pour les joueurs qui ont pas le temps de lire news patch
+3
khalynda
Saïri
natirel
7 participants
Page 1 sur 2
Page 1 sur 2 • 1, 2
pour les joueurs qui ont pas le temps de lire news patch
|
|
Copyright 1998-2009 JudgeHype SPRL. Tous droits réservés. Reproduction totale ou partielle interdite sans l'autorisation de l'auteur. |
var advst_glob_scan = 1;
natirel- membre
- Nombre de messages : 426
Age : 51
Localisation : idf
Date d'inscription : 14/07/2008
Re: pour les joueurs qui ont pas le temps de lire news patch
Rune de Trancheglace cumule désormais 5 empilements de Vulnérable au Givre de 2% chacun au lieu de 10 empilements de 1%. Les chances de déclenchement ont été augmentées à 100%.
Givre
Hiver sans fin ne permet plus à Chaînes de glace d'infliger Fièvre de givre, mais confère à la place un bonus de 2/4% à la Force. L'ancienne fonctionnalité de ce talent peut désormais être obtenue par le Glyphe de chaînes de glace.
Serres de glace améliorées : cet effet est désormais passif au lieu de se déclencher. Le bonus personnel à la hâte ne change pas.
Nerfs d'acier glacé augmente à présent les dégâts infligés avec la main gauche de 8/16/25% au lieu de 5/10/15%.
Armure incassable : le bonus de Force octroyé a été augmenté de 10 à 20%.
OOhhhhh YYYeeeaaahhh^^ même si javais deja lu autre part je me lasse pas de le relire ^^
Givre
Hiver sans fin ne permet plus à Chaînes de glace d'infliger Fièvre de givre, mais confère à la place un bonus de 2/4% à la Force. L'ancienne fonctionnalité de ce talent peut désormais être obtenue par le Glyphe de chaînes de glace.
Serres de glace améliorées : cet effet est désormais passif au lieu de se déclencher. Le bonus personnel à la hâte ne change pas.
Nerfs d'acier glacé augmente à présent les dégâts infligés avec la main gauche de 8/16/25% au lieu de 5/10/15%.
Armure incassable : le bonus de Force octroyé a été augmenté de 10 à 20%.
OOhhhhh YYYeeeaaahhh^^ même si javais deja lu autre part je me lasse pas de le relire ^^
Saïri- membre
- Nombre de messages : 397
Age : 32
Localisation : Strasbourg/Alsace
Date d'inscription : 19/08/2009
Re: pour les joueurs qui ont pas le temps de lire news patch
c'est valable a partir de quand ca?
khalynda- membre
- Nombre de messages : 111
Age : 45
Localisation : norfendre sud
Date d'inscription : 14/06/2008
Re: pour les joueurs qui ont pas le temps de lire news patch
lien pour plus d'info
http://www.wow.com/2010/02/25/the-daily-quest-what-do-you-think-of-patch-3-3-3/
LES LIENS BLEU SONT TRES BIEN.
CORDIALEMENT.
http://www.mmo-champion.com/index.php
VOILI VOILOU
http://www.wow.com/2010/02/25/the-daily-quest-what-do-you-think-of-patch-3-3-3/
LES LIENS BLEU SONT TRES BIEN.
CORDIALEMENT.
http://www.mmo-champion.com/index.php
VOILI VOILOU
natirel- membre
- Nombre de messages : 426
Age : 51
Localisation : idf
Date d'inscription : 14/07/2008
Re: pour les joueurs qui ont pas le temps de lire news patch
Le chat que je vous ai annoncé hier s'est bien déroulé sur Twitter et Blizzard a mis en ligne une retranscription complète, en anglais, à cette adresse. Amis anglophobes, pas de panique, votre Hypounet est là pour vous proposer un petit résumé des choses à retenir : Cataclysm
Général
|
natirel- membre
- Nombre de messages : 426
Age : 51
Localisation : idf
Date d'inscription : 14/07/2008
khalynda- membre
- Nombre de messages : 111
Age : 45
Localisation : norfendre sud
Date d'inscription : 14/06/2008
Re: pour les joueurs qui ont pas le temps de lire news patch
NEWS EN VERT
General
PvP
Daily Battleground quests have been removed in place of the Random Battleground option.
Battlegrounds will no longer award Marks of Honor.
Players with existing Marks of Honor can still turn them in to their respective faction's quest givers, including individual marks for those who may have more marks for one Battleground than another.
Items which previously required Marks of Honor will have their costs adjusted to remove these requirements.
Whenever a Battleground has the holiday bonus active, it will now be referred to as "Call to Arms" in the Battleground tab and Calendar. In addition, Call to Arms Battleground Honor rewards have been changed.
Choosing a specific Battleground with the Call to Arms bonus active will yield the exact same rewards as when choosing the Random Battleground option.
Winning a Call to Arms Battleground for the first time in a day will award players with 30 Honorable Kills worth of additional Honor currency and 25 Arena points.
Additional Call to Arms Battleground victories after the first win for a player that day will award them with 15 Honorable Kills worth of additional Honor currency.
Losing a Call to Arms Battleground will award players with 5 Honorable Kills worth of additional Honor currency.
When using the Random Battleground option, players will not receive additional rewards if the Battleground chosen under the Call to Arms bonuses. In addition, the rewards for the first victory of the day cannot be earned more than once, regardless of whether or not it is obtained from the Random Battleground system or the Call to Arms Battleground.
Wintergrasp
The internal balance system now only changes when a faction achieves 2 consecutive defenses after an initial capture of Wintergrasp, up from 1. More details can be found on our PvP forum.
Dungeons & Raids
World Event Bosses
New! (2/24) Holiday bosses (such as Lord Ahune for the [event=341]) will now be accessible through the Dungeon Finder.
New! (2/24) Players must use the Dungeon Finder or speak to special holiday NPCs in the world to queue up and access these bosses.
New! (2/24) Upon accepting a queue for any holiday boss, the party will be ported directly to the necessary area for confronting that boss.
New! (2/24) The previous summoning criteria for these bosses have been removed. Players can queue up for and fight each World Event boss as many times as they want for any standard loot that they may drop.
New! (2/24) All rare holiday items (such as The Horseman's Reins) will have a chance of being found in holiday-themed loot troves which will drop once for each player in the party no more than once per day, in the same manner that doing the Random Dungeon daily quest will provide a specific reward the first time it is completed in a day.
Classes: General
Death Knights
Frost
Endless Winter: No longer causes Frost Fever to be applied by Chains of Ice, but instead grants 2/4% strength. The previous functionality of this talent can now be attained via the Glyph of Chains of Ice.
New! (2/24) Icy Talons: The personal haste benefit provided by this talent is no longer exclusive with other sources of melee haste. This will allow death knights to always swing 4/6/12/16/20% faster when Frost Fever is applied. Windfury Totem and the party/raid component of Improved Icy Talons still do not stack.
Improved Icy Talons: This effect is now passive instead of being a proc. The self haste buff remains unchanged.
Nerves of Cold Steel: Now increases off-hand damage by 8/16/25%, up from 5/10/15%.
Unbreakable Armor: The amount of strength granted is now 20%, up from 10%.
Unholy
Scourge Strike: Now deals 70% weapon damage, plus 12% of physical damage done as shadow damage for each of the death knight's diseases on the target. The net result should be larger strikes with no diseases present, while maximum damage with all diseases applied to the target should stay the same.
New! (2/24) Unholy Blight: In addition to its previous effects, this talent now also prevents diseases from being dispelled from victims afflicted by Unholy Blight.
Druids
Hunters
Mages
Fire
Burning Soul: Threat reduction is now 10/20%, up from 5/10%.
New! (2/24) Combustion: The cooldown on this spell is now 2 minutes, down from 3 minutes.
Frost
Brain Freeze: This talent now allows your next Fireball or Frostfire Bolt to be instant and cost no mana. There is a small internal cooldown to keep the Frostfire Bolt from immediately triggering Brain Freeze again.
Priests
Rogues
Shaman
Enhancement
Unleashed Rage: This ability is now always on as a passive aura.
Warlocks
Warriors
Protection
New! (2/24) Vitality: Now boosts Stamina by 3/6/9%, up from 2/4/6%. Strength and expertise benefits have not changed.
Items
Mages
Glyph of Fireball: No longer increases critical strike chance of Fireball. Instead, it now reduces the cast time of Fireball by 0.15 seconds.
