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Tais
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Post by Tais » Wed Apr 15, 2009 11:55 am

ето малко важна информация за магетата, предоставена от Елитистите за пач-а :D
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Roywyn wrote:3.1 News / Issues

* Patch tomorrow, includes the following:
* Dual Spec. Ulduar. Talent/Item changes. Some other stuff.
* Tailoring is THE profession for DPS now, JC second.


HELP BEST DPS SPEC?
FFB+Focus* >= FB/TTW >= Arcane > FFB >> Frost/TTW
FFB/Focus means you use some 11+ Arcane as second spec, cast Focus Magic on a buddy (Frostfire/Fire Mage or Moonkin/Shadow Priest as 2nd choice), and then spec back to FFB (0/53/18 or similar). It's not clear whether that is creative use of game mechanics or too creative ;)

The top 3 specs listed are also pretty close, so positions may change with the gear you do or do not have.
Glyphs: Living Bomb > FB/FFB > Molten for FB/FFB. Scorch Glyph is usually worth using for 1 mage if you have no Shadowbolt Warlock.
ABlast, AMissiles and Molten are likely the choice for Arcane. Check Rawr to verify.

RUN SPEED ENCHANT?
[item=44491]Formula: Enchant Boots - Tuskarr's Vitality[/item] beats the other enchants if you spend at least 4 seconds running per minute.
Actual quality depends of fight, gear, behaviour and much more, 4s/min is a generalised figure and threshold estimate.


[item=42747]Glyph of Improved Scorch[/item] changed to 5 stacks per cast. If you're on Scorch Duty, accidentally dropping the debuff is not such a big thing any more since it doesn't result in any further necessary Scorch casts.

Frostbolt hits now grant Replenishment. Frostbolt with a 1.90s cast time grants Replenishment ticks every 1.90s instead of 1.00s.
Until this is fixed, speccing for Replenishment is likely detrimental to the raid if there is another Replenisher around.



News 03/26/09
Molten Armour changed to 35% + 20% (Glyph) Spirit-to-Crit conversion.
Imp. Scorch grants 3% crit to Sc/FB/FFB, Winter's Chill grants 3% crit to FrB as selfish effect.
LB DoT crits no benefit from Ignite, Burnout and Combustion (and waste charges). Ignite munching/rolling occurs, with gains and losses being pretty much equal.
Water Elemental and Mirror Images likely to get AoE Evasion.
Ignite getting partial resists means a ~1.2% total DPS loss.
Mirror Image now cause a regular GCD. Still worth casting if they survive at least 15 seconds average.


PTR News 03/13/09
Winter's Scorch is getting chopped to 5%, finally an official statement on that.
Mana Spring Totem and Blessing of Wisdom combined into one category, reducing the total amount of mana available.
There may or may not be changes for mages coming up. No info at all yet.



Frostfire needed by Death Knights?
[item]Glyph of Blood Strike[/item] (affects Heart Strike as well) is triggered by the FFB DoT on bosses.
Attack speed slows won't proc it, only movement slowing debuffs proc it, even if the mob cannot be slowed.
Currently, only FFB DoT and Hungering Cold trigger it, as far as I know.

REQUEST: Confirm the above, that the FFB DoT is a significant DPS boost for Death Knights.
(Their debuff does not behave like TtW at all, so don't mindlessly argue and bash each other.)


Tailoring
Lightweave Embroidery - Spell - World of Warcraft changed to 250 spell power for 15 second. Which makes Tailoring one of the top chioces for Mages, and casters in general.

[item=40432]Illustration of the Dragon Soul[/item]
Blizzards does not stack it. Flamestrike causes 1 stack upon cast, even if you don't hit anything.
All other AoE spells cause 1 stack on cast and 1 stack per target hit. One AE every 9 seconds keeps it stacked through phase changes.
All nukes cause 1 stack on hit. DoT ticks do not cause any stacks. Notify me if I'm wrong or it's different on PTR 3.1.

[item=40685]The Egg of Mortal Essence[/item]
Tested to still proc off AM hits on the PTR.
FIXED. Not proccing off AM on the PTR.

