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New Poll: Your favorite city    29-07, 20:29  Billos
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Old Poll: How old are you?    29-07, 19:49  Kilon
Old Necrosis Bugged    29-07, 19:47  thorlock
Old Soulstones to become more...    29-07, 19:29  Hellheimer
Old Demonology and Saurfang    29-07, 18:28  Billos
Old Killing rogues    29-07, 17:18  Supernex
Old Cataclysm Raid Buffs    29-07, 17:02  Beryo
Old Anyone play WoW on a Mac?    29-07, 16:46  Garagos
Old Pawn vs. Rhadatip    29-07, 16:30  Lrrwok
Old Cataclysm Raid Buffs  28-07
Old Soulstones to become more...  28-07
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Cataclysm Raid Buffs Jul 28, 2010 - 9:03 AM - by fizboz
This list from Ghostcrawler shows which raid buffs different classes (Warlocks highlighted) bring in the current Cataclysm beta:

Here is the raid buff / debuff design as it stands today. I did not include hunter pets or resistance auras. This is not set in stone.
  • Agility and Strength - DK, Shaman, Warrior
  • Armor -- Shaman, Paladin
  • 10% AP -- MM Hunter, Enh Shaman, Blood DK, Paladin
  • Burst Haste -- Shaman, Mage
  • 3% Damage -- BM Hunter, Arcane Mage, Ret Paladin
  • Health -- Lock (probably Destro), Warrior, Priest
  • Mana Pool -- Mage, Lock (probably Affliction)
  • Mana Regen -- Paladin, Shaman, Lock (probably Affliction)
  • Replenishment -- Shadow Priest, Frost Mage, Survival Hunter, Destro Lock, Ret Paladin
  • 5% Crit -- Fury Warrior, Feral Druid, Subtlety Rogue, Elemental Shaman
  • 20% Melee Attack Speed -- Shaman, Frost DK, Ret Paladin, Survival Hunter
  • 5% Spell Haste -- Shaman, Balance Druid, Shadow Priest, Destro Lock
  • 6% Spell Power -- Mage, Shaman
  • 10% Spell Power -- Ele Shaman, Demo Lock, Fire Mage
  • 5% Stats -- Paladin, Druid
  • 12% Armor Debuff -- Warrior, Rogue, Druid, Hunter
  • 10% Physical Damage Debuff -- Warrior, Druid (probably bear), Prot paladin, Warlock, Blood DK
  • 30% Bleed Damage Debuff -- Arms Warrior, Feral Druid, Subtlety Rogue
  • 30% Cast Speed Slow -- Warlock, Rogue, Arcane Mage
  • 5% Spell Crit Chance Taken -- Fire Mage, Lock (probably Demo), possibly Frost Mage
  • 25% Healing Taken -- Arms Warrior, Fury Warrior, Hunter, Rogue, Frost Mage, Shadow Priest
  • 10% Melee Attack Speed Debuff -- Warrior, DK, Feral Druid, Prot Paladin
  • 4% Physical Vulnerability -- Arms Warrior, Combat Rogue, Frost DK
  • 8% Spell Damage Taken -- Warlock, Unholy DK, Balance Druid, Assassination Rogue
Soulstones to become more like Rebirth? Jul 28, 2010 - 4:09 AM - by Falcrist
This comment, first posted by Falcrist, introduces a possible new design for Soulstones in Cataclysm.

We are also considering (though it's less solid) making Soulstones work more like Rebirth -- you could essentially stone someone after they died and let them rez themselves -- in addition to the way they work currently. That way there would be two classes with battle rez, and we could go with the model of one per fight (maybe more in 25) rather than a long duration.
Ghostcrawler on Talent Tree Design Jul 25, 2010 - 11:19 AM - by fizboz
In this post, GC explains the logic that's going into talent tree design in Cataclysm.

Rather than derail threads on individual classes or specializations, I thought I would address some common questions or misperceptions in this one thread.

We don't consider "bloat" a bad word. Players typically say that when there are more talents than they can possibly get. That's the whole idea. When you run out of interesting talents, then that's when we think we have a problem.

Related, if we do our jobs right, you are going to run out of dps talents (or healing talents if you're a healer, or mitigation talents if you're a tank). We don't want every talent to feel mandatory since you are prohibited from getting them all. We want you to have choices.

We don't consider every talent that doesn't directly lead to higher dps to be a "PvP talent." Survivability is a big deal in Cataclysm. In that vein, talents that keep you alive (or help healers conserve mana) are indirectly dps talents.