Mechanostriders: Summoning any of these mounts is now perfectly mechanical-sounding!
Professions
Fishing
The "Monsterbelly Appetite" daily fishing quest has changed so it now takes place outside the The Violet Hold in Dalaran. The quest still requires a Severed Arm and has been renamed to "Disarmed!"
Inscription
Most recipes that required 2 inks now only require 1.
Mining
Titansteel Bar: Creating this item no longer results in a cooldown.
Tailoring
Glacial Bag: Creating this item now invokes a 7-day cooldown.
The cooldown and location requirements have been removed from creating Moonshroud, Spellweave and Ebonweave.
Quests
User Interface
Dungeon Finder
The Deserter debuff given to players who leave a dungeon prematurely when queuing via the Random Dungeon option has been increased to 30 minutes, up from 15 minutes. The cooldown for using the Random Dungeon option remains 15 minutes.
The Random Dungeon cooldown is no longer displayed as a debuff. Instead, players will see the cooldown time remaining displayed in the Dungeon Finder window when Random Dungeon or Random Heroic Dungeon is selected from the pull-down.
If a player in your party has the Deserter debuff, or is on cooldown from the Random Dungeon option, his or her character name will be displayed in the Dungeon Finder window listed as "On Cooldown," preventing the group from queuing.
Anyone in a dungeon party can now re-queue their group for a dungeon, as players will still be prompted whether or not to accept their chosen role.
Players who use the Vote Kick option will now be prompted to provide a reason for kicking a party member. This reason will be presented to everyone in the party except for the person voted to be kicked.
When joining as a group, more generous level requirements will be used instead of Random Dungeon level requirements so that players of different levels joining together will be eligible for a greater number of dungeons.
Parties randomly created via the Dungeon Finder will always be arranged in the party interface from top to bottom in the following order: tank, healer, damage, damage, damage.
If a random party is created via the Dungeon Finder and a player cannot roll Need on an item, a reason will now be provided.
Authenticator Frame: If a player has a Battle.net Authenticator attached to his or her account and selects Remember Account Name at the login screen, the next time that player logs into World of Warcraft, a field to input the Authenticator code will be displayed below the password field.
The World Map will now provide an option to display different levels of a multi-layered dungeon, zone, or city (i.e. players can view the map of the Dalaran Sewers without having to be in that location).
Quest Tracking Feature
The Quest Tracking Objectives Frame can now be widened via the Interface Options menu.
The short description for a tracked quest is now displayed on the Map in the quest pane.
Quest items in a player's inventory which begin quests now each have an exclamation point overlaid on their icons to make them more easily identifiable.
If a players selects Track Low Level Quests, the quest objectives will no longer appear dim on the Map, nor will the exclamation points appear dim over NPC heads or on the Mini-Map.
Objectives Frame
The Objectives Frame will now list the number of quests displayed at the top. In addition, players can now click on the word "Objectives" at the top of the Objectives Frame for a list of sorting and filtering options which will determine how quests are ordered. Any quests or achievements filtered or sorted out of the Objectives Frame are still being tracked and are simply hidden in this frame.
Sorting
Sort by most difficult quests.
Sort by least difficult quests.
Sort by quests closest in proximity to the player (this will automatically update as players travel around).
Manual sorting: This allows players to Right-Click on each quest name in the Objectives Frame and determine in what order they should be placed.
Filtering
Toggle achievement tracking.
Toggle completed quest tracking.
Toggle tracking quest objectives in other zones.
Players can now Shift Click on a quest objective or check the Track Quest box on the Map to track a quest in the Objectives Frame.
For additional notes on Lua and XML changes please visit the UI & Macros forum.
Bug Fixes
General
- Copied Test Realm characters are not copied with their achievement history in order to better facilitate the character copy process.
PvP
- The amount of Honor awarded for an Honorable Kill has been increased by 100% for characters of all levels. Given that all avenues in the game which award players with Honor do so with a calculated conversion from a specific amount of Honorable Kills, this change means that all Honor players can obtain through various means will be increased by 100%. To offset against this in two key areas, experience gains in Battlegrounds have been reduced by 50% and Honor awarded for completing each Wintergrasp weekly quest has been reduced by 50%. When pairing the Honor rewarded from Honorable Kills being increased by 100% with the 50% Honor reduction from Wintergrasp weekly quests, and 50% experience-gain reduction from completing objectives in Battlegrounds, players will notice no change in the net amount of Honor or experience awarded in either case.
- Battlegrounds
- The Random Battleground system has been added! Similar to the Random Dungeon system in the Dungeon Finder, players can now queue for a random Battleground.
- The Random Battleground option can be found in the Battleground tab of the PvP frame and is only available for level 80 characters at this time.
- If this option is selected, players may not queue for specific Battlegrounds and a random Battleground simultaneously.
- Similar to the Random Dungeon system, players will not know for which Battleground they are chosen when selected from the queue until they zone into the Battleground.
- The Random Battleground option will only allow a group size of 5 players to queue together.
- Bonus rewards will be offered for choosing the Random Battleground option.
- Winning a Battleground using the Random Battleground option for the first time in a day will award players with 30 Honorable Kills worth of additional Honor currency and 25 Arena points.
- Winning additional Battlegrounds using the Random Battleground option after the first random win will award players with 15 Honorable Kills worth of additional Honor currency.
- Losing a Battleground using the Random Battleground option will award players with 5 Honorable Kills worth of additional Honor currency.
Dungeons & Raids
- The Culling of Stratholme
- Players may now skip the initial introduction dialog to this dungeon once they have completed it at least once.
Classes: General
- Several raid buffs have had their ranges increased to 100 yards, up from 45 yards, to prevent select buffs from repeatedly getting applied and removed during highly mobile encounters. Some buffs, such as paladin auras, totems, shouts and Blood Pact are intentionally meant to have shorter ranges and remain unchanged.
Death Knights
- Icy Touch: This ability now causes a very high amount of threat while the death knight is in Frost Presence.
- New! (2/24) Chains of Ice: The ability now innately applies Frost Fever to a target.
- Rune of Razorice: Now stacks 5 stacks of 2% Frost Vulnerability instead of 10 stacks of 1% Frost Vulnerability. Proc chance changed to 100%.
- Talents
- Blood
- Abomination's Might: This effect is now passive instead of being a proc on certain strikes. Rank 1 is 5% attack power and Rank 2 is 10% attack power. The self strength buff remains unchanged.
- Will of the Necropolis: There is no longer a cooldown on the frequency at which this talent can be activated. In addition, this ability can now also be triggered by damage which deals less than 5% of your health.
Druids
- New! (2/24) Nature's Grasp: Now has 3 charges, up from 1.
- Talents
- Balance
- New! (2/24) Starfall: The damage done by this spell has been significantly increased.
- New! (2/24) Typhoon: Mana cost reduced to 25%, down from 32%.
Hunters
- Talents
- Beast Mastery
- Changed! (2/24) Ferocious Inspiration: This ability is now an aura and provides 1/2/3% damage to all party or raid members within 100 yards and boosts the damage of Steady Shot by 3/6/9%.
Mages
- Frostbolt: Spell power scaling on this spell has been increased by approximately 5%.
- Talents
- Arcane
- Arcane Empowerment: This effect is now passive instead of being a proc off of critical strikes. The self damage buff remains unchanged.
- Incanter's Absorption: This talent now only grants additional spell power when damage is absorbed by Mana Shield, Frost Ward, Fire Ward, or Ice Barrier. The limit of 5% of the mage's health on the spell power buff has been removed.
Priests
- Talents
- Discipline
- Renewed Hope: now has a 60-second duration, up from 20 seconds, but a 20-second cooldown.
Rogues
- Rupture: The damage-over-time component of this ability can now produce critical strikes.
- Talents
- Subtlety
- Filthy Tricks: Now Reduces the cooldown by 5/10 seconds and energy cost by 5/10 of Tricks of the Trade, Distract and Shadowstep abilities, and reduces the cooldown of Preparation by 1.5/3 minutes.
- Ghostly Strike: If the rogue has a dagger equipped, this ability now deals 180% weapon damage instead of 125%.
- Hemorrhage: If the rogue has a dagger equipped, this ability now deals 160% weapon damage instead of 110%.
- Changed! (2/24) Slaughter from the Shadows: Now adds 1/2/3/4/5% damage to all attacks and reduces the energy cost of Backstab and Ambush by 4/8/12/16/20, up from 3/6/9/12/15.
