|Legs: 5 정의 점수 ||Hands: |
There's also a fun trinket, 음영파 용대포, for 0 정의 점수.
There are breakable stacks of boards you can purchase at Honored: 대나무 더미, 석판 더미, 송판 더미. Using this item will place a board balanced on a stand in front of you. To break it, you must be positioned perfectly in front of the board.
Weapon enchant recipes are available at Revered: 주문식: 무기 마법부여 - 춤추는 강철, 주문식: 무기 마법부여 - 비취혼, 주문식: 무기 마법부여 - 강의 노래.
Exalted has a lot of interesting vanity items.
음영파 휘장 is a vanity tabard.
길들인 푸른색 음영파 호랑이 고삐, 길들인 초록색 음영파 호랑이 고삐, 길들인 붉은색 음영파 호랑이 고삐 are new mounts in the style of the Siberian tiger the NPCs use.
The Shado-Pan daily hub is located in western Townlong Steppes. Daily quests are selected from three sets of quest hubs, which all give +250 rep, except for the final quest which is 350 rep.
With each hub comes a special buff as well as a choice of three companions that will help DPS. When first starting out, players can "recruit" more companions by defeating them in combat, such as 도전자의 대련장: 매사냥꾼 누롱.
반 베어하트 gives one of three chains of Mogu quests in the north on Shan'ze Dao.
여섯 웅덩이의 링 gives a series of Mantid quests in the west on Sra'vess. You'll also get the buff 우 카오 위장.
사부 스노우드리프트 will give a series of Yaungol quests in the east. You'll also get the buff 검은 수호자 보호.
This is a quest you will get at Exalted with 음영파.
- 모구의 습격: Find and kill the Shan'ze Spymaster.
- 급습!: Meet up with Ban Bearheart outside Niuzao Temple in Townlong Steppes, and put a stop to the Mogu Invasion there.
- There's a ton of interesting dialogue during the quest--check it out here.
- Upon completion, the members of the Shado-Pan will line up and honor you for your deeds. You will also get 칠흑빛 운룡 고삐.
Sha of Anger
- When you kill the 분노의 샤 for the first time, you can loot 분노의 발톱.
- 분노의 발톱 starts 분노의 잔재, in which you tell the Shado-Pan of your victory against the Sha.
- 반 베어하트 displays the claw and you are rewarded with a pair of ilvl 476 boots: 격렬한 연무의 장화, 그림자의 덧신, 분노로 벼려낸 디딤장화, 분노심장 발보호대, 정신불꽃 쇠구두, 무절제한 철갑장화, 분노의 분쇄 발보호대, 깨지지 않는 분개의 장화, 열렬한 적의의 발보호대.
- There is a meta-achievement for completing Shado-Pan dailies in a bunch of ways, 음영사부, which rewards the title Shado-Master.
신들의 수호자: Complete the Shado-Pan finale, "Surprise Attack!"
- 음영파: Earn Exalted status with the Shado-Pan.
- 공략 숙지: Complete each of the Shado-Pan Blackguard daily quests without taking any damage from monsters.
- 음영파와 친해지기: Complete 15 Shado-Pan daily quests with each of the following Shado-Pan heroes.
- 얼마나 쓸쓸해요, 힘내요 괜찮아요: Complete each set of the Shado-Pan daily quests without a Shado-Pan companion or leaving Townlong Steppes.
- 수련력이 부족하당: Defeat 10 Shado-Pan Trainees within 10 seconds.
- 인정받은 실력자: Earn the company of each of the following Shado-Pan heroes at the Shado-Pan Garrison.
- 침묵의 암살자: Complete a full set of Shado-Pan Wu Kao daily quests while only killing the exact number of mantid required.
Click the cut to see the news round up!
Mists of Pandaria Beta Key Sweepstakes
If you fancy yourself an explorer eager to set an early foot, hoof, or paw on the long-hidden continent of Pandaria, be sure to enter the Mists of Pandaria Beta Key Sweepstakes!
Starting July 31, we'll be randomly selecting 2,000 winners each week to receive a key to our exclusive World of Warcraft: Mists of Pandaria beta test. In addition, every other winner chosen will receive a second key to share with a friend! Drawings will occur every Tuesday for five weeks for a total of 15,000 keys.