Related, many trees lost a lot of true PvP talents, such as dispel resistance or mechanic duration reductions. These are the kind of talents I describe as "arms races," where you need a counter to the ability someone else is using to try to counter you. We'd rather reel the whole thing in a little and make things like crowd control or dispels as powerful or as weak as they need to be baseline rather than assuming you have talents that make them less powerful.

We are providing some damage talents for healers. For the most part, those are optional talents for leveling, soloing, PvP or times in dungeons or raids when you don't need to heal.

Likewise, we don't assume tanks need to pick up every single dps talent in order to generate sufficient threat. You'll likely need some threat talents, but since you're probably dipping into a dps tree to get some of those, you're going to find way more than you can afford.

In most cases, raid buff talents are cheap and often have selfish bonuses. If they lack a selfish bonus, it's because we consider the talent so compelling that you'd probably want it when solo anyway. We see a lot of "I'll skip that talent, because someone else will bring that buff," but obviously that logic starts to fail when everyone comes to that conclusion. Also make sure you're familiar with how some of the buffs and debuffs have changed for Cataclysm. We are trying to make it even easier to get the big ones, especially for 10-player raids.

We aren't designing PvP vs. PvE trees. Ultimately, we consider a talent specialization to be a stylistic choice. However, given the challenges of nailing both PvP and PvE balance, as a consolation prize it's nice when at least there are no dead trees. If Frost and Arms weren't raiding juggernauts, at least they did have a place in the game in Lich King. But Cataclysm represents an opportunity to try again, so we hope to see Arms and Frost raiding, and Fury and Fire in PvP.

We aren't overhauling every single class. We are changing paladins quite a bit, and the resource systems for hunters and warlocks and Balance druids have changed. I get the sense some of you are waiting for that magical build in which half of your talents have been scrapped in favor of new ones, and in many cases, those changes just aren't coming. That's not to say we're done with any tree.

We haven't been super concerned about numbers yet, and we aren't at all concerned about glyphs yet. It's helpful if you note abilities that seem to have lost a lot of damage compared to live, just so we can make sure it's intentional (as it is for many AE abilities). If you think you won't use some core spell just because it doesn't hit or heal for enough yet, then it's fine to bring that up, but you can also assume that the numbers just aren't quite right on it yet. Of course this also means that you may feel underpowered (or rarely overpowered, though players almost always feel underpowered) compared to someone else. This does not mean you're doomed in Cataclysm or that you need to SCREAM REAL LOUD to make sure the developers don't overlook it. Numbers are much easier to adjust once we're happy with the basic mechanics.
Level 80+ mobs healthier in Cataclysm! Jul 23, 2010 - 2:35 PM - by fizboz
OK, to be a little clearer... In this blue post, Blizzard talks about nearly doubling the normal 80+ level mob health pools for Cataclysm.

...after careful review and consideration we've decided to increase the hit point values of level 80+ Cataclysm creatures. The new hit point values are roughly double their previous values.

Level 80 (OLD) - 16,400
Level 80 (NEW) - 31,000

Players will also now need to be level 80 in order to use the Dungeon Finder System for Throne of Tides and Blackrock Caverns.
More Unofficial 'Beta Patch Notes' Jul 23, 2010 - 6:29 AM - by Drabi
MMO-champion posted some more information and a new talent calculator.

Affliction
  • Dark Intent *New* - You link yourself with the targeted friendly target, increasing both of your haste by 3%. When you or the linked target gains a critical periodic damage or healing effect, the other gains an increased 3% increased periodic damage and healing lasting for 7 sec. Stacks up to 3 times. Dark Intent lasts for 30 min. / 6% of base mana, 30 yd range, Instant cast
  • Soul Swap *New* - You instantly deal 167.45 damage, and removing your damage-over-time effects from the target. For 20 sec afterword, the next target you cast Soul Swap on will be afflicted by the damage-over-time effects and suffer 167.45 damage. You cannot Soul Swap to the same target. / 6% of base mana, 30 yd range, Instant cast, 45 sec cooldown
DemonologyDestruction
  • Fel Flame now increases the duration of Immolate or Unstable by 6 sec instead of refreshing it.
  • Aftermath now gives your Conflagrate a 50/100% chance to daze the target. (Up from 6/12%)

Additionally, as compensation for having to wear a dress (for us guys anyway): Cloth Specialization - Increases your Intellect by 5% while wearing only Cloth armor.
More Warlock changes in next beta build Jul 21, 2010 - 3:32 PM - by fizboz
Thanks to Rachakuka for pointing out this blue on changes in the next beta build. Please keep comments in the original news post. This post is locked.

