 3 points. Now gives your ranged attacks a 20% chance to grant 3/6/9% critical strike chance with all ranged and melee attacks, from a 15% chance to grant 2/4/6/8/10% critical strike chance with all ranged and melee attacks.
Thrill of the Hunt - In addition to its current effect, now also grants a 33/66/100% chance for your Explosive Shot and Arcane Shot criticals to refund 1 sec of their cooldown, and for your Chimaera Shot, Multi -Shot and Aimed Shot criticals to refund 2 sec of their cooldown. This effect can only occur once per use of each shot.

I want to first address Melee Hunters in the above context. We have one more change, which will be listed below, that will also have a minor impact in this build's overall damage which is Poleaxe RE minor nerf. We expect these two changes combined to be around a 3-4% total damage loss for the build. We expect them to remain very competitive in PvE and we even expect to the players keeping the 5 set Striker bonus for some time, potentially even still utilizing it for cleave fights in naxx.
As for Hunters, we have a handful of changes coming. We expect most of the changes above to have mostly marginal impacts in the PvE performance of the build. We're giving them some strong new options when it comes to raiding which may alter their rotation a bit as well. Combined with the Striker set changes, we don't expect Hunters to be much more powerful than they are now, if only very slightly so.


Focused Fire RE - Now grants 11/12/13/14/15% bonus damage on your Flametongue Weapon, from 16/17/18/19/20%.
Maelstrom Weapon - Now grants 2% bonus damage per stack to Lightning Bolt and Chain Lightning, from 4%. Now also reduces the damage dealt by Fireball by 2% per stack.

Stormstrike - Now deals 110% weapon damage, from 100%.
Empowered Stormstrike - Now deals 15% weapon damage as Fire or Frost depending on the applied Shaman imbue, from 10%.

The last high outlier we wanted to address in PvE was 'caster melee' builds, or builds which use a full set of caster gear and REs while utilizing the maelstrom talent. We understand that the true hybrid variants, ones going for more conversion talents, aren't performing on the same level as the melee caster builds. Because of this we attempted to get in a few minor changes to help even out the damage loss from the Maelstrom Weapon changes above. These changes, combined with the new naxx sets and items, should go a meaningful way in keeping hybrids as a viable raid build. We anticipate with the above changes that melee casters will remain and powerful option in PvE moving forwards, but shouldn't be as dominant as they were before.

Poleaxe Specialization RE - Reduced the critical strike damage bonus from 2% to 1% and removed it from the Common rank of the random enchant.
Sword Specialization RE - Now grants 1% melee hit chance and lowered the cooldown of the extra attacks effect by 1 sec.
Mace Specialization RE - Both ranks now grant 2% melee attack speed in addition to their current effects.

Sword Specialization - Now grants 1/2/3/4/5% melee hit chance, increased the proc chance of the extra attacks effect to 3/6/9/12/15% from 2/4/6/8/10% and lowered the cooldown to 1 sec from 2 sec.
Mace Specialization (Rogue) - Now grants 2/4/6/8/10% melee attack speed in addition to its current effect.

Another goal we had, which I didn't explicitly mention above, was to better balance weapon specialization talents. Having Polearms and Axes be the dominant, and sometimes the only viable option as melee felt very limiting. It was bad design and we apologize for not addressing it sooner. The above changes should ensure that you are able to equip whichever weapon is currently an upgrade for you and not worry about potentially lowering your overall damage.

Relentless Strikes - May now trigger from Druid finishers.

Cat's rejoice! This single change isn't the only one we have with our upcoming update which will affect cats, but it's the only change that affects only cats. And in a big way we believe. A long time struggle for cats was being able to obtain enough energy regen to be able to transition from Mangel to Shred. This was difficult to do without the use of the AQ 40 Druid set, which subsequently wan't very well itemized for cats. We think this one change will go a long way for what cats are able to do, and so we'll be sure to monitor their progress to make sure they are once again competitive with other builds, but to also make sure they don't become the next top outlier.