Signing up is easy. Simply follow Warcraft on Facebook and complete our official entry form between now and August 27 for your chance to win. For more information about how to participate, check out the sweepstakes rules and eligibility page and our sweepstakes FAQ. Good luck!
Beta Key Sweepstakes FAQ
To help clear up some concerns regarding the recently-announced Mists of Pandaria Beta Sweepstakes, we’ve put together a quick FAQ featuring the most common questions that we’ve seen from the community. Q. Why did you replace the opt-in with a sweepstakes on Facebook?
A. The Mists of Pandaria beta opt-in has not been replaced. The Sweepstakes is an additional way for us to randomly give out keys to our Facebook followers, but it has not replaced the beta opt-in. We’ll still be sending out beta invites to players who have opted-in, as normal. Q. Why Facebook?
A. When we release important news and announcements about World of Warcraft, Facebook is among the ways we get the message out. Since a significant portion of our players have Facebook accounts, we’d like to encourage them to follow us so that they can stay up-to-date on the latest news and events.
Every news item and story that goes out on our website we also send out on Facebook, so it’s a great way to keep up on World of Warcraft and Mists of Pandaria.Q. Why is my country unable to participate in the sweepstakes?
A. Unfortunately, some countries have laws or restrictions which prevent us from making contests available to their residents. The beta opt-in is still running, however, and does not have the same rules and limitations. If you’re unable to participate in the Facebook sweepstakes, we encourage you to sign up for the opt-in through Battle.net Account Management (http://eu.battle.net/wow/en/blog/3887974
). Q. Do I need a Facebook account to enter this promotion?
A. No. While entering with a Facebook account will provide you with some additional benefits, such as sharing if you’ve won with your friends, you don’t need an account to participate. If you’d like to enter, but don’t have a Facebook account (and don’t want one), you can click on the “Alternate Method of Entry” link at the bottom of the official rules page: https://apps.facebook.com/worldofwarcraftkey/contests/260415/rulesQ. The contest states that Facebook will not be given my personal information. What do you guys need it for?
A. If you’re selected as a random winner, we’ll need your name and email address to ensure that you receive your beta key. We will not use this information for any other purpose.
As for the Facebook application itself, while it will request access to your Friends List, it will not generate any unwanted notifications, messages, or wall posts. The request will simply allow the application to show your friends list in case you want to let them know about the sweepstakes. Q. When exactly will the weekly drawings be held?
A. Drawings will be held every Tuesday, starting July 31. We’ll gather up all of the entries submitted before 11:59 p.m. each Monday and then randomly select 2000 qualified winners from that pool. Out of those 2000 winners, half of them will receive an additional key to give to a friend, sent to the email provided in the entry form. Winners will be removed from the entry pool and the process will repeat again the following Tuesday. A total of 5 drawings will be made, with the final drawing being on August 28.
Please note that if you are randomly selected as a winner, it may take a few days before you are notified and receive your beta key via email. In the meantime, we ask that players please refrain from posting on Facebook or the official forums about whether or not they’ve been selected.
Annual Pass, D3 Collector's Edition Update
This is an update for all Annual Pass holders who upgraded to a Collector's Edition of Diablo III. As noted in the Annual Pass FAQ
, players who have subscribed to an Annual Pass and did the upgrade also receive 4 free months of World of Warcraft subscription time. This time is not automatically applied to your World of Warcraft subscription and needs to be applied manually. If you're an Annual Pass holder and purchased a Diablo III Collector's Edition upgrade, you merely need to log into your Battle.net account and at the top you should see a blue notification banner that says:Claim Free Game Time
Because you have a World of Warcraft Annual Pass, and have upgraded Diablo III to a Collector's Edition, you are eligible for 4 months of free game time. Claim your free game time on this account.
Just click the link provided and you should be all set.
We have received a few reports from players who received an error message after clicking the link. Please know we are aware of this issue and are working to get it resolved as quickly as possible for those affected.
Every week this summer, we’re challenging you to get together with a few friends to explore a part of Azeroth that you may not have seen in a while, or perform a feat that you may have never done. We’re calling them World of Warcraft Summer Challenges, and we’re going to be playing along with you as we hunt down rare achievements, get screenshots of amazing bosses, and try to find some rare gear for our transmogrification sets.