- Changed! (2/24) Waylay: The debuff from this talent can now be caused by Backstab in addition to Ambush and can be triggered by all hits from these abilities rather than just critical strikes, but the snare component is now 50%, down from 70%.
Shaman
- Flame Shock: The damage-over-time component of this ability can now produce critical strikes and is affected by spell haste.
- Talents
- Elemental Combat
- Elemental Oath: This ability is now always on as a passive aura.
Warlocks
- Immolate: The damage-over-time component of this spell can now produce critical strikes.
- New! (2/24) Life Tap: This spell no longer scales with spirit, and instead scales with spell power.
- Talents
- Demonology
- Demonic Pact: This effect now has a 45-second duration, up from 12 seconds, and a 20-second internal cooldown.
Warriors
- Revenge: Damage done by this ability (base and scaling) increased by 50%.
- Talents
- Fury
- Rampage: This effect is now passive instead of being a proc from critical strikes.
Items
- Frozo the Renowned has moved into the Dalaran Magus Commerce Exchange and will be trading your Frozen Orb for various other trade goods.
- Glyphs
- Death Knights
- Glyph of Chains of Ice: Now causes Chains of Ice to apply Frost Fever instead of dealing damage.
- Glyph of Disease: When this glyph causes Frost Fever to be refreshed, it will now also trigger a refresh of Icy Talons.
Professions
- Runed Orb: Recipes which require this item have had their material requirements significantly reduced.
- Engineering
- New! (2/24) The Pet Bombling and Lil' Smoky non-combat pets are no longer Bind-on-Pickup.
Quests
- Many quests which require vehicles have had their vehicle mechanics updated and improved in the interest of fun.
User Interface
- All Alert pop-ups now have new and fresh Alert icons.
- Auction House
- If the Auction House on a realm is unavailable for any reason, an alert will pop up informing players who attempt to access it.
- Players can now Right-Click to place an item in the Auction frame.
- Entire stacks of a specific item type can be placed in the Auction frame and several options have been added for choosing how to list auctions.
- Stack Size: If a stack of items has been added to the Auction frame, players can select the size of the stack they wish to sell. If an invalid stack size is entered (i.e. a stack of 21 Saronite Ore), the Create Auction button will be grayed out.
- Number of Stacks: In addition to selecting the size of a stack, players can select how many stacks of an item they wish to sell (i.e. if a player has a total of 43 Saronite Ore in the Auction frame, they can choose to list 2 stacks of 20, 4 stacks of 10, 8 stacks of 5, 43 stacks of 1, etc. If the number and amount of stacks listed results in a remainder, the left-over items will be placed back in the player's bags automatically).
- Stack Size and Number of Stacks are linked mathematically so that altering the variables of one may automatically calculate the amount of the other (i.e. if a player puts 20 in the Stack Size field and 43 Saronite Ore are in the Auction frame, the Number of Stacks field will change to 2 by default. If a player only wishes to sell one stack of 20 Saronite Ore, the Number of Stacks field can be manually changed to 1).
- Price: Players can now choose to input the price of an item Per Stack or Per Item by selecting either option from a pull-down. If Per Item is selected and a player is selling a stack of that item, the Auction House will multiply the selected Per Item price by the amount of that item in the stack. If Per Stack is selected, the player can enter the total price he or she wishes to charge for each stack of that item being listed.
- Auction Post Completion Bar: If multiple items or stacks of items are being listed at once by a player, a Posting completion bar will appear showing the total progress of each individual auction being listed once the Create Auction button is selected. The greater the number of individual listings being made in a single press of the Create Auction button, the longer this process will take. Players can still browse the Auction House while the Posting completion bar is in progress, but moving around will interrupt the progress, similar to moving while attempting to create multiple bandages with First Aid. Just as with creating bandages, auctions that were completed prior to the character moving or otherwise canceling the actions will successfully be listed.
- When speaking to an NPC for which a player has 2 or more quests and not all of them are complete, the incomplete quests will now correctly show as a gray question marks in the dialog box. In addition, repeatable quests will be properly colored as blue exclamation points or question marks in the dialog box for NPCs with multiple quests available, or for which the player has multiple quests in progress or completed.
natirel- membre
- Nombre de messages : 426
Age : 51
Localisation : idf
Date d'inscription : 14/07/2008
Re: pour les joueurs qui ont pas le temps de lire news patch
Mais où est passé mon interprètre ?!?
Handrael- membre
- Nombre de messages : 28
Age : 55
Localisation : Toulouse
Date d'inscription : 02/06/2008
Re: pour les joueurs qui ont pas le temps de lire news patch
un interpretre, c'est un évèque ou un enfant de choeur ?
Bon, je note, combustion a 2mn au lieu de 3. Ca c'est bien.
Bon, je note, combustion a 2mn au lieu de 3. Ca c'est bien.
Dernière édition par Pouma le Mer 3 Mar - 10:21, édité 1 fois
Pouma- Moutonneur fou
- Nombre de messages : 2738
Age : 57
Date d'inscription : 16/09/2005
Re: pour les joueurs qui ont pas le temps de lire news patch
Un nouveau patch a été déployé sur le PTR. Voici les modifications apportées par rapport au build précédent :
Voila Khaly |
Dernière édition par natirel le Mer 3 Mar - 12:18, édité 3 fois
natirel- membre
- Nombre de messages : 426
Age : 51
Localisation : idf
Date d'inscription : 14/07/2008
Re: pour les joueurs qui ont pas le temps de lire news patch
Youhouuuuuu ! Z'ont pensé a moi chez blibli.
Pouma- Moutonneur fou
- Nombre de messages : 2738
Age : 57
Date d'inscription : 16/09/2005
Re: pour les joueurs qui ont pas le temps de lire news patch
on peux avoir la meme en francais sy you paliiiiiiiiittttttt ^^
khalynda- membre
- Nombre de messages : 111
Age : 45
Localisation : norfendre sud
Date d'inscription : 14/06/2008
Re: pour les joueurs qui ont pas le temps de lire news patch
Blizzard a activé le buff de raid pour la Citadelle de la Couronne de Glace. Celui-ci améliore le nombre total de points de vie, les soins et les dégâts de 5% pour tous les membres du raid. De plus, le nombre de tentatives sur les boss finaux de chaque aile, ainsi que pour le Roi Liche, passe à 35 en mode héroïque. Ces buffs portent le nom de Strength of Wrynn pour l'Alilance et Hellscream’s Warsong pour la Horde. Si vous ne voulez pas de ce buff, peu importe les raisons, hé bien il vous suffit de le désactiver en parlant au chef de votre factionau Marteau de Lumière. As many of you may have noticed, the Icecrown Citadel raid buffs have been activated. These buffs increase total health, healing done and damage dealt by 5% for all raid members. In addition, the number of attempts on the final bosses of each wing and the Lich King allotted raid groups on Heroic difficulty has been increased to 35. These buffs -- referred to as Strength of Wrynn for the Alliance and Hellscream’s Warsong for the Horde -- can be deactivated by speaking to your faction’s leader at Light’s Hammer. |
natirel- membre
- Nombre de messages : 426
Age : 51
Localisation : idf
Date d'inscription : 14/07/2008
Re: pour les joueurs qui ont pas le temps de lire news patch
Khaly, en ce qui concerne le mage feu :
Tourmenter les faibles : +15% de la puissance des sorts pour les pyro
Feu surpuissant : +12% (soit 27%) sur les cibles ralenties pour les pyro.
Blibli a du se rendre compte que la pyro qui est "Ze sort feu qui fait mal" faisait finalement moins de dégats que la BF avec les talents et les glyphes.
Tourmenter les faibles : +15% de la puissance des sorts pour les pyro
Feu surpuissant : +12% (soit 27%) sur les cibles ralenties pour les pyro.
Blibli a du se rendre compte que la pyro qui est "Ze sort feu qui fait mal" faisait finalement moins de dégats que la BF avec les talents et les glyphes.
Dernière édition par Pouma le Dim 7 Mar - 9:49, édité 1 fois
Pouma- Moutonneur fou
- Nombre de messages : 2738
Age : 57
Date d'inscription : 16/09/2005
Re: pour les joueurs qui ont pas le temps de lire news patch
Ruby Sanctum - Info Compilation / Preview [Spoiler]
Most of the Ruby Sanctum have been pushed in this patch and it looks like I have enough data in my hands for a small preview. As usual keep in mind that:
Official Description
Quote from: Zarhym (Source)
As we prepare for the public testing phase of minor content patch 3.3.3, some players might come across information regarding upcoming content that isn't yet available. To avoid any confusion, we'd like to tell you about an exciting new raid dungeon we are working on for content patch 3.3.5.