Vitality RE - Now grants 8/9/10% energy regeneration, from 4/5/6%.
Vitality - Now grants 13/26/40% energy regeneration, from 8/16/25%.
Instant Poison - Now benefits from 7% of your melee attack power, from 6%.
Mutilate - Now deals 45% increased damage while a Rogue poison is applied to the target, from 40%. Tooltip has been corrected to display the accurate value.
Master of Subtlety - Now lasts 10 sec, from 6 sec.

Another archetype we wanted to address was Rogue. While they remain a competitive build in PvE, we felt they could use a minor buff. While Vitality changes aren't specifically targeted towards those archetypes I wanted to add the change here. However, Mutilate will have a several % increase in total damage output while Backstab will have another option when used in tandem with Slaughter from the Shadows to provide bigger single target burst on fights where adds need to die quickly and while also providing a competitive average damage increase.

Bladestorm - Now does 120% weapon damage, from 100% and now deals 5% reduced damage while Titans Grip is learned.
Titans Grip - Now reduces damage dealt by 13%, from 15%.

The reign of Titan's Grip has long since come and passed on Ascension, and they are now simply an average build which usually flies under the radar. These changes will give them a minor boost to their average damage output while also providing more power back to their burst, which was gutted heavily some time ago. This change will also allow Bladestorm to once again be a competitive option for Arms builds who have great sustain damage, but lack cooldown options.

Strength of Arms - Now grants 2/4% bonus strength, from 1/2%.
Improved Berserker Stance - Strength bonus no longer has a stance requirement.

Many of the general melee improvements have been listed above, like the weapon specialization rebalance, but these are a few more that should help a few more general melee builds on Ascensions.

Power Word: Shield - Now lasts 15 sec, from 30.
Ice Barrier - Now lasts 15 sec, from 60.
Sheath of Light - Reduced to 3 points. Now grants 4/7/10% of melee attack power and 5/10/15% of your direct critical healing as a heal over time, from 2/4/6/8/10% and 5/10/15/20/25%.
The AQ40 Genesis 5 set bonus Bloom base heal has been reduced by 50% and scaling by 20% of the previous values. Now also has a target limit of 5.
The AQ40 Oracle 5 set bonus Power Word - Shield component now absorbs 50% of its previous value.
Blooming Growth RE - is now capped at 5 targets per trigger.
Fierce Mind RE - Now grants 3/4/5% of your spirit as healing power, from 4/5/6%.
Reaching Recovery - Reworked. Now reduces the amount healed on the primary target of your Chain Heal by 9/8/7/6/5%, but reduces the healing lost on subsequent bounces by 10%.
Beacon of Light - Now has a very short internal cooldown, preventing multiple procs on area of effect heals. Now heals for 40% of healing done, from 25%.

There's quite a bit to take in regarding the healing changes we have. To summarize, we want to lower to power of absorbs, lower the high potential of some raid healing, lower the scaling of Spirit healers, and reduce the single target healing potential of AoE healers. We felt these changes would be crucial for an optimized experience going in to naxx. I talked a little more in detail about this above, but without some adjustments to these things, it would be very difficult to properly balance and tune raid encounters around the insance potential of some of the strongest healing builds on Ascension.
To expand a little on that, builds utilizing some of the spells above should still feel very powerful going into naxx. You'll definitely still want strong AoE raid healers like PoH + CoH and/or HoT healers. With the changes, however, you won't be able to rely on your raid healers to also keep your tank alive just by proxy. There will be a place for strong single target healers like Holy Light and Healing Touch healers, without having to worry about replacing one of your do-all raid healers. We also anticipate that current content will remain similarly as challenging as it is now with our previous nerfs done to boss health and damage as many of the changes above are maybe not as impactful as they first seem, barring only the Beacon changes. We'll definitely keep on open ear regarding all of our upcoming changes, but especially these.