This week's challenge: 마그테리돈
, 하이잘 정상
, and 용 학살자 그룰
In this thread, we're talking about this week's challenge
, posting stories about experiences completing it, and linking to screenshots.
Furthermore, if you've thought of something awesome to do while exploring Naxx (that we didn't include in the blog post), this is the place to say so!
Safe Zones on PvP Servers
We feel it is rather necessary that the starter areas remain uncontested territory, as it gives newcomers a better chance to get a feel for the game and learn how it works... people need a chance to tie their boots before they get their faces smashed in :-)
We acknowledge that the pursuit of good world PvP can make the line between griefing and PvP quite blurry, and that is very much a part of the game which seasoned PvP players are fairly used to. But it is not fun to be new to a game, or re-rolling a new character for that matter, if you can’t even leave the starter area because some enemy faction player is corpse-camping or ganking everyone and everything in sight.
We are indeed trying to get people more involved with world-PvP in Mists of Pandaria :-)
We are trying to provide a greater incitement for people to go back into the world by offering more content to do outside of the cities - this combined with cross realm zones means that you should come across more people(including enemy players) in the world overall. Additionally - the guards on PvP realms will be nerfed, so bashing in some skulls inside enemy towns and cities should be more feasible as well.
I'm afraid I have no info available on this as of yet, but I can imagine that it will be something that may need a few adjustments over time anyway. The guards still need to matter and have some ability to protect the citizens of towns and cities, so they shouldn't be complete pushovers, but they also shouldn't be a near invincible army as they are today.
The plans are to adjust the guards on PvP realms so they are less strong than those found on PvE realms, and they will also take longer to respawn than those on PvE realms.
The Need for Beta Servers
VanerasMay I field you a quick question?
When Cata & D3 came out the servers were heavily fluxed with players, down time and angry mobs of people in a certain nation we will not mention... my question is have the errors of the past been noted and improved on ?
We have been rather overwhelmed in the past with more players than anticipated logging in upon release, but have taken note of past launch experiences indeed, and we will of course do everything we can to improve ourselves. More than anyone, we would like a smooth launch, and we want people to be happy and have fun when they log in after release.
I'm just wondering if the stuff reported in the beta really gets noticed...:-/. I've been reporting bugs like a woman crazed, but I guess those bugs are not "important" enough for recognition since they still are left unfixed. Namely visual bugs and such.
All reported bugs (that can be verified and reproduced of course), do get noticed and put on a list of things to fix. However it can take some time before they get fixed, as some bugs are more difficult to handle than others, and the less severe bugs do not have as high a priority as the really critical ones... I hope this makes sense to you :-)
They have indeed. Beta tests tend to have multiple functions and purposes these days, but the primary purpose of beta tests remain the same as always though, which is to test the new game/content.
Consuming Content Too Fast
I am getting tired of this flawed argument. LFR is not about experiencing the content, it is about easy epics. That alone.
Not at all. It's just aimed at a different demographic. If for you it's about easy epics, that's all fine. But it certainly wasn't created with that objective in mind.
I don't know anyone who actually enjoys doing LFR, they do it because it is mandatory for their personal progression.
You don't know anyone, doesn't mean they don't exist, right?
Isn't heroic mode just for those who WANT to spend their time in heroic modes of current raids?
You can't just go and put players in boxes where they'll fit nicely. There're no "normal" and "heroic" raiders. There're players. Some can (and only) want to do LFR, some others just Heroic, and some others just Normal. Sure.
But there're many players that start at Normal and just keep progressing until the end, if they can make it that far. The end for them isn't at the end boss of the normal difficulty of a given tier, it is at Heroic. We already said back in the Wrath of the Lich King days that heroic (hardmode back then) bosses were considered part of your progression through each tier. And as I've mentioned on this thread several times already, the developers saw that after some time of hitting a brick wall, players will just stop trying.
The dedication and consistency to actually keep bashing themselves against a very challenging encounter for extended periods of time is something that is really exclusive to the most hardcore raiders.
It doesn't double the amount of content, thats merely an illusion. What it does is double the burnout and reduce the mystique of each raid instance. The brickwalls, as you call them, are probably nothing more than an average guild wiping a couple of times on a hc boss before reverting back to normal.