The Ruby Sanctum
A powerful war party of the Black Dragonflight, led by the fearsome Twilight dragon, Halion, have launched an assault upon the Ruby Sanctum beneath Wyrmrest Temple. By destroying the sanctum, the Black Dragonflight look to crush those that would stand in the way of their master’s reemergence into Azeroth and to ultimately shatter the Wyrmrest Accord – the sacred bond that unites the dragonflights.
The battle that is to come will surely deal a crippling blow to the Red Dragonflight, however, it is up to you to stop this unprecedented offensive and defend the Ruby Sanctum. First you must face the assault of Halion's servants, Saviana Ragefire, Baltharus the Warborn, and General Zarithrian, before squaring off against Halion the Twilight Destroyer, a new and deadly force in this realm.
The Ruby Sanctum will feature 10- and 25-player content, Heroic difficulties and all-new rewards! Stay tuned for more information as we get closer to its release.
More Details on the instance / Loot Table by Zarhym
Quote from: Zarhym (Source)
Ruby Sanctum Loot
Apparently, these spells will be used on trinkets dropped in the instance. They are only the proc and you should keep in mind that they will have additional stats just like any other trinket.
Halion Supposed Skills
These abilities are probably used by Halion. There isn't any way to confirm that before Patch 3.3.5 is deployed on live or PTR servers but they seem to be the only skills with hard mode versions. Assuming that you won't be able to activate the heroic mode on the mini-bosses, these skills are most likely used by Halion.
Keep in mind that this is only a theory based on the game files.
Mini-Boss Supposed Skills
The remaining skills only come in two versions most of the time, it means no hard modes and they are most likely the skills used during the fight against the 3 mini bosses. There is no way to link skills to a specific mini-boss and I will just keep them together.
Transcripts
Last but not least, here is a transcript of the dialogue with Xerestrasza of the Red Dragonflight.
Halion also has a couple of interesting lines.
Most of the Ruby Sanctum have been pushed in this patch and it looks like I have enough data in my hands for a small preview. As usual keep in mind that:
- This is only a preview based on game files, I could be wrong on a few things.
- Ruby Sanctum isn't even scheduled for release for Patch 3.3.3, it will be added with Patch 3.3.5 and a LOT of things can change in so much time.
Official Description
Quote from: Zarhym (Source)
As we prepare for the public testing phase of minor content patch 3.3.3, some players might come across information regarding upcoming content that isn't yet available. To avoid any confusion, we'd like to tell you about an exciting new raid dungeon we are working on for content patch 3.3.5.
The Ruby Sanctum
A powerful war party of the Black Dragonflight, led by the fearsome Twilight dragon, Halion, have launched an assault upon the Ruby Sanctum beneath Wyrmrest Temple. By destroying the sanctum, the Black Dragonflight look to crush those that would stand in the way of their master’s reemergence into Azeroth and to ultimately shatter the Wyrmrest Accord – the sacred bond that unites the dragonflights.
The battle that is to come will surely deal a crippling blow to the Red Dragonflight, however, it is up to you to stop this unprecedented offensive and defend the Ruby Sanctum. First you must face the assault of Halion's servants, Saviana Ragefire, Baltharus the Warborn, and General Zarithrian, before squaring off against Halion the Twilight Destroyer, a new and deadly force in this realm.
The Ruby Sanctum will feature 10- and 25-player content, Heroic difficulties and all-new rewards! Stay tuned for more information as we get closer to its release.
More Details on the instance / Loot Table by Zarhym
Quote from: Zarhym (Source)
- Number 2. The lieutenants are sub-bosses which will each drop an Emblem of Frost. Halion is the main boss. While the activation of Heroic difficulty is different from the Obsidian Sanctum, the overall raid format for the Ruby Sanctum is very comparable.
- You're likely to find some random pieces of armor on par with Lich King loot, similar to the items Onyxia dropped while Trial of the Crusader was the top-tier raid. You can also expect to see some more trinkets and things of that nature.
- This raid will not only provide a bit of additional content to pair with the current content of patch 3.3, it will be the beginning of an advancement in the storyline for Cataclysm.
- The plan is to have a normal mode and a heroic mode just like Icecrown Citadel, so far there is no plan for a Sartharion +1/+2/+3-like encounter.
Instance Screenshots (Non Official)
Boss Screenshots
World Map and Loading Screen
Boss Screenshots
World Map and Loading Screen
Ruby Sanctum Loot
Apparently, these spells will be used on trinkets dropped in the instance. They are only the proc and you should keep in mind that they will have additional stats just like any other trinket.
- Item - Chamber of Aspects 25 Melee Trinket - When you deal damage you have a chance to gain 1304 attack power for 15 sec. (Piercing Twilight)
- Item - Chamber of Aspects 25 Heroic Melee Trinket - When you deal damage you have a chance to gain 1472 attack power for 15 sec. (Piercing Twilight)
- Item - Chamber of Aspects 25 Nuker Trinket - Your damaging spells have a chance to grant 763 spell power for 15 sec. (Twilight Flames)
- Item - Chamber of Aspects 25 Heroic Nuker Trinket - Your damaging spells have a chance to grant 861 spell power for 15 sec. (Twilight Flames)
- Item - Chamber of Aspects 25 Tank Trinket - Melee attacks which reduce you below 35% health cause you to gain 4401 health for 10 sec. Cannot occur more than once every 30 sec. (Scaly Fortitude)
- Item - Chamber of Aspects 25 Heroic Tank Trinket - Melee attacks which reduce you below 35% health cause you to gain 4968 health for 10 sec. Cannot occur more than once every 30 sec. (Scaly Fortitude)
- Eyes of Twilight - Each time your direct healing spells heal a target you cause the target of your heal to heal themselves and friends within 10 yards for 356 each sec for 6 sec. (Twilight Renewal)
- Eyes of Twilight - Each time your direct healing spells heal a target you cause the target of your heal to heal themselves and friends within 10 yards for 402 each sec for 6 sec. (Twilight Renewal)
Halion Supposed Skills
These abilities are probably used by Halion. There isn't any way to confirm that before Patch 3.3.5 is deployed on live or PTR servers but they seem to be the only skills with hard mode versions. Assuming that you won't be able to activate the heroic mode on the mini-bosses, these skills are most likely used by Halion.
Keep in mind that this is only a theory based on the game files.
Halion |
Meteor Strike | Deals 11310 to 12690 Fire damage. | |
Mark of Consumption | Builds Marks of Combustion on an enemy target. When Combustion fades or is dispelled, it creates an explosion and a patch of fire proportional in size to the number of Combustion charges present at the time. Either curse or magic removal may cleanse this affliction. 50000 yds. Instant | |
Combustion | Deals 7000 to 9000 Fire damage. Unlimited range. | |
Meteor Strike | Deals 75000 to 85000 Fire damage to enemies within 0 yards and spawns a Living Inferno. | |
Dark Breath | Inflicts 39375 to 50625 Shadow damage to enemies in a cone in front of the caster. 45 yds. 2 sec cast | |
Soul Consumption | Engulfs an enemy target in flame, dealing 4000 Shadow damage every 2.0 sec. Every time Soul Consumption deals damage, it generates a Mark of Consumption charge on the target. When Consumption fades or is dispelled, it unleashes a dark explosion proportional to the number of charges present at the time. Either curse or magic removal may cleanse this affliction. | |
Consumption | Deals 8750 to 11250 Shadow damage. Unlimited range. | |
Dusk Shroud | An aura of twilight energy emanates from the caster, causing nearby enemies to suffer 6000 Shadow damage every 2.0 sec. | |
Corporeality | I do not have a lot of details on Corporeality for the moment, but it looks like the % of Corporeality of Halion will vary during the fight. Corporeality increases damage dealt and damage taken apparently, ranging from 20~30% to 200% depending on the version of the buff. I guess it could be used by players as well, especially if Dusk Shroud is running throughout the fight. |
Mini-Boss Supposed Skills
The remaining skills only come in two versions most of the time, it means no hard modes and they are most likely the skills used during the fight against the 3 mini bosses. There is no way to link skills to a specific mini-boss and I will just keep them together.