Fingers of Frost
No longer fades immediately if the Frostbolt cast with the second charge of a previous FoF procs a new FoF.
Bug fixed from some testing, might want to keep an eye on it.
You still can Ice Lance for a third ghost charge. This won't even eat a charge of your new FoF proc according to tests.
http://elitistjerks.com/1135010-post508.html

Ignite Change
"Ignite: The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage." We have no idea what the change was.
TEST REQUEST: Any reports that show/suggest what the change was. What was ever broken?


Boss spell crit reduction for mages
Your crit chance versus bosses is reduced by X%. We're looking for that X.
It's something between 0% and 3% for mages. It's 2.1% for Death Knights, but proven to be less for mages.

Burnout
Patch notes claim "fire only", in game and testing shows "all spells". Kind of silly for a 45+ fire talent.
First testing shows that only fire spells cause mana loss, all spells have their crit multiplier increased..
TEST REQUEST: Does the mana drain affect all spells as well? How about channeled spells' mana cost (see MoE)?

Spirit Regen
Got chopped by 40%, all "30% regen" got buffed to "50% regen". That means "Mage Armour + Pyromaniac or Meditation = 100% spirit regen".
Testing shows that the 100% regen cap still is in effect.
// TEST REQUEST: Is the 100% spirit regen cap still in place? Would make sense, but renders MA Glyph useless.

DoT Crits
Glyphed Living Bomb can now crit on the DoT ticks.
Crits for 150%. Affected by by CSD Meta, 4T7, Critical Mass. NOT affected by Burnout, Ignite, Wold in Flames. No interaction at all with Master of Elements, Combustion, Hot Streak.
Thanks for the tests, let's see what is a bug and what is not. No Ignite means no munching, why might be good after all.
// TEST REQUEST: Does it interact with MoE, Combustion, Ignite, Burnout (damage as well as mana) and most importantly Hot Streak?
(If it does interact with Hot Streak, how about unglyphed LB? Would it practically make Hot Streak useless?)

Replenishment
Frostbolt hits now grant Replenishment. Frostbolt with a 1.90s cast time grants Replenishment ticks every 1.90s instead of 1.00s.
TEST REQUEST: Keep checking that bug and report it to either fix the tick timer or change the proc mechanic.

Winter's Scorch
Got chopped to 5%, mentioned indirectly in half a dozen sources.
Request: Keep looking/asking for a change to include the two Scorch/Chill talents into DPS talents, like all other raid buff talents were changed.

Rune of Razorice
Got chopped for mages. Said to only work for the applying Death Knight now.
Might be worth checking, just to confirm that it's really changed.


Ice Lance
The glyph now changes the frozen multiplier to 4 times the damage against targets above your level.
Read - "We found no other way to balance it without breaking PvP".
REQUEST: Some TCers should math/sim the benefit for Ice Lance on charge 2 or 3 in PvE.
First comments of Lhivera make it a 3.5% DPS boost on charge 2.



[item=40432]Illustration of the Dragon Soul[/item]
Still doesn't proc on Blizzard. Keep testing, it's said to be known and fixed Soon(tm).

More stuff to comment on later:
Raid buffs and stacking.
Mana cost mechanics.
Copy/Paste the "Speed vs. Damage Boot Enchant".



<Updated for Patch 3.0.9>
Last updated:
02/17/09 3.0.9 information update
01/24/09 3.0.8 update and massive overhaul
01/09/09 More 3.0.8 PTR info


3.0.9 Changes

Arcane Barrage scaling changed from 3/3.5 (86%) to 2.5/3.5 (71%).

[item]Glyph of Arcane Blast[/item] changed to +3% damage, stacking 3 times.
[item]Glyph of Arcane Missiles[/item] changed to +25% spell crit bonus, works like 4T7/Burnout.
[item]Glyph of Mana Gem[/item] improved to +40%, stacking additively with Braid and 2T7.

Prensence of Mind and Arcane Power cooldowns shortened to 2 minutes, 1:24 with Arcane Flows.
Arcane Power lowered to 20% damage and mana cost increase.

Casting PoM locks out AP until PoM is consumed and for another 1.5s afterwards.
Casting AP locks out PoM for 10s. Having the AP locks out PoM while the you have the buff.
You cannot AP-PoM anything any more, even with glyphs, tricks and cheese.