I've seen this over and over again. 95% of the so called 'raiders' in this patch have no idea what a brick wall really is. In fact if these brick walls, were real brick walls, then the content would never have been cleared without the nerf at all would it?
I assume the members of your guild are in full possession of thier faculties?
You can't pretend you know better than others. You can't really tell them they have no idea what a brick wall is. Because what it might not be to you a brick wall, for others it is. For your raid dealing with Heroic Yorsahj's Yellow+Red+Black might be insanely easy. For others, even with Bloodlust, they might struggle to clear adds and keep everyone up. And probably you won't even picture how is that possible because it was never difficult for you in the first place, but the fact is... it is for others.
New Content and Testing
New content must be tested. Many, many players enjoy being able to test and give their feedback on upcoming new content, and we put that feedback to good use. But, many more people do not test it, and first experience it when the content is actually released.
The simple truth is that if you do not want to see maps and tactics for upcoming content, it's not too hard to avoid. Neither of those are things that will burn into your mind, never to be forgotten.
The day WoW launched, even that had first been through an alpha and then beta test, where people could play and give feedback for months :P
Raid Testing Schedule
We will be testing two 10-player Heroic raid encounters tomorrow, Thursday July 26th.
Each encounter should be available at approximately the listed times below for all Beta Test Realms, regardless of suggested geographical region.
Imperial Vizier Zor'lok (Heart of Fear) - 10 Player Heroic
10:30 PDT (13:30 EDT, 19:30 CEST)
Elegon (Mogu'shan Vaults) - 10 Player Heroic*
16:00 PDT (19:00 EDT, 01:00 CEST)
As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session or cancel it entirely, due to bugs, builds, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.
*In particular, Elegon may change to Blade Lord Ta'yak instead. We'll update this post accordingly.
Guild Mentoring Program: Still Time to Apply
We’re waiting for you! We understand that sometimes messengers don’t arrive at their destinations in one piece (if at all). These are dark days in Azeroth and the Cataclysm has put a bit of a kink in the machine (whether goblin or gnome.) To make up in any failure on the part of our chosen messengers, we’re putting out this reminder to all eligible guilds. We’re still looking for the heroes of Azeroth to step forth and teach the next generation of heroes a thing or two about how to succeed against the countless foes that seemingly spring from the very soil beneath their feet.
If you think your guild has what it takes, make sure you apply before time runs out. We’re accepting applications until Friday, August 3. Read more about the Guild Mentoring Program here
Blizzard at gamescom 2012
It’s nearly time for gamescom 2012, and we hope you’re as excited as we are for the slew of awesome activities we have in store for you at the Blizzard booth!
The world premiere of the World of Warcraft: Mists of Pandaria opening cinematic will wow the crowds at our booth during the first fully public day of the event, Thursday August 16, at 14:00. We’ll also have a live drum performance from MANAO - Drums of China – the all-female Chinese drumming group that opened and closed the 2008 Olympic Games in Beijing.
You can also participate in our Mists of Pandaria Leveling Contest on Thursday and Friday, or step into the spotlight for the Blizzard Costume Contest and the World of Warcraft Dance Contest, on Saturday and Sunday respectively. Impress our judges and win some amazing prizes from our partners.
Experience the enchanting music from the World of Warcraft, StarCraft, and Diablo franchises performed by a live orchestra on Friday and Saturday, or watch as Blizzard artist Grace Liu demonstrates her drawing skills live on stage each day of the event. You can also take home autographs from Blizzard developers during developer signing sessions on Thursday, Friday, and Saturday.
You’ll be able to witness some of the best pro gamers from around the world battle it out for your viewing pleasure in StarCraft II show matches throughout the event, including players from our StarCraft II World Championship Series global tournament. If you’re a noob, fret not – you can attend our StarCraft II Academy session on Friday, where a well-known StarCraft II personality will teach you how to get an edge on your opponent.
Watch as two well-known World of Warcraft guilds race to see who can annihilate the mightiest enemies fastest during exciting live raids on Saturday and Sunday. You can also witness some of the planet’s best PvP players fight it out in the 2012 European World of Warcraft Invitational Final on Sunday afternoon, streamed live from the Turtle Entertainment booth.