Mini-Bosses (Unsorted) |
Blazing Aura | Surrounded by superheated air, dealing 6938 to 8062 Fire damage to all enemies within x yards, and increasing health and damage of all Living Embers within x yards by 20%. 0 Instant | |
Scorch | Scorches an enemy for 11563 to 13437 Fire damage. 30 yds. 1 sec cast | |
Shockwave | Sends a wave of force in front of the caster, causing 16200 to 19800 damage and stunning all enemy targets within 15 yards in a frontal cone for 2 sec. 5 yds. Instant | |
Flame Breath | Inflicts 33688 to 43312 Fire damage to enemies in a cone in front of the caster. 45 yds. 2 sec cast | |
Lava Gout | Inflicts 9897 to 11103 Fire damage to an enemy. 40 yds. 2 sec cast | |
Blast Nova | Inflicts 6563 to 8437 Fire damage to nearby enemies. 40 yds. 2.5 sec cast |
Transcripts
Last but not least, here is a transcript of the dialogue with Xerestrasza of the Red Dragonflight.
- RS_Xerestrasza_Yell01.wav - Help! I am trapped within this tree! I require aid!
- RS_Xerestrasza_Yell02.wav - Thank you! I could have not held out for much longer. A terrible thing has happened here.
- RS_Xerestrasza_Say01.wav - We believed that the Sanctum was well fortified, but we were not prepareted for the nature of this assault.
- RS_Xerestrasza_Say02.wav - The Black Dragonkin materialized from thin air, and set upon us before we could react.
- RS_Xerestrasza_Say03.wav - We did not stand a chance. As my brethren perished around me, I managed to retreat hear and bar the entrance.
- RS_Xerestrasza_Say04.wav - They slaughtered us with cold efficiency, but the true focus of their interest seemed to be the eggs kept here in the sanctum.
- RS_Xerestrasza_Say05.wav - The commander of the forces on the ground here is a cruel brute named Zarithrian. But I fear there are greater powers at work.
- RS_Xerestrasza_Say06.wav - In their initial assault I caught a glimpse of their true leader, a fearsome full-grown Twilight Dragon.
- RS_Xerestrasza_Say07.wav - I know not the extent of their plans heroes, but I know this: they cannot be allowed to succeed!
Halion also has a couple of interesting lines.
- RS_Halion_Aggro01.wav - Your world teeters on the brink of annihilation. You will all bear witness to the coming of a new age of destruction!
- RS_Halion_Beserk01.wav - Not good enough!
- RS_Halion_Death01.wav - Relish this victory mortals, for it will be your last. This world will burn with the Master's return!
- RS_Halion_Phase2.wav - You will find only suffering within the realm of Twilight. Enter if you dare.
- RS_Halion_Phase3.wav - I am the light AND the darkness! Cower mortals before the Herald of Deathwing!
- RS_Halion_Slay01.wav - Another hero falls.
- RS_Halion_Slay02.wav - Ha Ha Ha!
- RS_Halion_Spawn01.wav - Meddlesome insects, you're too late! The Ruby Sanctum is lost.
- RS_Halion_Special01.wav - The heavens burn!
- RS_Halion_Special02.wav - Beware the shadow!
natirel- membre
- Nombre de messages : 426
Age : 51
Localisation : idf
Date d'inscription : 14/07/2008
Re: pour les joueurs qui ont pas le temps de lire news patch
Miam le retour des dragons noirs avec leur vol chromatique (c est bien un vol qui combine les forces des 5 vols creaient par les titans?)
Saïri- membre
- Nombre de messages : 397
Age : 32
Localisation : Strasbourg/Alsace
Date d'inscription : 19/08/2009
Re: pour les joueurs qui ont pas le temps de lire news patch
En théorie le Vol Chromatique a été tué dans l'oeuf dans le Repaire de l'Aile Noire lorsque de "fières aventuriers" -pfff ...- ont tué Néfarian - re-pfff....-
Mais il n'est pas exclus que Neltharion ne poursuive pas la même idée que son fils, puisqu'il a toujours lui-même cherché à trouver un moyen de se reconstituer une descendance.
Il avait déjà essayé de soumettre Alexstrasza a sa volonté, sans succès, puis de lui voler ses œufs.
Par ailleurs les gens qui savent se renseigner sauront qu'il a récemment fait rassembler des œufs de Drake-Du-Néant par ses serviteurs afin de mener des "expériences"
Mais il n'est pas exclus que Neltharion ne poursuive pas la même idée que son fils, puisqu'il a toujours lui-même cherché à trouver un moyen de se reconstituer une descendance.
Il avait déjà essayé de soumettre Alexstrasza a sa volonté, sans succès, puis de lui voler ses œufs.
Par ailleurs les gens qui savent se renseigner sauront qu'il a récemment fait rassembler des œufs de Drake-Du-Néant par ses serviteurs afin de mener des "expériences"
Re: pour les joueurs qui ont pas le temps de lire news patch
C'est extrêmement réjouissant tout ça
Suis pas prête à abandonner WoW moi
Suis pas prête à abandonner WoW moi
Nävis- Admin
- Nombre de messages : 2283
Age : 51
Date d'inscription : 22/12/2005
Re: pour les joueurs qui ont pas le temps de lire news patch
Zärtax et Léénide m'annoncent que le Blizzard Downloader du patch 3.3.3 est désormais actif sur les royaumes Live. Celui-ci fait 81,9 Mo sous Windows et comme d'habitude, il s'agit d'un pré-chargement qui annonce l'arrivée du patch dans les prochains jours/semaines. Notez au passage que le patch 3.3.3 bénéficie d'un nouveau build sur le PTR. Voici les modifications apportées selon le patch notes :
|
natirel- membre
- Nombre de messages : 426
Age : 51
Localisation : idf
Date d'inscription : 14/07/2008
Re: pour les joueurs qui ont pas le temps de lire news patch
Blizzard a mis en ligne, sur les forums US, une preview du système de maîtrise qui sera instauré avec Cataclysm. C'est en anglais pour l'instant, mais nul doute que Blizzard Europe proposera une traduction française dans les heures qui viennent : Last week, we gave you an early look at the changes we’re making to the stat system in World of Warcraft: Cataclysm, and explained how these changes will ultimately provide players with more interesting gear choices and make stats easier to understand. Today we’d like to go into more detail about a brand-new feature that’s an integral part of this overhaul: the Mastery system, a set of new game mechanics designed to allow players to become better at what makes their chosen talent tree cool or unique. With this system, we want to accomplish three things: give players more freedom in how they allocate talent points, simplify some of the “kitchen sinky” talents that try to do too much at once, and add a new stat to high-level gear that makes you better at your chosen role. Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree -- meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear. One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up “mandatory” but uninteresting talents, such as passive damage or healing. (For examples of the kinds of powerful but boring talents we’re talking about, take a look at the talent tier just above the 51-point talent in many of the existing trees.) In a sense, Mastery makes it so every talent in (just for example) a rogue tree essentially has an invisible additional bullet point that says “…and increases your damage by X%.” This way, if you choose a talent like Elusiveness (which reduces your chance to be detected while stealthed) or Fleet Footed (which affects movement), you won’t feel like you’re giving up damage in exchange for utility. There will still be talents that boost damage, of course, but those talents will also affect the way you play. For example, you can still expect to see talents like Improved Frostbolt, which reduces the cast time of the Frostbolt spell; it increases DPS, but it also affects the mage’s rotation. Piercing Ice, however, is just “6% more damage” and is the kind of talent we’re trying to eliminate by implementing the Mastery system. As we get closer to Cataclysm’s release, we’ll go into more detail about the changes coming for each class, including individual talent-tree adjustments and how Mastery will affect them. In the meantime, here are a few examples to demonstrate the three kinds of passive bonuses we described above. Please keep in mind that we're still working on this system, and the handful of examples we're providing here are, of course, subject to change. Holy Priest For each talent point spent in the Holy tree, the priest also gets:
For each talent point spent in the Discipline tree, the priest also gets:
For each talent point spent in the Frost tree, the death knight also gets:
We’ll have more details to share about these and other changes we’re making in Cataclysm in the future, and we’ll do our best to answer your questions about the Mastery system here on the forums. For information on many of the stat changes being made in Cataclysm, please check out our earlier update at - http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1 |
natirel- membre
- Nombre de messages : 426
Age : 51
Localisation : idf
Date d'inscription : 14/07/2008
Re: pour les joueurs qui ont pas le temps de lire news patch
As many of you know from panels at last year’s BlizzCon and posts here on the forums since then, Cataclysm will bring about major changes to familiar character stats such as Intellect, Armor Penetration, Defense, and others, ultimately designed to make the effects of stats more easily understandable and make gear choices more interesting. As these changes will have a significant impact on how stats work and relate to one another, today we wanted to offer you a closer look at exactly what’s in store and explain some of the rationale before Cataclysm arrives.