General 3.0.8 Changes

[item]Potion of Wild Magic[/item] changed to +200 Spell Power and +200 crit rating for 15s. Competitive now, but still a bit below Speed Potions in most cases.
[item]Serpent-Coil Braid[/item] now properly stacks with 2T7. The Mana Gain and the Spell Power buff both stack now.
[item]Crazy Alchemist's Potion[/item] is essentially a "Runic Mana + Speed Potion" now, making Alchemy the best choice for Arcane specs.
[item]Flow of Knowledge[/item] does not share the 45s CD with [item]Sundial of the Exiled[/item], but the buffs do not stack either.

[item]illustration of the dragon soul[/item] and many other spell trinkets now also proc on DoT/HoT ticks, but not on Slowfall/Essence spam or other non-damage/non-healing spells any more. (Awaiting final confirmation.)


Mirror Images now inherit 100% of your threat, but they won't pull aggro of something until they attack it.
Judgement of Wisdom proc rate is 50% again, giving 2% base mana per proc.
Pyromaniac provides 3% crit to fire spell, not to all spells. The tooltip is misleading.


Many many trinkets and procs and are not triggered by Blizzard.
There are also reports of FoF not proccing with Imp. Blizzard, no Frostbite, cast on a target that cannot be slowed.
Odd reports about mage armour making DoTs tick twice as fast.

Molten Fury and Torment the now properly stack.
The Arcane Blast Glyph stacks to +9% on 3 stacks.
Living Bomb procs Hot Streak if you have 2 crits in a row in your log. (Hit-Crit-Crit procs it, Crit-Hit-Crit does not.)
Imp. Blizzard can now proc FoF without having Frostbite. (BUG: Blizzard doesn't seem to proc FoF on non-snarable targets.)

BUG: Burnout crit modifier affects all spells except Blizzard. (Should only be for Fire spells.)

BUG: FFB doubledips on the spell power from "Mind Mastery" (and Amplify/Dampen Magic).
Possibly on other items/buffs that provide "+offensive spell power".

Spirit mana regeneration is capped at 100%.
Pyromaniac, Meditation and Glyphed Mage Armour will not give you 110% regen, it will be capped at 100%.

Master of Elements returns a percentage of the base mana cost. It's a weak talent if you cast a lot of stacked Arcane Blasts.




Table of Content
* List of bugs and class issues
* DPS comparison for mages and other casters
* Profession comparison
* Description of new talents and abilities
* Lots of Links
* Scaling coefficients of abilities and pets
* Glyph options and choices



Bugs/Inconsistencies/Issues that affect gameplay decisions

Additive/Multiplicative Scaling
Fire Power, Spell Impact and 4T6 are additive for Fireball.
Not sure whether/how Piercing Ice fits into that picture for Frostblt and Frostfire Bolt combinations.

Judgement of Wisdom
This ability has done a real rollercoaster ride on its proc chance, cooldown and mana returns.
It is currently at 50% proc, no cooldown, 2% base mana restored. The proc rate is disputed, possibly a PPM for spells even.

Whenever this ability changes in a patch, it will affect longvity and DPS of mage specs, favouring efficient specs when nerfed.

Potion Sickness
All potions have a 1 minute cooldown. When using a potion in combat, the cooldown timer will only start ticking down once you properly exit combat.
Invisibility and similar abilities cannot circumvent this in boss fights, the timer will start once the fight ends properly.

You can however use a Speed Potion the second before the pull to start the timer out of combat.
You can then use another Speed or Mana Potion a minute later in combat.

4T6 Set Bonus and others
The 4T6 set bonus, and also the 2T5 set bonus are worth roughly 150 spell power if all you did was casting the affected spells.
That means 2T5 is dead for good, and 4T6 with Sunwell pieces is still competitive into early Naxxramas for Frost and Fire specs.

Arcane Blast
The damage and mana cost modifier is a Magic Debuff. That means it cannot be clicked off, cannot be purged, but can be cleansed and will be spam cleansed by people who don't know about this beneficial debuff.
It is likely intended to be a Magic Buff.

Arcane Potency
Non-damage spells like Slow or Counterspell can also consume the crit buff.
The buff is also consumed at the beginning of Arcane Missile casts, but all 5 volley get the crit buff.

Also, it is possible to double-dip from Arcane Potency by chaining an instant spell right to a cast time spell.
This requires the same timing and experience as Fingers of Frost.