You can also show off your Blizzard knowledge and win some sweet swag during our quizzes, which will happen several times a day. You’ll find all the details for these activities and more on our Activities page
You can download a printable version of the Blizzard Entertainment gamescom 2012 stage schedule here
New updates will be posted here as gamescom approaches, so be sure to check back often! We’ll see you at the Koelnmesse in Cologne, Halle 6.1 (B21), August 15-19.
Item Squish Discussion
I think you have a good point, perceptions are a very tricky subject to deal with.
Still, I think it’s important to understand where perceptions come from. I think this one in particular is very dependent on what players are accustomed to with the MMORPG genre. This is really important because WoW has been, in my opinion, constantly setting and raising the standards of what players should expect of a MMORPG game.
Where I’m getting at is, this is all relative, if Vanilla had a level cap other than 60, let’s say 200, we could easily be discussing how increasing it to a number like 300 in MoP could be causing a weird perception of being “too high” of a value.
I think we’re quite safe. For me, the most important thing is that we keep the proportional relation between “time spent levelling” and the increase in the level cap with each expansion somewhat consistent.
With BC and WoTLK we increased the level cap by 10, so in WoTLK players already knew what to expect, but in Cataclysm it was only 5 levels, and that’s where perceptions can get a little weird because players could think “hey it’s going to take half the time”, which isn’t really true, as we can adjust many other variables like xp gained per mob/quest/dungeon and the amount of xp required per level.
I think players have roughly a good idea of what to expect with the levelling pace in MoP and hopefully if anything surprises them on that regard it will only be for the best.
Regarding the issue that you mentioned with the “Item Squish”, there are two things at stake there, one is perception, if values increase exponentially they will eventually look weird and hard to read.
But most importantly it was and still is, a matter of hardware. A lot of players still use 32-bit computers, or at least have a 32-bit OS even if they might have a 64bit CPU.
I won’t get into much detail here but from what I can remember of my microprogramming days it has to do with the amount of bits a CPU can process per cycle. Since all variables are eventually converted to a binary number at the lowest level, when you get a big enough decimal number, let’s say 2,147,483,647 we’ve just hit the limit of 32-bits for a signed number. So imagine you have a boss with a HP higher than that value, or you have a damage meter addon that is constantly adding up all the damage your raid is doing, once those values surpass that decimal number your 32-bit CPU will need 2 cycles instead of 1 to do the same calculation, thus reducing the overall performance of the game.
So unless we get everyone to use 64-bit CPUs/OSes, there’s really no way around it, it will have to be dealt with somehow, whether it’s by doing an item squish or something else, only time and our dear developers will know.
For MoP, you don’t have to worry about it, there won’t be any item squish.
Danger in Leveling in Past Expansions
Having also levelled through vanillla, I'm familiar with the 'dangerous' experiences mentioned by the OP. Due to several things such as the sprinkling of elite mobs throughout zones, loot and quest rewards that weren't really that good for anyone (Hmm, a cloth item with strength and intellect, but hey, it's an upgrade for my warrior so I'll equip it!), and of course something we all face when new to a game — the great unknown — it did seem a lot more challenging.
But in reality, all I ever did with those elites was to give them a very wide berth. If I had a quest that involved killing them, most of the time it would sit and rot in my quest log until it went grey because it required more people to help, people that were busy off having their own adventures. I personally don't miss those quests taking up space in my log, and I'm also kinda glad that if I accidentally stumble into an area that used to be inhabited with elites, it no longer means a long time-wasting trip through black and white land to reclaim my broken corpse. I can't speak for everyone, but I don't think dying is much fun and I try to avoid it at all costs.
If you'd like to try levelling with an extra element of challenge, firstly you should go solo, it's not really surprising you find it easy with a friend. Secondly, if you want danger, roll on a PvP server. If you have a real death wish, pick a realm where the opposing faction has a higher ratio. Next up, try levelling in zones aimed at higher levels. It'll significantly raise the chance you'll take on more than you can handle. Lastly an obvious one: No heirlooms.