The most obvious question these changes raise is "Why are stats being changed, and why now?" As the game has matured, we've run into increasingly complex issues with the current stat system. Many stats are inherently confusing, and the way they interrelate can feel convoluted. Attack Power, for example, currently translates to damage, but so does Armor Penetration. Defense provides five different statistical benefits of varying utility. Mana regeneration involves understanding multiple stats and rules and often ends up being irrelevant anyway. In addition, the difference between a "good stat" for a class and a "bad stat" can be extreme. Some casters want Haste but not Crit; hunters want Armor Penetration but not Haste. There are other overarching issues, as well, such as Intellect not being very exciting for casters despite it being a core stat -- and these are just a few examples.
Our ultimate goal is make gear a more interesting (and less confusing) choice by making each stat valuable to more players. While the reasoning behind some of the following changes may be clear, we understand that you may have questions about some of the less obvious alterations, and we'll do our best to answer any questions you may have here on the forums.
What You’ll See on Gear
Stamina - Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.
Spirit - Come Cataclysm, this stat should only be found on healing gear. Non-healing casters will have other systems in place to regenerate mana, and we are designing special solutions for Elemental shaman and Balance druids who often share gear with healers (more on this below). Raid buffs that currently boost Spirit (such as Blessing of Kings) will only boost the primary stats of Stamina, Strength, Agility, and Intellect. We are also likely changing the five-second rule and other quirks of the current regen system.
Intellect - Intellect will now grant Spell Power (more on this below). Intellect will also provide less mana than it currently does.
Haste - Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention is for Haste to let you "do stuff" more often.
Block Rating - Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.
Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.
Mastery - This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.
Armor - The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.
Resilience - This will only affect damage done by players and critical damage done by players. It will not impact crit chance, mana drains, or other such effects.
Strength, Agility, Hit Rating, Expertise, and Critical Strike Rating - These will all still appear on gear as well. Aside from situations mentioned elsewhere in this list, in general these will function similarly to how they do now, though the details -- such as how much Hit Rating you might need to effectively combat high-level creatures (more on this below) -- are likely to change.
Being Removed from Items
Attack Power - This stat will no longer be present on most items as a flat value, though it will still show up on some process. Strength and Agility, which will be present on items, will grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors. Agility may provide less Crit than it currently does.
Spell Power - Spell Power is another stat that you'll no longer see present on most items. Instead, as mentioned above, Intellect will grant Spell Power. One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.
Armor Penetration - This stat will no longer be present on items. Armor Penetration will still exist in talents and abilities.
Shield Block Value - This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.
Going Away Completely
MP5 - This stat will be removed from the game completely. Holy paladins and Restoration shaman will be redesigned to benefit from Spirit.
Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.
Spell Ranks - Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.
Weapon Skill - This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.
What Else You Should Know
Combat ratings - All ratings will be much harder to "cap out" at maximum gear levels. Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.
Reforging - While these changes will go a long way to making a wider variety of stats more attractive, we understand that sometimes you simply don’t want more Hit Rating on your gear or you’d rather have more Haste than more Crit. In Cataclysm, we are going to give players a way to replace stats on gear as part of the existing profession system. As a general rule of thumb, you’ll be able to convert one stat to 50% of another stat. While some conversions (like converting Stamina to Strength) won’t be permitted, the goal is to let you customize your gear more.
Gems - We are changing the gem colors of a few stats as a result of these adjustments. For example, Hit is likely to be blue instead of yellow. We'll have more details on this in the future.
The most obvious question these changes raise is "Why are stats being changed, and why now?" As the game has matured, we've run into increasingly complex issues with the current stat system. Many stats are inherently confusing, and the way they interrelate can feel convoluted. Attack Power, for example, currently translates to damage, but so does Armor Penetration. Defense provides five different statistical benefits of varying utility. Mana regeneration involves understanding multiple stats and rules and often ends up being irrelevant anyway. In addition, the difference between a "good stat" for a class and a "bad stat" can be extreme. Some casters want Haste but not Crit; hunters want Armor Penetration but not Haste. There are other overarching issues, as well, such as Intellect not being very exciting for casters despite it being a core stat -- and these are just a few examples.
Our ultimate goal is make gear a more interesting (and less confusing) choice by making each stat valuable to more players. While the reasoning behind some of the following changes may be clear, we understand that you may have questions about some of the less obvious alterations, and we'll do our best to answer any questions you may have here on the forums.
What You’ll See on Gear
Stamina - Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.
Spirit - Come Cataclysm, this stat should only be found on healing gear. Non-healing casters will have other systems in place to regenerate mana, and we are designing special solutions for Elemental shaman and Balance druids who often share gear with healers (more on this below). Raid buffs that currently boost Spirit (such as Blessing of Kings) will only boost the primary stats of Stamina, Strength, Agility, and Intellect. We are also likely changing the five-second rule and other quirks of the current regen system.
Intellect - Intellect will now grant Spell Power (more on this below). Intellect will also provide less mana than it currently does.
Haste - Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention is for Haste to let you "do stuff" more often.
Block Rating - Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.
Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.
Mastery - This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.
Armor - The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.
Resilience - This will only affect damage done by players and critical damage done by players. It will not impact crit chance, mana drains, or other such effects.
Strength, Agility, Hit Rating, Expertise, and Critical Strike Rating - These will all still appear on gear as well. Aside from situations mentioned elsewhere in this list, in general these will function similarly to how they do now, though the details -- such as how much Hit Rating you might need to effectively combat high-level creatures (more on this below) -- are likely to change.
Being Removed from Items
Attack Power - This stat will no longer be present on most items as a flat value, though it will still show up on some process. Strength and Agility, which will be present on items, will grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors. Agility may provide less Crit than it currently does.
Spell Power - Spell Power is another stat that you'll no longer see present on most items. Instead, as mentioned above, Intellect will grant Spell Power. One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.
Armor Penetration - This stat will no longer be present on items. Armor Penetration will still exist in talents and abilities.
Shield Block Value - This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.
Going Away Completely
MP5 - This stat will be removed from the game completely. Holy paladins and Restoration shaman will be redesigned to benefit from Spirit.
Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.
Spell Ranks - Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.
Weapon Skill - This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.
What Else You Should Know
Combat ratings - All ratings will be much harder to "cap out" at maximum gear levels. Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.
Reforging - While these changes will go a long way to making a wider variety of stats more attractive, we understand that sometimes you simply don’t want more Hit Rating on your gear or you’d rather have more Haste than more Crit. In Cataclysm, we are going to give players a way to replace stats on gear as part of the existing profession system. As a general rule of thumb, you’ll be able to convert one stat to 50% of another stat. While some conversions (like converting Stamina to Strength) won’t be permitted, the goal is to let you customize your gear more.
Gems - We are changing the gem colors of a few stats as a result of these adjustments. For example, Hit is likely to be blue instead of yellow. We'll have more details on this in the future.
natirel- membre
- Nombre de messages : 426
Age : 51
Localisation : idf
Date d'inscription : 14/07/2008
Re: pour les joueurs qui ont pas le temps de lire news patch
Blue posts
Quote from Blizzard staff
Alterac Valley imbalance
We have discussed this numerous times. Based on the data we've collected over the years after all of the changes that have been made to Alterac Valley, we simply do not agree that there are any glaring imbalances in the map favoring one side over the other enough to easily sway a match one way or the other. (Source)
Masteries Cap
It's possible you will only get the benefit of the tree in which you've spent the most points, or will only get the benefit from say 50 points maximum with the bonus chosen from the tree with the most points in it. We'll have to see when the talent trees are more finalized and we start to figure out build strategies.