Flamestrike
Its cast time has been reduced to 2 seconds for lower ranks. High ranks have not been changed and are still at 3 seconds.
The DoTs of different ranks of Flamestrike also stack. Staggering the 2 highest ranks is viable to maximise AoE DPS, usually followed by a Blizzard.

Ignite
Is working and bugging as usual. You're most likely to lose damage from Fireball-Pyroblast crits.
Casting Scorch before your Pyroblast has the highest chance to gain damage from Ignite bugs, but it doesn't outweigh the damage loss from casting Scorch more often.

The new ranks of Molten Armour proc Ignite again, likely not intended.

Master of Elements
Arcane Missiles rank 11 and Blizzard rank 6 currently do not proc this talent. All other ranks seem to work fine.

Pyromaniac
The tooltip wording was changed badly in 3.0.8. It is still only 3% fire crit and 30% Regeneration.

Living Bomb
The DoT portion doesn't get +10% damage from Firepower.

Also, the explosion after 12 seconds does not occur if the caster is unable to cast spells.
I.e. when stunned, silenced, dead, Ice Blocked, or when the target is beyond the 100 yard range.
It is uncertain if moving out of line of sight prevents the explosion.

Frostfire Bolt
This ability double-dips from Amplify and Dampen Magic. On targets with a talented +/- 360 spell power taken buff, it gains +/-720 spell power.
It also double-dips from the spell power from Mind Mastery. All other cases of double-dipping have been fixed.

Blizzard
Many trinkets ans spell cast proc effects are not triggered by Blizzard.
This includes Ashtongue Talisman, Sundial of the Exiled, Embrace of the Spider, Illustratin Dragon Soul and many other trinkets.

There are reports of Improved Blizzard without Frostbite not proccing Fingers of Frost on targets that cannot be slowed.

Fingers of Frost
Fingers of Frost and Frostbite will always proc simultaneously if specced for both. This is intentional by design.
The idea of the talent to make Frostbite useful in raids and some other situation where mobs/players do not stay frozen.

You can cast an instant spell right after your 2nd spell under FoF to get a 3rd spell with the FoF buff.
It is not known whether this is intended behaviour as shatter combo or not.

Molten Armour procs also consume a charge on Fingers of Frost.

(Water Elemental)
(Does not have an aviodance talent to reduce damage taken from AoE.)



Raid Buff Categories

144/260/10% spell power buff from Shaman, Warlock (10% of the Warlock's SP).
13% spell damage debuff from Death Knight, Druid, Warlock.
10% soon 5% spell crit debuff from Mage, Warlock.
5% spell haste buff from Shaman (Wrath of Air Totem).
5% spell crit buff from Druid, Shaman.
3% generic damage buff from Hunter, Paladin.
3% generic crit debuff from Paladin, Rogue, Shaman.
3% generic haste buff from Druid, Paladin.

Power Infusion does not stack with Arcane Power or Heroism, however Arcane Power and Heroism stack.
Arcane Power, Avenging Wrath and Tricks of the Trade do not stack with each other.
All other buff outside these catagories stack.

Mage and Caster DPS at Level 80

The latest Simcraft results can be found here SampleOutput - simulationcraft - Google Code
Specs with at least 18 points in Arcane assume Torment the Weak.

The top setups currently are Arcane (57/3/11) and Fire (20/51/0), depending on fight length, mechanics and the overall mana sitution.
Frostfire (0/53/18) is slightly behind Fire but vastly more mana efficient with better AoE and burst, Frost (18/0/53) is not competitive DPS.


Mage Gearing and Hit Cap at Level 80
Your first prority is getting spell damage. Your second second priority is also spell damage.
Even in crit heavy Fire and Frostfire specs, spell damage will be your best stat to stack via gems for a long while.

You also want to cap spell hit, but not at the cost of using inferior gear just because it has more hit.
When you get decked out in wisely chosen Naxxramas gear, you should easily reach the hit cap. Gem for it if you're close.

You need 17% spell hit t remove all misses. You can gain 1% from a Draenei in your group, 3% from a raid debuff, 0%-6% from talents.
The rest has to be obtained by gear, you need 26.232 hit rating for 1% spell hit at level 80.