Old Raid Gold Nerfs
In general, enemies in raids and dungeons drop significantly more gold than outdoor foes, specifically because we are assuming that the gold is going to be split 5, 10, or 25 ways. As player power rises over time, it obviously becomes possible to complete old content with significantly fewer players, such that the gold rewards become disproportionately high.
In the past, our only solution was to drastically reduce the gold dropped by legacy content across the board (e.g., Magtheridon, much of Karazhan, etc.). In Mists, we have a new system in place that normalizes gold yield based on the number of players involved in the kill. If a Black Temple enemy drops 100 gold today on live, and you kill it with a 25-player raid group in Mists, it'll also drop 100 gold and each player will get 4 gold. If you solo Black Temple, that enemy will also give you 4 gold. If you do it with 4 friends, it'll drop 20 gold and each of you will get 4.
In other words, the gold obtained from killing raid or dungeon creatures no longer depends upon how many people you bring, or do not bring, with you. This system does not apply to anything in the outdoor world.
Beta Class Balance Analysis
Back in the 검은날개 강림지
and 황혼의 요새
myself and a few friends of mine discovered that dots already on the target don't actually get re-evaluated when their caster receives a large haste boosts such as heroism and time-warp. This forces you to reapply your dots so that their period of ticking is shortened by the haste gain.
As you can probably tell this is quite a hassle. Especially as an Aff lock with mucho spell haste procs.
Is this still the case?
Yes. The parameters of a DoT are determined at cast time. This may be a good time to explain one related topic though: Refreshing DoTs and whether that recalculates their parameters. For several classes, we have various mechanics that allow you to refresh or extend an existing DoT. In some of these cases, doing so recalculates their parameters; in other cases, it does not. Why the inconsistency, you ask? The rule we follow is that if the mechanic allows you to perpetually extend one DoT forever, it needs to recalculate. If it isn’t intended to let you maintain one DoT forever, it doesn’t need to recalculate. For example, the Demonology warlock's spell extends 부패 significantly, and it’s quite likely you’ll roll one corruption the whole fight, so it then recalculates.
GC, just a quick clarification. The new Armor Damage Reduction formula used for 86+ characters:
Armor / (Armor + 4,037.5 * Level - 31,7117.5)
Does this continue on to level 93, similarly how the current Cata formula worked to 88 until this expansion? or is there another formula for level 91 and beyond?
It continues on to level 93. Just to clarify to make sure there are no misunderstandings, adding denotation for which variables are of the target and which are of the attacker:
DamageReduction = TargetArmor / (TargetArmor + 4037.5*AttackerLevel – 317117.5).
269s of combat, ghoul cast 69 claws. At 40 energy per, that's 2760 total spent. figuring 10 regen per second, the expected number of claws in that time span with 0 haste scaling on Energy is 69.75. So i'd say the ghoul is not currently getting energy regen from haste. Is this intended?
In the current build you have, the Ghoul’s energy regen was indeed not benefitting from your haste. That’s fixed for the next build. This also applies to the 사자의 군대 ghouls.
is not currently functioning as you described. DDDDUU when used on 4 blood boils becomes dbdfUU.
That fix didn’t make it into the build you currently have. It should be in the next build.
As I have said before, we're not yet in the stage of development where everyone makes sure all of their changes are in before we pull a build -- that would just require too much needless coordination and make it harder to get builds out. We tend to just pull builds -- for now -- and get what we get.
Explosive Shot mechanics
Some time ago, GC announced that explosive shot would join other effects in having "특화: 작열
" mechanics. We have been testing it recently to model it in Simc and FemaleDwarf. The mechanics have clearly been changed, but don't match the typical 특화: 작열
model. For example individual ticks to crit and debuff changes on the target affect the damage of future ticks. Further, some damage appears not to get rolled into the ignite-style debuff. We have looked at a few models (e.g., the
don't do ignite but other do, crit dmg is subtracted from the dot pool, etc.). So far the models don't correctly model crits. Can you please explain the actual and/or planned future mechanics here?
The version in your current build has a bug with this rolling periodic-type effect on in particular. That’s been fixed for the next beta build. I believe, in that build, it’s not counting the extra initial periodic tick that deals when calculating the rolling damage. Regardless, fixed for the next build.
Currently 비취 돌풍
is causing 6sec
for each target it hits. (given the cap on
is 12sec, it basically means you get 12 sec
if you cast on more than 1 mob).