Overall, the goal is to spend points as you want, and not feel penalized for spending into another tree or feel like you have to game things by spending more points than you want in your tree. Remember these passive bonuses are designed to give you flexibility, not lock you into anything. (Source)
[...] Imagine you spend 55 points in Retribution, so you get the maximum passive talent tree bonuses from that tree. Your remaining points you can spend where you want, in Retribution, Protection or Holy. It does discourage some kind of true hybrid build where you go partway down multiple trees, but we aren't really trying to support those, and they aren't very popular today.
The flexibility comes (hopefully) in having more discretionary points that you can spend on talents you like, rather than sacrificing raw damage, healing or tanking to do so. (Source)
Mastery/Talent system and new players
It's designed partially with new players in mind. It will be much harder to have a truly terrible talent spec because you won't be able to help but be reasonably good at your chosen role.
The mastery stat itself won't show up until high level, and even when it does, you should have more confidence that it's a stat you want instead of say trying to figure out the percent of your damage that is physical damage to calculate if armor pen is good for you or not.
I admit that adding passive bonuses at all to talent trees complicates the talent feature slightly. We hope to make up for that by there being less paranoia about picking "the wrong" spec. The wrong spec might only be a slight loss instead of a tragic loss. As a point of comparison, dual-spec complicates talents a little, but overall we think it was good for the game. (Source)
Mastery bonus distribution
To answer your question -- and this applies to all classes. the first two mastery stats are gained by placing points into a given talent tree (and wearing the gear intended for your class, e.g. leather for druids). This will allow us to remove many of the talents that always felt mandatory, especially at the min-max level, and allow room for customization.
When we begin revealing specific class information, (such as new spells and abilities, and the talent tree revamp) -- the posts we've made thus far, will make much more sense. I feel, players should look at the stat/system changes, as well as this mastery post as a "piece of a puzzle" -- and ask questions, provide feedback, but understand that until more information is released, it's not possible to see the whole of the picture. (Source)
Masteries Q&A
# 1. 28/28/20 spec. Does mastery on gear affect both highest trees or give no benefit at all?
Mastery on gear gives you one bonus. That bonus is the third passive (the unique one) in the tree in which you’ve spent the most points. In the examples we gave, those are Absorption, Radiance and Runic Power generation.
# 2. How are ferals and Dks as tanks working with mastery system in place? Are they to care about it for threat or do they have separate bonuses.
Ferals will have passive bonuses that say Cat: melee damage done, Bear: damage reduction. For death knights we have a different plan in mind that we’re not quite ready to discuss. DKs are undergoing some slight changes so they aren’t so GCD constrained and are less limited by rune cooldowns.
# 3. How are the non-pure classes going to be balanced against those with a full 76 point passive benefit? Balance, enhancement(not so much), shadow, feral, ele, resto, holy and Ret all have this issue.
Assume you only get the passive bonuses for the tree in which you’ve spent the most points, and there is a ceiling per tree (which could be something like 51-55 talent points). If you spend more points than that in a tree you still get the benefits of the talent. If you spend points in another tree, you are benefiting from those talents instead. Unless you try to make say a 40 / 36 / 0 build, you shouldn’t be losing passive bonuses.
If you turn level 10 and spend 1 point in Discipline, you are now a Disc priest. You receive the Disc talent tree passive bonuses and mastery rating on gear benefits your Disc passive bonus (Absorption). If you reach level 85 and have 70 points in Disc and 6 in Holy, you are still a Disc priest and the same rules apply. If you change your build to 51 Disc / 20 Holy / 5 Shadow, you are still a Disc priest.
# 4. Hybrids who use spells not improved by their spec on occasion such as heals or the extra lava burst are feeling that their non-specced spells are going to be extremely weak as compared to now.
They are weak now and the intent is to keep them that way. We aren’t trying to nerf them any more than they are today. If we want to make sure Resto shaman can do big Lava Bursts, we’ll give them a talent or something to make that happen. We don’t want Resto shaman to Lava Burst anywhere on the scale of an Elemental shaman. Again, how they perform today is pretty much the target for where we want to end up.
Death Knight (Forums / Talent Calculator)
Runic Power boost through Frost masteries
I know it's hard to get a feel for the design when you can't see the complete picture, but talent trees are changing for Cataclysm. As Eyonix referenced above, we are changing the DK rune mechanic a little so that you aren't so GCD constrained. This in turn will give us a chance to rebalance how much runic power Frost gets. Remember that in many cases we are pulling talents out of the trees and giving them to you as passive bonuses. In general if you see a passive talent tree bonus and think to yourself "Hmm, that doesn't sound very good for me," then it's probably because we haven't revealed the changes that lead to that being attractive to you. (Source)
Warrior (Forums / Talent Calculator)
Shockwave vs. Thunder Clap
Shockwave is technically a ranged attack, like a hunter shot. This means it's treated like an attack (and not a spell) for purposes of what you want but can't be dodged or parried. (I believe ranged attacks can be blocked, but I can't honestly remember off the top of my head.) The Shockwave treatment might be the right way to go for Thunder Clap. Thunder Clap is currently a spell that hits for physical damage and can't be dispelled. The distinction among spell, melee and ranged attack (or persistent auras like Consecrate) is a largely technical one that doesn't always encompass unusual abilities well. (Source)
Thunder Clap in 3.3.3
I think we're likely to make Thunder Clap a ranged attack (like Shockwave) for 3.3.3. This will let it get 200% crits among other things.
Standard no promises, in case there ends up being a problem with that implementation. (Source)
Also, a few people asked for the visuals of the Masteries system released during Blizzcon. I'll post them again here but keep in mind that these pictures are already 6 months old and most of the information here is probably outdated.
Quote from Blizzard staff
Alterac Valley imbalance
We have discussed this numerous times. Based on the data we've collected over the years after all of the changes that have been made to Alterac Valley, we simply do not agree that there are any glaring imbalances in the map favoring one side over the other enough to easily sway a match one way or the other. (Source)
Masteries Cap
It's possible you will only get the benefit of the tree in which you've spent the most points, or will only get the benefit from say 50 points maximum with the bonus chosen from the tree with the most points in it. We'll have to see when the talent trees are more finalized and we start to figure out build strategies.
Overall, the goal is to spend points as you want, and not feel penalized for spending into another tree or feel like you have to game things by spending more points than you want in your tree. Remember these passive bonuses are designed to give you flexibility, not lock you into anything. (Source)
[...] Imagine you spend 55 points in Retribution, so you get the maximum passive talent tree bonuses from that tree. Your remaining points you can spend where you want, in Retribution, Protection or Holy. It does discourage some kind of true hybrid build where you go partway down multiple trees, but we aren't really trying to support those, and they aren't very popular today.
The flexibility comes (hopefully) in having more discretionary points that you can spend on talents you like, rather than sacrificing raw damage, healing or tanking to do so. (Source)
Mastery/Talent system and new players
It's designed partially with new players in mind. It will be much harder to have a truly terrible talent spec because you won't be able to help but be reasonably good at your chosen role.
The mastery stat itself won't show up until high level, and even when it does, you should have more confidence that it's a stat you want instead of say trying to figure out the percent of your damage that is physical damage to calculate if armor pen is good for you or not.
I admit that adding passive bonuses at all to talent trees complicates the talent feature slightly. We hope to make up for that by there being less paranoia about picking "the wrong" spec. The wrong spec might only be a slight loss instead of a tragic loss. As a point of comparison, dual-spec complicates talents a little, but overall we think it was good for the game. (Source)
Mastery bonus distribution
To answer your question -- and this applies to all classes. the first two mastery stats are gained by placing points into a given talent tree (and wearing the gear intended for your class, e.g. leather for druids). This will allow us to remove many of the talents that always felt mandatory, especially at the min-max level, and allow room for customization.
When we begin revealing specific class information, (such as new spells and abilities, and the talent tree revamp) -- the posts we've made thus far, will make much more sense. I feel, players should look at the stat/system changes, as well as this mastery post as a "piece of a puzzle" -- and ask questions, provide feedback, but understand that until more information is released, it's not possible to see the whole of the picture. (Source)
Masteries Q&A
# 1. 28/28/20 spec. Does mastery on gear affect both highest trees or give no benefit at all?
Mastery on gear gives you one bonus. That bonus is the third passive (the unique one) in the tree in which you’ve spent the most points. In the examples we gave, those are Absorption, Radiance and Runic Power generation.
# 2. How are ferals and Dks as tanks working with mastery system in place? Are they to care about it for threat or do they have separate bonuses.