Finally we have many, many more changes coming that range from misc., to bug fixes, to minor PvP changes. This upcoming update was focused more towards PvE content given our upcoming raid release, but we are already hard at work on our next future update which will be geared more towards PvP. Here are the other changes we have coming with this update.

Polymorph - Now has a 1.5 sec base cast time, from 2 sec. (This change was already on Seasonal servers).
Legacy - Inner Focus - Now has a 60 sec cooldown, from 90 sec. (This change was already on Seasonal servers).
Remove Curse (Mage) - Name changed to Dispel Curse.
Winter’’s Chill - No longer triggers from the slow effect on Frost Armor and Ice Armor. (This change was already on Seasonal servers).
Frostbite - No longer triggers from the slow effect on Frost Armor and Ice Armor. (This change was already on Seasonal servers).
Recuperate - Now heals for 2% maximum health per tick, from 3%.
Desperate Prayer - Now has a 90 sec cooldown, from 2 min. (This change was already on Seasonal servers).
Bat Sonic Blast - Cost lowered to 60 focus, from 80 and cooldown lowered to 50 sec, from 60 sec. (This change was already on Seasonal servers).
Owl Snatch - Cooldown reduced to 40 sec, from 60 sec. (This change was already on Seasonal servers).
Crab Pin - Cooldown changed to 40 sec, from 60 sec. (This change was already on Seasonal servers).
Gorilla Pummel - Cooldown reduced to 20 sec, from 30 sec. (This change was already on Seasonal servers).
Hyena Tendon Rip - Cooldown reduced to 15 sec, from 20 sec. (This change was already on Seasonal servers).
Scorpid Poison - Cooldown reduced to 8 sec, from 10 sec. (This change was already on Seasonal servers).
Bear Swipe - Cooldown reduced to 4 sec, from 5 sec. (This change was already on Seasonal servers).
Crocolisk Bad Attitude - Cooldown reduced to 90 sec, from 120 sec. (This change was already on Seasonal servers).
Boar Gore - Cooldown reduced to 8 sec, from 10 sec. (This change was already on Seasonal servers).
Carrion Bird Demoralizing Screech - Cooldown reduced to 30 sec, from 40 sec. (This change was already on Seasonal servers).
Tallstrider Dust Cloud - Cooldown reduced to 30 sec, from 40 sec. (This change was already on Seasonal servers).
Turtle Shell Shield - Cooldown reduced to 40 sec, from 60 sec (This change was already on Seasonal servers).
Wind Serpent Lightning Breath - Cooldown reduced to 8 sec, from 10 sec. (This change was already on Seasonal servers).
Earth Shock - Now deals 30% reduced damage to players, from 35%.add>Improved Sprint - Fixed an issue wherein the players target would receive the slow immunity effect, rather than the player.
Legacy - Track Dragonkin - Now costs 1 Ability Essence, from 2.
Legacy - Track Beasts - Now costs 1 Ability Essence, from 2.
Legacy - Track Undead - Now costs 1 Ability Essence, from 2.
Soothe Animal - Now lasts 30 sec and applies a 20% attack speed reduction effect. Does not stack with similar effects.
Fixed an issue with Beacon of Light keeping players in combat.
Curse of Elements - Now lasts for 30 seconds on players, from 2 min.
Magic Absorption - Now reduces the damage taken from spells by 3/6% instead of granting 0.25/0.5 resistances per level.
Mage Armor - Now reduces the damage taken from spells by 4% instead of granting 15 to all resistances.
Slow - Now reduces movement speed by 40%, from 60%.
Lay On Hands - Now heals for 50% of the casters maximum health, from 100%. Lowered cooldown to 15 min, from 20 min.
Fireball - Now deals 5% reduced damage to players.
Blizzard - Lowered base damage and scaling by 5%.
Fingers of Frost - No longer triggered by the damage dealt by Blizzard.
Rain of Fire - Now ticks every 1 sec, from every 2 sec and increased the base damage and scaling by 15% of its previous value.
Devouring Plague - Now deals 15% reduced damage to players.
Searing Light - No longer affects Holy Nova.
Thunderstorm - Cooldown lowered to 40 sec, from 45.
Pummel - Now usable while shapeshifted.
Gag Order - Shattering Throw now triggers the silence instead of Shield Bash.
Improved Tracking RE - now properly indicates that the Random Enchant does not stack.
Storm, Earth and Fire RE - Now reduces the cooldown of your Chain Lightning by 0.5 sec, from 0.25 sec.
Improved Fire Nova RE - Now reduces the cooldown of your Fire Nova by 0.33 sec, from 0.2 sec.
Time Warp RE - Now reduces the cooldown of your Blink by 0.33/0.4/0.5/0.6/0.67 sec, from 0.2/0.25/0.3/0.35/0.4 sec.
Improved Mangle RE - Now reduces the cooldown of your Mangle (Bear) by 0.4/0.5 sec, from 0.3/0.4 sec.
Legacy RE - Divine Purpose now increases the damage and healing of your Penance by 75%, from 100%.
Spirit Dash RE - Now remove roots when used but no longer grants removes and grants immunity to slowing effects.
Body and Soul RE - Now increases the duration of your Body and Soul by 0.5/0.75/1 sec, replacing its previous effect.
Searing Light RE - No longer affects Holy Nova.
Fixed an issue where the AQ40 Oracle 3 set bonus would not trigger from certain direct healing spells. Also clarified the tooltip to reflect that it only triggers from direct healing spells.
Fixed an issue with the AQ40 Conqueror 3 set bonus that allowed players to retain the critical strike chance granted by Battle Shout after unequipping the set bonus.
The Fire Strike effect granted by Blazefury Medallion and Fiery Retributor will no longer proc effects intended to trigger from spells.
Reworked Naxx sets and a few naxx items. Read more about those changes here:

 

I know it's a lot, but that's all that I have for you today. I'll be doing my best, as always, to keep up for you feedback on this thread and I look forward to hearing from you. ❤️

Edited by itswicky

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Feels like you really didn't even try to nerf SP hybrids, why does mealstorm do 100% of the normal ability DMG when its instant ALL THE TIME?

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Posted (edited)
21 minutes ago, itswicky said:

time struggle for cats was being able to obtain enough energy regen to be able to transition from Mangel to Shred.

Mangle is more reliable and has no position check. You can't Shred C'thun's body (even if you could, you'd have to angle yourself weirdly in the process) or his Flesh Tentacles for instance when alone, which is the biggest yikes, and this will likely also be a yikes on Thaddius and Heigan.

If you are limited by positioning, no energy regen would ever argue Shred > Mangle.

Edited by Gubbyascension

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2 minutes ago, jungla said:

Feels like you really didn't even try to nerf SP hybrids, why does mealstorm do 100% of the normal ability DMG when its instant ALL THE TIME?

As I mentioned, it's a bit tricky to do w/o further nerfing the standard melee hybrid builds, which aren't overperforming in raids by any means. If anyone taking a look at the thread has some ideas that maybe we haven't thought of yet then I'm all ears!

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What is the logic behind gutting curse of the elements in pvp? Resistance is an incredibly annoying mechanic and one that really can leave player frustrated. Sure you've changed mage armor and magic absorbtion, but there is still resistance on gear, not to mention we'll have to cope with missing half our CC on warlock pets..

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Just now, itswicky said:

As I mentioned, it's a bit tricky to do w/o further nerfing the standard melee hybrid builds, which aren't overperforming in raids by any means. If anyone taking a look at the thread has some ideas that maybe we haven't thought of yet then I'm all ears!