Here are a few upcoming changes you'll see in the next beta build:
  • Improved Drain Soul and Dark Pact have been cut / redesigned.
  • Aftermath is a 100% chance to proc with 2 points. That is just a tooltip error.
  • Soul Fire’s base cast time is reduced to 4 sec, and Emberstorm takes it down to 3 sec.
  • Demonic Aegis back to 15/30%.
  • Drain Life will do more competitive damage.
About Everlasting Affliction:

No, it's 100% with 3 ranks. Otherwise it wouldn't be very everlasting. Probably a tooltip error from the conversion from 5 to 3 ranks.
Unofficial 'Beta Patch Notes' Jul 21, 2010 - 12:26 PM - by fizboz
A new beta patch has gone live, but without official patch notes yet, so sharing with you information from MMO-Champion. A new talent calculator is also available from the same source.

Affliction
  • Bane of Doom - Curses the target with impending doom, causing 2213.37 Shadow damage every 30 sec. When Bane of Doom deals damage, it has a 25% chance to summon a Demon guardian. Only one Bane per Warlock can be active on any one target. / 15% of base mana, 30 yd range, Instant cast, 1 min cooldown
  • Jinx (NEW) - Your Curse of the Elements also effects all nearby enemy targets within 20/40 yards of the cursed target, and your Curse of the Weakness also reduces the targets energy, rage, focus or runic power generation by 5/10 while active.
Demonology
  • Ritual of Doom is now Summon Doomguard - Summons a Doomguard to fight beside you for 45 sec. The Doomguard will assist you by attacking the target which is afflicted by your Bane of Doom or Bane of Agony spell, and will sometimes dispel harmful magic effects from you. / 80% of base mana, Instant cast, 10 min cooldown, Reagents: Demonic Figurine
  • Inferno is now Summon Infernal - Summons a meteor from the Twisting Nether, causing 28.87 Fire damage and stunning all enemy targets in the area for 2 sec. An Infernal rises from the crater, under the command of the caster for 1 min. The Infernal deals strong area of effect damage, and will be drawn to attack targets afflited by your Bane of Agony or Bane of Doom spells. / 80% of base mana, 30 yd range, 1.5 sec cast, 10 min cooldown, Reagents: Infernal Stone
  • Create Firestone is gone.
  • Create Spellstone is gone.
  • Detect Invisibility is gone.
  • Sense Demons is gone.
  • Unending Breath is gone.
  • Nemesis is now a Tier 5 Talent. Down from Tier 6. Now 2 ranks, down from 3.
  • Molten Core is now a Tier 4 Talent. Down from Tier 5.
  • Demonic Brutality is gone.
  • Hand of Gul'dan cast time has been increased from 2.5 to 3 sec.
  • Ancient Grimoire now increases the duration of your Infernal and Doomguard summons by 10/20 sec. (Up from 6/12 Sec)
  • Improved Succubus is gone.
  • Improved Healthstone is gone.
  • Improved Imp is gone.
  • Dark Arts (NEW) - Reduces the cast time of your Imp's Firebolt spell by 0.25/0.5/0.75 sec, increases the attack power bonus of your Felguard's Demonic Frenzy by 1/2/3% and increases the damage done by your Felguard's Shadow Bite by 5/10/15%.
Destruction
  • Empowered Imp now seems to gives your Imp's Firebolt a 6/12% chance to cause your next Soulfire spell to be instant cast within 8 sec. (Rank 2 Not Yet Implemented ... Could be a bug)
  • Bane of Havoc now lasts 5 min. Up from 2 min.
  • Nether Protection now reduces all damage by that spell school by 15%. (Down from 30%)
  • Afterburn is now named Burning Embers, now lasts 7 sec (Down from 10). The damage done by your Burning Ember effect cannot exceed [ 1/2% of Spell Power + 167.45 ] total damage.
  • Backlash now has a 13/26% chance to proc. (Up from 8/16%)
  • Shadowburn base damage has been increased by 23%. Now only usable on enemies that have less than 20% health.
  • Improved Soul Fire now has a flat chance to increases your spell haste by 7/15% after you Soul Fire a target above 80% health.
  • Emberstorm now reduces the cast time of Soul Fire by 0.5/1 sec. (Down from 1/2 sec)
  • Bane no longer reduces the casting time of Soul Fire.
  • Improved Shadow Bolt is now Shadow and Flame - Increases the damage done by your Shadow Bolt and Incinerate spells by 4%, and your Shadow Bolt has a 33/66/100% chance to cause the Improved Shadow Bolt effect to the target.
    The Improved Shadow Bolt effect causes the target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 5% for 30 sec.
  • Shadowflame now also fears the enemies.
Ask a Beta Tester Forum Open! Jul 17, 2010 - 9:41 AM - by fizboz
For all of us poor unfortunates who were not favored by the blue gods at Blizzard with a beta key to Cataclysm and the handful that have been so blessed, the new 'Ask a Beta Tester Forum' is now open!