That means if you have no spell buffs or talents, you need 446 hit rating for 17% spell hit chance.
Your Water Elemental and Mirror Image pets get the spell hit from your gear, but not from your talents.

Crit and Haste then are your secondary DPS stats. They are worse than spell power until you get around 4k spell power or more.
1 haste rating: Is worth about 0.7-0.8 spell power in full Naxxramas gear for most specs.
1 crit rating: Is worth 0.8 spell power for Frostfire, 0.7 for Fire, 0.5 for Frost, 0.4 for Arcane.

Intellect is on par with crit for Arcane and is has 1/3 of the strength of crit for the other specs. Spirit is mostly useless.

Mana is also very important, make sure you never run out of it.
If you use everything at your disposal and still run out of mana, check your spec and buffs.
If that still doesn't help then drop some haste, get some intellect, use Mage Armour. But don't stack spirit ever.

The percentage conversion for all ratings and stats at level 80 can be found in http://elitistjerks.com/f31/t29453-comb ... evel_80_a/

As for meta gems, the only acceptable choice is one of the +3% crit damage meta gems due to how it actually works.
It is worth about 150-200 DPS, which makes any headpieces without a meta socket a very bad choice.



Mage Profession gains
The whole list of Profession benefits can be found at http://elitistjerks.com/904932-post854.html
It is possible that the options get upgraded

* Tailoring: +60 spell power equivalent. It's roughly +80 spell power and -23 haste, with stackability benefits.
* Jewelcrafting: +59 spell power and -24 stamina (or -16 spirit) with rare gems. +49 spell power and -30 stamina (or -20 spirit) when/if epic gems appear.
You can use Prismatic gems to unlock your meta gem requirement, allowing you to skip the two blue/purple coloured gems.
* Blacksmithing: +38 spell power with rare gems socketed, +46 spell power once/if epic gems get implemented.
* Epic gems are in the database, but with placeholder icons. They may or may not get implemented at all.
Jewelcrafting and Blacksmithing also have the advantage that you can chose which stat you want to improve by chosing gems.
If we ever reach the point where gemming hit, crit or haste beats spell power, we can switch to these gems.

* Alchemy: +37 spell power, and +70 mp5 in a 5 minute fight with a Crazy Alchemy Potion that gives an additional Potion of Speed buff reliably
* Inscription: +37 spell power, +43 spell when you're not Exalted with Sons of Hodir yet.
* Enchanting: +38 spell power, Leatherworking: +37 spell power.

* Engineering: +21 spell power equivalent from gloves, a bit more with stacking. Has a lot of extra situational gadget benefits.
* Herbalism, Mining, Skinning are currently not competitive options for Mage DPS.


WotLK Mage Mechanics Changes


This post first covers general changes in spellcasting mechanics.

It will then explain ambiguous talents and changes in mechanics of existing spells.

I am not going to mention every talent that has been changed, because nearly everything has changed.
35 talents are unchanged - actually some of those have been moved around a bit - while 51 talents are new or have been changed.


Raid Synergies and Changes - Patch 3.0.2 - On Debuffs, Buffs, and Raid Stacking
Raid buffs and debuff have been unified and categorised into non-stacking types.
This list is an augmented list of an official post on what stacks and what not.

Rawr - http://elitistjerks.com/f31/t21713-rawr ... d_10_26_a/
Probably the best tool out there for fine-tuning mage gear, stats and decisions.

It's strongest point is that it uses a solver that takes mana into account to maximise your performance.
This includes partial use of mana dumps (Living Bomb, Arcane Blast) and the choice of using or skipping Mage Armour, Evocation, Mana Gems, Mana Potions for better DPS choices.

It does require some proper setup. And if it tells you to spam intellect gems, you likely lack buffs or set the fight length too long.

Theory Craft-o-Matic - Theory Craft-o-Matic
Lhivera's popular tool to quickly find gear weighing stats. It's great for quick checks.
It does show your mana consumption, but it has no way of knowing how much mana you have available.

Vontre's Magegraf - http://www.magegraf.com/
A mage/warlock casting simulator updated for the current level 80 talents and abilities.

Simulationcraft - http://elitistjerks.com/f31/t33457-simu ... velopment/
A simulator that simulates a whole raid. Has the great advantage of being able to compare across classes.
Also shows mana gains and expenditure from different sources, and allows interaction of talents like Focus Magic.