Ferals will have passive bonuses that say Cat: melee damage done, Bear: damage reduction. For death knights we have a different plan in mind that we’re not quite ready to discuss. DKs are undergoing some slight changes so they aren’t so GCD constrained and are less limited by rune cooldowns.
# 3. How are the non-pure classes going to be balanced against those with a full 76 point passive benefit? Balance, enhancement(not so much), shadow, feral, ele, resto, holy and Ret all have this issue.
Assume you only get the passive bonuses for the tree in which you’ve spent the most points, and there is a ceiling per tree (which could be something like 51-55 talent points). If you spend more points than that in a tree you still get the benefits of the talent. If you spend points in another tree, you are benefiting from those talents instead. Unless you try to make say a 40 / 36 / 0 build, you shouldn’t be losing passive bonuses.
If you turn level 10 and spend 1 point in Discipline, you are now a Disc priest. You receive the Disc talent tree passive bonuses and mastery rating on gear benefits your Disc passive bonus (Absorption). If you reach level 85 and have 70 points in Disc and 6 in Holy, you are still a Disc priest and the same rules apply. If you change your build to 51 Disc / 20 Holy / 5 Shadow, you are still a Disc priest.
# 4. Hybrids who use spells not improved by their spec on occasion such as heals or the extra lava burst are feeling that their non-specced spells are going to be extremely weak as compared to now.
They are weak now and the intent is to keep them that way. We aren’t trying to nerf them any more than they are today. If we want to make sure Resto shaman can do big Lava Bursts, we’ll give them a talent or something to make that happen. We don’t want Resto shaman to Lava Burst anywhere on the scale of an Elemental shaman. Again, how they perform today is pretty much the target for where we want to end up.
Death Knight (Forums / Talent Calculator)
Runic Power boost through Frost masteries
I know it's hard to get a feel for the design when you can't see the complete picture, but talent trees are changing for Cataclysm. As Eyonix referenced above, we are changing the DK rune mechanic a little so that you aren't so GCD constrained. This in turn will give us a chance to rebalance how much runic power Frost gets. Remember that in many cases we are pulling talents out of the trees and giving them to you as passive bonuses. In general if you see a passive talent tree bonus and think to yourself "Hmm, that doesn't sound very good for me," then it's probably because we haven't revealed the changes that lead to that being attractive to you. (Source)
Warrior (Forums / Talent Calculator)
Shockwave vs. Thunder Clap
Shockwave is technically a ranged attack, like a hunter shot. This means it's treated like an attack (and not a spell) for purposes of what you want but can't be dodged or parried. (I believe ranged attacks can be blocked, but I can't honestly remember off the top of my head.) The Shockwave treatment might be the right way to go for Thunder Clap. Thunder Clap is currently a spell that hits for physical damage and can't be dispelled. The distinction among spell, melee and ranged attack (or persistent auras like Consecrate) is a largely technical one that doesn't always encompass unusual abilities well. (Source)
Thunder Clap in 3.3.3
I think we're likely to make Thunder Clap a ranged attack (like Shockwave) for 3.3.3. This will let it get 200% crits among other things.
Standard no promises, in case there ends up being a problem with that implementation. (Source)
Also, a few people asked for the visuals of the Masteries system released during Blizzcon. I'll post them again here but keep in mind that these pictures are already 6 months old and most of the information here is probably outdated.
natirel- membre
- Nombre de messages : 426
Age : 51
Localisation : idf
Date d'inscription : 14/07/2008
Re: pour les joueurs qui ont pas le temps de lire news patch
A mon avis c'est faux. Ils ont certainements raison, c'est eux qui ont les stat. M'enfin dans la pratique, l'alliance est avantagé sur les parties longues et les rush :Quote from Blizzard staff
Alterac Valley imbalance
We have discussed this numerous times. Based on the data we've collected over the years after all of the changes that have been made to Alterac Valley, we simply do not agree that there are any glaring imbalances in the map favoring one side over the other enough to easily sway a match one way or the other. (Source)
Parties longues : Par le pont et les bump mage feu, glouglou et chamy qui déciment gentiment une attaque. En plus on a un double goulet d'étranglement qui encadre un cim : Le canyon avant le pont et le pont. Alors que les H2 ont la rase campagne, un cim, un village qu'on passe en coup de vent et enfin un goulet, chiant a passer mais jouable.
Les rush : Je reste convaincu que notre trajet est plus court pour arriver au boss.
Après, si il y a égalité, c'est que les H2 sont un peu meilleurs.
Pouma- Moutonneur fou
- Nombre de messages : 2738
Age : 57
Date d'inscription : 16/09/2005
Re: pour les joueurs qui ont pas le temps de lire news patch
Donc en somme tant que moi, toi, Lyz et Zenaku ne sommes pas dans la Vallée ( ho, ho .. D'altéraccc ... ) c'est équilibré ^^
Re: pour les joueurs qui ont pas le temps de lire news patch
huhu, c'est un pas très humble mais c'est pas tout à fait faux.
C'est le BG que j'ai le plus gagné, 56% de réussite. C'est aussi mon BG préféré.
Defendre le canyon devant foudrepique, etre seul à défendre Vandar contre 20 H2, empêcher les H2 de passer le pont a 5 ou 6, le rush de la cote pres de Drek, defendre coute que coute une tour, c'est qd meme épique.
Ah tiens, je me suis pas vanté auprès de toi Hadrien, un jour avec Rhaal, druidou heal sur moi avec un autre, j'ai mis 6M de dégâts en défendant le canyon. C'était de la folie. Tous les H2 me focussaient, j'étais un peu repéré, fatalement (ils m'ont mis 6 ou 700k de dégâts je crois), et tant que les druidou avaient de la mana, je spammais des bombes vivantes, pyro. On a perdu mais ils sont pas passé.
J'en profite pour signaler que faire Alterac avec Hadrien sous, c'est du bonheur, on a le droit a l'historique des la vallée, la gnéalogie des pnj, le pourquoi le comment des quetes et tout d'un coup "bon, c'est plié, on a perdu" alors qu'il reste 270 ressources de chaques cotés. Pi on perd 10mn plus tard.
Ah dans les avantages de l'Alliance, j'oubliais les mines, la notre est protégée par notre cim, meme si on peut nous la faire par la bande, alors que celle des H2 est en rase campagne.
Ceci dit, je milite pour des Altérac à l'ancienne, sans ressources.
C'est le BG que j'ai le plus gagné, 56% de réussite. C'est aussi mon BG préféré.
Defendre le canyon devant foudrepique, etre seul à défendre Vandar contre 20 H2, empêcher les H2 de passer le pont a 5 ou 6, le rush de la cote pres de Drek, defendre coute que coute une tour, c'est qd meme épique.
Ah tiens, je me suis pas vanté auprès de toi Hadrien, un jour avec Rhaal, druidou heal sur moi avec un autre, j'ai mis 6M de dégâts en défendant le canyon. C'était de la folie. Tous les H2 me focussaient, j'étais un peu repéré, fatalement (ils m'ont mis 6 ou 700k de dégâts je crois), et tant que les druidou avaient de la mana, je spammais des bombes vivantes, pyro. On a perdu mais ils sont pas passé.
J'en profite pour signaler que faire Alterac avec Hadrien sous, c'est du bonheur, on a le droit a l'historique des la vallée, la gnéalogie des pnj, le pourquoi le comment des quetes et tout d'un coup "bon, c'est plié, on a perdu" alors qu'il reste 270 ressources de chaques cotés. Pi on perd 10mn plus tard.
Ah dans les avantages de l'Alliance, j'oubliais les mines, la notre est protégée par notre cim, meme si on peut nous la faire par la bande, alors que celle des H2 est en rase campagne.
Ceci dit, je milite pour des Altérac à l'ancienne, sans ressources.
Pouma- Moutonneur fou
- Nombre de messages : 2738
Age : 57
Date d'inscription : 16/09/2005
Page 1 sur 2 • 1, 2
Sujets similaires
» POUR LES FUTUR JOUEURS DE AION
» Emploi du temps pour mes perso's,
» news ou pour info
» Autre passe temps
» Bienvenue aux joueurs du serveur Eitrigg :)
» Emploi du temps pour mes perso's,
» news ou pour info
» Autre passe temps
» Bienvenue aux joueurs du serveur Eitrigg :)
Page 1 sur 2
Permission de ce forum:
Vous ne pouvez pas répondre aux sujets dans ce forum