The intent is to keep us all up to date on the little things that don't come across in the news posts about how Cataclysm plays, feels & works and how the best class of them all (you're not really going to ask who, are you???) is shaping up for the next expansion.

Beta testers are encouraged to share their screenshots, videos and general feedback on these forums and the rest of us proletarians (err... I mean players) to ask questions.

Please keep in mind that there are not many beta testers out there and even fewer in our small piece of the internet, so be respectful and thankful to those who take a few minutes away from the Maelstrom to contribute here on the Den.

Thanks! (can I have your beta key?...)
Twitter Developer Chat -Talent Tree Jul 17, 2010 - 9:23 AM - by fizboz
Blizzard routinely holds a Twitter chat with Developers to take a Q&A from the public. It's a long post, so I'm breaking it up into three. Below are some talent tree related excerpts from the latest chat:

Q. With the 31-point tree, many talents still cost two or three points. Is this going to be changed, as it basically increases their cost?
A. For the most part, yes. There are some overpowered talents that don't need the boost, but many of the others will have their effects increased.


Q. How do the mastery bonuses work now that they don't show up on the talent interface anymore?
A. The mastery bonuses will be trainable passive bonuses somewhere around level 75. Each talent specialization will have a different Mastery available on the trainer with a base potency with 0 Mastery Rating. The character sheet interface will have additional information on the additional potency gained from Mastery Rating.

Q. Have some of the old talents been made into new glyphs?
A. Usually when we cut a talent it's because we thought it was a bad talent, but we might bring some talents that were so situational to fit in the new model back as glyphs. We are still designing glyphs. Players shouldn't necessarily assume that any of their current glyphs are going to still be around. Some will, but many are changing.

Q. In general, do you expect mana-saving talents to be something all players take, or are they designed to be optional utility?
A. For healers, we expect players will take most of these talents (maybe not the ones related to taking damage or dealing damage though). For non-healers, we make sure all of them have reasonably reliable ways to restore mana, but these often come with the potential for damage-dealing loss. In that vein, the mana-saving talents can be thought of as damage-dealing talents, and nukers can take them if they think they impact their bottom line. After all, we all know that the only thing that matters at the end of the day is who won the meters.


Q. If every specialization is intended to take their 31-point talent, why is it not baseline at the level you could acquire it?
A. Those talents are a good "brass ring" to work towards. They often change your character pretty dramatically when you get them, so it's a fun moment. There is definitely an interesting philosophical discussion about talent trees and how many talents should be mandatory vs. optional. Some players would like a model where everything is on equal footing with everything else. Others want to make sure there are some safe decisions so that they don't have to do tons of theory-crafting research every time they talent their character. We are trying to shoot for something in the middle where we have some expectation for how a particular spec will play (for example, we don't want to have to develop and support the non-Chaos Bolt Destruction rotation) but players can still decide if say Blitz is something their Arms warrior will use or not.


Q. Are all characters getting 5% stun/fear reduction baseline since they are no longer talents?
A. We would rather adjust the crowd control durations to appropriate levels. Currently some crowd-control effects are so easy to get out of that only really layered (using crowd control effects of different diminishing returns) really matters. We don't want all of PvP to be kiting each other around with instant nukes and heals. Knowing what average durations are (rather than having some classes with duration reducers and some without) will let us judge the baseline better. We think players are individually just looking at their own trees now and thinking that they were made less powerful without realizing how across-the-board all the changes are.