Well something gotta change or we will see 10k+ dps Sp hybrids in naxx

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1 minute ago, Gubbyascension said:

Mangle is more reliable and has no position check. You can't Shred C'thun's body (even if you could, you'd have to angle yourself weirdly in the process) or his Flesh Tentacles for instance when alone, which is the biggest yikes, and this will likely also be a yikes on Thaddius and Heigan.

Yeah, definitely a very good point. I think in most situations a Cat will want to be using Shred, but certainly there will be situations where this simply isn't viable. That solution is unfortunately much more difficult to fix as it likely requires some redesigning of how Trinitycore handles these types of spells or by adding in some spellscripts while redesigning them.

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I couldn't be happier. TG buffs, I am actually stoked for this update.

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Posted (edited)
4 minutes ago, Sarge said:

What is the logic behind gutting curse of the elements in pvp? Resistance is an incredibly annoying mechanic and one that really can leave player frustrated. Sure you've changed mage armor and magic absorbtion, but there is still resistance on gear, not to mention we'll have to cope with missing half our CC on warlock pets..

Sorry, I failed to mention that we have some additional future plans to address things like binary resists in PvP.

3 minutes ago, jungla said:

Well something gotta change or we will see 10k+ dps Sp hybrids in naxx

Seems a bit of an over exaggeration based on the information we have at the moment, but if you have information we don't then I'm all ears.

 

Edit: I have to step away from my PC for a brief time, but I will catch up with any comments you guys have for me as soon as I return. Thanks in advance!

Edited by itswicky

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Posted (edited)
Quote

Sorry, I failed to mention that we have some additional future plans to address things like binary resists in PvP.

Sounds very promising, but the curse of the elements nerf will cause a lot of frustration until you've addressed binary resist in PvP. It's not my place to demand anything, but I think it would be a good idea to wait with curse of the elements nerf until you've addressed this issue.

Edit: I just remembered paladin resistance auras, holy shit this will be aids : /

Edited by Sarge

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Posted (edited)

Also could frost get some love on ST you do about 4k give or take a few hundred, with full bis gear, (Ouro / dummy fight) While there is plenty of other caster builds that reaches 5k + these days
And for some reason you nerfed chilled to the bone to 2% without giving anything else back and even now with the arcane potancy fix, you "nerfed" frost even more, as you lose avarage crit

(you got PVP modifers now so buffs for PVE should not be an issue)

 

Edit: And for the love of god, buff Hurricane its actually so sad that i cry in fetal position every night before bed

Edited by jungla

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Posted (edited)

@Xronize 

Lock and Load - Now has a 5/10/15% chance to trigger its effect, from 2/4/6%. The cooldown of this effect has been lowered to 15 sec, from 22 sec.
Aimed Shot and Multi -Shot no longer share a cooldown.
Master Tactician - Reduced to 3 points. Now gives your ranged attacks a 20% chance to grant 3/6/9% critical strike chance with all ranged and melee attacks, from a 15% chance to grant 2/4/6/8/10% critical strike chance with all ranged and melee attacks.
Thrill of the Hunt - In addition to its current effect, now also grants a 33/66/100% chance for your Explosive Shot and Arcane Shot criticals to refund 1 sec of their cooldown, and for your Chimaera Shot, Multi -Shot and Aimed Shot criticals to refund 2 sec of their cooldown. This effect can only occur once per use of each shot.


Is it just me or is this pretty good? 

Edited by Hanlin

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Those hunter changes 

My undergarments is moist

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Um...
Is there a reason Blizzard is getting only a 5%~ nerf, whilst Holy Nova is getting slam dunked nerfed into probably irrelevance with not being able to benefit from  Searing Light at all? I never really saw any person having holy nova which could outperform blizzard on a generic frostbolt/blizzard caster.

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I guess 2804 absorb on a 25% proc with bis gear was to strong ;_;

now we small bois :(((

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Could you elaborate more on the naxx Aura that doesnt let you fully dodge/parry anymore and the interaction with warrior 6set and the almost non existent compensation other than the marginal tactical mastery buff ? 