This is something we're keeping an eye on for balance problems but for now, this is intended. There is a chance we may change it in the future.
Still on lvl 90 talents for monks, whats the intent on 백호 쉬엔의 원령
백호 쉬엔의 원령 does indeed cause 고대 수도원의 가르침 for Mistweavers and is purely DPS for Windwalkers. For Brewmasters, he has a 조롱, not a taunt. 조롱s are what we normally give pets and they work like taunts but don’t work on most bosses. For example, 사자의 군대 ghouls have a provoke. He should be decent at tanking and scales with your stats, the hope being he is useful as an off-tank. However, he won't be able to tank a raid boss (since he has a provoke, not a taunt), but he should be able to tank some adds and dungeon mobs. Please try that out and let us know how he does.
Is it intended for Judgment to no longer apply/refresh
anymore? If so why was that change made?
Yes, Judgement has had quite the long history and has been a relatively unique ability since its inception. It's been a mix between a ‘ranged’ type attack or a ‘spell’, or for most of the past few years it’s been a ‘melee’ attack with a long range. That’s why it triggered . But it also shared a bunch of properties with spells. So, for Mists, we decided to finally make it consistent with everything else and just say that it’s purely a spell, just as much as or 신성 충격 are spells.
Well, not really about ret, but prot, but does proof that 정의의 방패
falling behind Judgement and
(against single targets) count?
It almost feels like 까맣게 탄 문양
is going to be mandatory.
Well, you didn't exactly provide proof, but Judgment in particular does hit really hard for Prot, especially with stacked. You have a lot of motivation to use 정의의 방패 though, so I don't expect it will drop out of the rotation. If paladin damage was low compared to other tanks, that would be a problem (and 정의의 방패 a potential place to buff it), but we're not seeing that.
(Editorial note: we removed several posts debating the merits of various tanks. Again, perfectly legit topic, but we have a whole forum for those discussions. This thread is about numbers and rotations.)
Is it intended that
not scale with haste while the other options on the tier do? It behaves (more or less) like a proactive HoT, so it'd make sense.
That's an easy fix.
currently does not prevent warlocks from becoming snared via
. Is this intended or bugged?
Fixed in the next build.
Is it intended for 치유의 해일 토템
to act as healing done by the shaman, or as a separate entity to avoid being split by 승천
(Resto) as its currently not being duplicated and divided.
Intended. Totems' actions don't count as the shaman's. This is consistent with 불타는 화살 not triggering 정기의 메아리 and other similar effects.
Pets are currently not taking bonus health from
from what I can see. They're receiving the buff but not gaining any maximum health.
We plan to fix this in a future build. Currently, pet scaling from your own health is overwriting buffs. We plan to fix this. (This would also affect 까맣게 탄 문양, by the way).
There's only a 0.1sec ICD.
Is this about the general size of "tiny ICDs" used to prevent things from chain-proc'ing off of the same attack/ability? (for example, is there also a 0.1 sec ICD on and 정기의 메아리? perhaps even ?)
We don’t frequently use tiny ICDs like that, but it solves problems in a few cases. and have no ICD at all. We mentioned 정기의 메아리 having a short ICD before, and yes, it is also 0.1sec.
Our design process is very iterative and we’re constantly trying out new things. The above mentioned mechanic for 유령 출몰
extending DoTs is something we’ve been trying internally, but have decided not to go with for now, so don’t expect to see it in a future build.
Maybe you don't have to actually debug the simulations, but take a look at this comment made by the warlock developer of simcraft.... Maybe you guys could just take a look at the actions lists for all 3 specs that he uses and see if maybe something could be learned from there:
One point of confusion seems to be about refreshing 부패 in . There may currently be some bugs with that. The intended functionality (which we will double check) is that and both extend 부패 by 6 sec, up to a maximum of 18 sec, and both cause the damage to be recomputed. We’re trying to evaluate further what differences there may be between our results and yours. Again, actual logs (e.g. World of Logs) would help us compare the most easily.
와우헤드 프리미엄 이용하기
한달에 $1보다 적은 값으로 광고를 보지 않고, 프리미엄 기능을 해금하고 사이트를 후원해 보세요!
© 2021 Fanbyte