Q. Will we be seeing more talents that reward use of rarely used spells (i.e. Destruction now opens with Soul Fire, barely used before)?
A. Talents like this are intended to be used as openers for PvE, or for target-swapping in PvE and PvP. There are a lot of encounters where you have to kill newly spawned monsters as soon as possible, which these talents are great for. Or, when you need to change targets in PvP on a high health mob, boom instant critical with Improved Feral Charge, Careful Aim, or haste with Improved Soul Fire.

Q. Are there plans to give more procs to some classes to make the rotations a little more interesting?
A. Sure, we want all specializations to have interesting rotations. There is a point though when you can be overwhelmed by the amount of procs going on and the gameplay becomes erratic and not very fun. So it's a constant balance between the two.


Q. Can we expect more fun talents and maybe even shiny new abilities in further iterations of the new talent trees?
A. Yes, the current beta trees are still very much works in progress. As paladins in particular will see shortly, that ongoing work certainly can include fun talents and shiny new abilities.

Q. Is your goal to not having to use a talent specialization solely for PvP? If so, please elaborate on how you plan to accomplish that?
A. This is almost impossible to "fix." With the nature of talents min/max will always be possible. That said, we're trying to move away from having purely PvP or purely PvE talents as much as possible, which will make the pure PvP specializations less painful to play in PvE and vice versa.

A. We are removing many of the PvP talents, as well as trying to make some of the PvP talents a little more useful for PvE (for example, a talent that currently procs on taking critical damage could instead proc on taking any damage, including AoE damage, as well). While we recognize that very competitive players might still want unique talent builds for PvP vs. PvE, the hope is that more players might be able to use the same specialization more often for multiple aspects of the game.

Q: Ever thought of changing tiers to unlock with 3 Points instead of 5, now that 5 tier talents are gone?
A. We considered this idea, but ultimately decided against it.


Q. How will brand new players know what a good leveling specialization is? Are they expected to know what site to visit and read up?
A. We believe that the new talent tree design will make it much easier for a neophyte player to pick a talent specialization and navigate its talent tree successfully with a viable specialization.


A. We hope that most talent builds are decent for leveling. Giving players a good ability at level 10 definitely helps with this. We are trying to avoid the traps of bad talents by just removing them altogether (Unbridled Wrath, RIP).

Q: It was said that players would be allowed to choose based on their play style. Do you believe fewer talents will accomplish this?
A. The talents that we are pruning are typically things like extra strength or coefficient boosts to spells. It's hard to have a different play style based on talents like that. We are trying to keep the talents that really change gameplay. A Retribution paladin that feels like he can help out healing on 5-player dungeon runs might take the two-point talent to improve healing. A Protection warrior who tanks a lot of 5-player dungeons might want talents that help with AoE pulls,while one that is a raid off-tank might want, say, Safeguard and Vigilance instead.


Q: With the new 31-point tree system, how will players use dual-specialization? Do we get to choose a new tree when we first use our secondary specialization (off-spec)?
A. You can use dual-specialization for a different specialization in beta, if you choose, much as you can today. We are going to lower the level at which you can use dual-specialization, as well as the cost for purchasing it, because we recognize that using Dungeon Finder while leveling is likely to be popular.
Twitter Developer Chat -General Info Jul 17, 2010 - 9:14 AM - by fizboz
Blizzard routinely holds a Twitter chat with Developers to take a Q&A from the public. It's a long post, so I'm breaking it up into three. Below are some general game-play related excerpts from the latest chat:

Q. With each expansion boss mechanics become more and more complex. Don't you think that bosses will be overcomplicated soon?
A. We have a lot of players who have been killing bosses for six years now. We think we need to keep it fresh for them. Having normal vs. Hard modes is our way of making sure the complexity doesn't make those fights inaccessible for some players.


Q. Will there be account-wide Achievements? If so, can we expect to see things like vanity gifts for having multiple characters?

A. It's an idea we definitely want to do, but it's pretty challenging technically, so it's not on the immediate horizon. We can't promise anything obviously, but I wouldn't feel the need to get difficult Achievements on more than one character on the same account.

Q: What about some class specific quests for Cataclysm? I enjoyed them in the early levels of WoW!
A: It's very expensive to create class-specific raids given the literally thousands of new quests we are already adding for Cataclysm; however, we are going to have class-specific dungeon quests for everyone at levels 20 and 50. These won't be as involved as, say, the old Benediction quest line, but they will give you a way to get some blue loot that isn't otherwise available.