Mage Level 80 Stats and Base Damage - http://elitistjerks.com/865401-post398.html
This post and the following list base stats and base damage for level 80 mage spells.

Mana Cost as percentage of base mana - http://elitistjerks.com/874465-post793.html
Any level 80 mage has 3268 Base Mana, mana cost is given as percentage and absolute.

Mana regeneration from Spirit and outside sources - http://elitistjerks.com/886625-post1268.html
Lists pure regeneration to estimate sustainability of specs, does not include Base Mana Pool and Evocation.



Generic Mechanics


Level 80 Statistics
A level 80 undead mage has the following statistics:
35 Strength, 41 Agility, 60 Stamina, 179 Intellect, 179 Spirit
7883 HP, 5673 Mana, 1.98% spell crit

This means the Base Mana of any level 80 mage regardless of race is 3268, Base Health is 7463.

Base Health of any pet including Water Elemental pets has been significantly boosted.
With 737 stamina and 703 intellect, a mage has 14653 HP / 13533 Mana while his pet has 9218 HP / 3948 Mana.

The water elemental scales with 30% of its master's Stamina and Intellect, 35% of it's master's Armour and 33% of its master's Spell Damage.
It gains slightly less than 7.5 HP per Stamina and 5.0 Mana per Intellect.
Waterbolt costs 163 Mana, deals 601-673 base damage, Freeze costs 817 Mana.


Raid Buff Normalisation
Many raid buffs and debuff have been changed and share categories in which they don't stack.
For example rogues, paladins and shaman can all provide a 3% crit debuff on mobs, only one of those is needed however.

For mages, that means that Improved Scorch and Winter's Chill are in the same category, and no other debuff is in it.
That means the 10% crit debuff of both abilities doesn't stack, and every raid needs 1 mage who is specced for one of them.


Breaking Frost Nova
Frost Nova, Frostbite, Entangling Roots, Fear and other effects that had a chance on breaking on damage now break after a certain amount of health lost during the effect.

The amount of damage depends on the target's health pool. The amount of damage is different in PvP and PvE.
It might also be different for elite mobs, since it could make effects hardly ever break on them.
Currently, this cap seems to be 40% of the mob's health for all of the mentioned effects.

Effect/Issue: This gives Frost Mages a spell damage threshold when fighting mobs of a narrow level range.
Below that threshold, Frostbolt crits will never break Frost Nova/Frostbite, so you can shatter 3 spells on them (2 Frostbolts and 1 Ice Lance).
If you get above the threshold, you'll sometimes/often/always break Frost Nova/Frostbite after one crit.

This of course depends on your level, your spell rank and the mob levels (for the mob's health).
More info on http://elitistjerks.com/862617-post196.html and http://elitistjerks.com/862708-post200.html.


Area of Effect Damage Caps
The Area of Effect Damage Caps have been loosened.
All of them are now capped at 25.000 damage for every second base cast time at level 80, instants count as 1.5s as always.
That means instant spells are capped at 37.500 damage, Blizzard is capped at 25.000 damage per wave.

The base mechanics are still the same however.
Crits and damage debuffs allow you to exceed the cap, more spell power of self-buffs do not.


Spell Pushback
Any spell you cast can get pushed back only twice now.
The first two hits cause 0.5s pushback, further hits cause no effect. Channeled spells lose 25% channeling time per pushback.

Pushback resistance talents and abilities now reduce the pushback time instead of chance.
So, with Burning Soul, you lose 0.15s casting time for the first two hits, for a total 0.3s instead of 1.0s.
Concentration Aura and similar talents work the same way and stack up to 100%.

With channeled spells, remember that even with 95% pushback reduction, you will always lose your last tick.


Mana Reduction Talents
All talents and effects that reduce mana costs are multiplicative unless listed as special case.

The only exception is Arcane Blast, which has the Arcane Power +30% cost, the Tirisfal Regalia +5% cost and the Arcane Blast debuff +200% cost (up to 3 times) are added together to form one multiplier which is then multiplied with the remaining talent multipliers.

So, everything behaves like on live.


Mana Cost

All spell mana costs are being changed to a percentage of base mana.
Downranking now costs the same mana for the last three rank and even more for any rank before that.