 

Thanks in advance

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Posted (edited)

Why did you say "don't worry about the lack of block value", and about block value being swapped with block rating, then add no changes that correlate with this? 

 

Why would you make gag order silence work on a 60 second cool down ability? That's only ever used to interrupt bubble, hence will never EVER silence. Even if the silence is delayed, why would you make a 2 second cast time ability, silence for 2 seconds? If you EVER use it outside of shattering immunity it's literally useless because it took you 2 seconds anyway!

 

Classic 200IQ balancing.

Edited by Tekkies

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Just curious where those promised pve buffs to Dots went. I heard that "next patch" it would be looked at. That was just as season 2 was ending. Not cool to make a promise and not keep it bro.

DoTs on rotation is a fun and challenging build to play, but falls short in a multi target fight with adds. Meaning it's more a patchwerk only build, which doesn't work for bosses with adds. Scaling some of the instant damage in pve done by devo plague or adding some instant damage to corruption can help, but needs to be tested and scaled correctly. 

What could help would be that the effect from haunt affects all periodic shadow damage in a pve setting, but not pvp. 

 

Just throwing out suggestions to help push the most challenging caster build out there get some love. 

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Posted (edited)
Quote

Survival of the Fittest - Now increases the armor contribution from cloth and leather while in Bear Form and Dire Bear Form by 5/10/15%, from 10/20/30%.
Savage Defense RE - Now increases the amount absorbed by your Savage Defense by 3/4%, from 5/6%.

This is a little overboard IMO.  It's almost a complete revert on the buffs bears received earlier in the year because of their underperformance.

4/11/19:  Survival of the Fittest went from 4% -> 10%.  Now 10% -> 5%.  

3/15/19: Savage Defense went from 4/5% -> 5/6%.  Now 5/6% -> 3/4%.

 

I think the bear nerfs might be a little overboard.  I do agree that they were quite strong, but this is putting them back where they were at the beginning of the year when everyone agreed bears were weak. Would've preferred to see something in the middle.

 

Quote

Vitality RE - Now grants 8/9/10% energy regeneration, from 4/5/6%.
Vitality - Now grants 13/26/40% energy regeneration, from 8/16/25%

I feel like these are still a bit weak and not really enough to bring cats/rogue builds up in the meta. Rogue builds have a lot of good talents and usable REs competing for space and there's just too many better options still, I'm not sure it would be worth it to drop other talents or REs for vitality.

The Vitality RE especially feels weak compared to Focused Attacks and Relentless Strikes.  It's 1 energy per second per RE but Focused Attacks and Relentless Strikes do better.  Even though Relentless Strikes can be clunky to use especially on fights with target swaps or adds.

Additionally, rogues will be losing energy regen going into Naxx from losing the free CP from Deathdealers.  Having to drop talents/REs to pick up energy regen isn't really compensation for that.

Have you thought of changing energy to scale with haste like in retail?  1% haste = 1% energy regen? 

Edited by Skray

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When will PTR be available with these new changes to test changes and give feedback 

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Posted (edited)

No love for sp or hybrid based retribution paladin builds :(. it should still be viable ish  most likely just just barely for naxx (cant wait and were all rdy) but it looks like ap retribution paladin is going to come out king with the gear changes since were stuck using pally AQT gear set and we nearly have as much crit as an agi stacking retribution paladin and dmg based off our abilities that also scale with sp.

Edited by kylezzz101
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26 minutes ago, Wigoor said:

I guess 2804 absorb on a 25% proc with bis gear was to strong ;_;

now we small bois :(((

 

1 hour ago, itswicky said:

Power Word: Shield - Now lasts 15 sec, from 30.

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why no paladin changes? maelstrom weapon aren't the only hybrids out there! would like to see some seal/judgement buffs for pvp.

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