Q: How much of an impact will the new medium glyphs have on the fun factor of choices in the new 31-point talent trees?
A. We hope it adds a lot. Part of the problem is that if there is, say, a Glyph of Mutilate, you feel like you have to take that as an Assassination rogue over anything else. The Medium glyphs are designed to let you customize your character a little more. They are the glyphs you would take if Mutilate didn't exist.
Incidentally, the new tiers are called Prime, Major, and Minor. Majors are the new Mediums. Glyph of Mutilate would be a Prime.

Q: Are there any plans to add Ghostcrawler in-game as a critter or elite crab?
A. Ghostcrawler would be very emo were he to gaze down from his Throne of Lies and behold the mass crustacean slaughter that would result in having more manifestations of his persona in the game.

Q. Will the ability to run while shooting effect PvP or PvE battles more? What was the initial intention of the new ability?
A. With how encounters are today, damage-dealing while on the move is increasingly becoming important. You'll see in a lot of classes we specifically are giving new ways for players to still do damage while on the move. That said, your damage while standing still casting or on a target in melee range should always be optimal.

Q: Will we be seeing more talents that reward use of rarely used spells (e.g. Destro now opens with Soul Fire, which was barely used before)?
A. Given the scarcity of action bar space, rarely used abilities are generally becoming more appealing or being cut from the game entirely.

Q: Will there be a "hard cap" for Mastery rating (to avoid having 101% chance of getting a critical block, for example)?
A, In the course of finalizing all of the Masteries for the various talent specializations, we will make sure that, in the expected gear a player can acquire from the final Cataclysm raid tiers, the player will not crash into a "hard cap" unless they go out of their way to stack Mastery more than is reasonable. This may require redesigning some of the Masteries as the rest of the class designs are finalized.

Q: How will pets scale with Mastery their masters' Mastery?
A. The talent specializations that rely heavily on pets (Beast Mastery and Demonology, for example) have a Mastery that makes Mastery rating also increase pet damage. Other specializations that have pets, but whose pets do not benefit from Mastery, will have their Masteries balanced accordingly, taking into account that pets will not benefit from them.


Q: What is the conversion rate for intellect to spell power for Cataclysm? Will it differ with each class?
A. Each point of intellect grants one point of spell power, excepting the first 10 points. This is vaguely similar to attack power, where each point of strength or agility gives two attack power, excepting the first 10 points.
We realize this slightly reduces the spell power per budget on items, so we also increased the amount of spell power granted by caster weapons, and that increase entirely makes up for the deficit. Those weapons will continue to have spell power as well as intellect, and the amount of spell power will be significantly larger than in 3.3.5.


Q: Are we going to be able to view the Mastery talent previews for Cataclysm soon as we can currently?
A. With the talent tree redesign, all the Masteries need to be re-implemented, and, in some cases, redesigned. This will require at least a couple of weeks before they will be available on beta.


Q: I PvP a lot in the level 10-19 bracket. What are some cool new abilities we'll see at level 10 in Warsong Gulch?
A. Since all players will be getting a signature ability like Mortal Strike, Summon Water Elemental, or Mangle when choosing a specialization at level 10, we think players will see a lot of new abilities in the level 10-19 Warsong Gulch bracket that have never been seen before.


Q: Can you provide some clarity on the 3rd Mastery that is affected item stats?
A. We recognized the earlier implementation of Mastery in the beta was confusing. Mastery is no longer directly associated with a talent tree, but is instead a passive effect learned from a trainer at a later level. That passive effect will now grant the third Mastery bonus you formerly saw in the talent tree pane. The passive effect will have a base value, and then Mastery rating will increase that effect further. The other two Mastery bonuses previously listed at the top of the talent tree pane have been removed, but, in some cases, have been reimplemented as passive specialization bonuses. Currently, in the beta, you cannot see any of the Masteries, as they need to be reimplemented after the talent tree redesign.

Q. Will we see these talent changes in Wrath of the Lich King, before the release of Cataclysm, like we did with the last expansion?
A. Yes.

Q: Will WoW ever get a new weapon type?
A. Tauren will be able to dual-wield gnomes on a stick.

Q: What are your thoughts on there being guild housing as a possible guild leveling reward?
A. Our design dilemma with guild housing is what you do in a guild house. If you generally hang out there, and have vendors and banks and Auction House access, then you stay there all the time and it makes the cities feel pretty dead. In a game with instanced dungeons and now phases, we are reluctant to provide more reasons for players to not see other players. It's a social game! If we can come up with a good role for guild houses then we'll definitely do them in the future.
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