Downranking Penalties
Around 5-7 levels after learning a spell, it will start taking a 5% penalty from your spell power for every level after that certain level. After 20 more levels, it only gets its base damage.
This is mostly irrelevant since downranking doesn't reduce a spell's mana cost any more.


Full Resists
It is now possible to fully cap spell hit. The 99% hit cap has been removed.
Full resists appear as misses in the combat log.

The miss rates for spells have not been changed, this has been verified with several thousand casts.
They are still 4%/5%/6%/17% for mobs 0/1/2/3 levels above you.


Partial Resists
Every spell with a damage component can now be partially resisted.
Level-based partial resists are still in the game, but do not follow the strict 25%/50%/75% pattern any more.
It seems to be 10%/20%/30% for mobs slightly above you, and scales up to 60%/70%/75% for mobs far above you.
Spell penetration was tested to still have no impact.


Amplify/Dampen Magic
The healing part is now considered direct spell power and has been reduced since the spell power scaling of heals has increased with the removal of +healing.
The overall effect is like before now.


Shields and Wards
Fire Ward, Frost Ward, Mana Shield and Ice Barrier now scale with 80.7% of your spell power.
That's 1.5/3.5 for being an instant multiplied with 0.855/0.455 for being a healing effect.
None of these shield seem to be affected by Amplify/Dampen Magic.


Wanding
Wanding now causes only 1 global cooldown when you start wanding. The GCD is a 1.5s physical GCD which is not affected by haste/heroism/etc.
After that, you continue wanding but you are not put on another GCD.

So, while wanding, you can cast a new spell at any time now and react immediately.


4/5 Frostfire Garb Set Bonus

This set bonus works like a 5% version of Spell Power/Burnout/Ice Shards and works additive with it.
That means it's roughly 2.5% increase of the absolute crit modifier, 3.5% with Ignite.
For all practical purposes at around 50% crit rate, it's a 0.9%-1.1% DPS increase and not worth giving up good upgrades for.


Arcane Abilities


Mirror Image
This is the new level 80 Mage Spell. It summons 3 mirror images of the mage who cast Frostbolts and Fire Blasts at hostile targets for 30 seconds.
They may also polymorph a secondary target, this Polymoph has a a range of 8 yards and no Dimnishing Returns.
The Mirror Images inherit the mage's threat lists. The mage also gains a 400k temporary threat reduction buff like fade.

The images deal about 15.000 damage over 30 seconds and do scale with gear.
The exact scaling is listed on the bottom of the post.
Mirror Images are not on the global cooldown, but the do trigger a 1.5s GCD on all other abilities that are not on the GCD.
It can be circumvented by macroing Icy Veins/Arcane Power/etc., Trinket, DPS consumable, Mirror Image and Fireball/Frostbolt/Whatever in that order. This macro cannot be spammed, if Mirror Image is on cooldown it will block out your nuke spells.
It's not clear whether that is a bug or intended.

The mage and their images do not swap position upon casting Mirror Image any more.
Newly cast spells will not be aimed at you if cast after the Mirror Images appear.

Bug/Issues: Copies may currently break crowd control effects, or polymorph and heal a primary target.


Arcane Blast
The Arcane Blast debuff was changed to +200% mana cost to Arcane Blast and +15% damage to Arcane spells, stacking additively 3 times.
It fades when any Arcane spell other than Arcane Blast is cast. When casting Arcane Missiles are cast, the debuff fades when the last Missile is cast.

The debuff duration was changed to 10 seconds, but it is now a cleansable Magic debuff.
That means it will be cleansed by Decursive happy priests and paladins and cannot be purged.
(It was most likely intended to be a purgable Magic buff, not Debuff. Most likely a bug.)

The Mana Cost increases from the Arcane Blast debuff, Arcane Power and 2/5 Tirisfal Regalia are additive, not multiplicative.
They form a single coefficient for the spell's mana cost which is then multiplied with all other mana cost talents.
2/5 Tirisfal regalia has been changed to a 5% damage and mana cost increase and while still being a valuable set bonus, it is no longer manadatory to maximise DPS and outdated in level 80 gear.


Bug/Creative Mechanics - Arcane Shatter
The commonly accepted best Arcane cast sequence is AB-AB-AB-AM-ABar, regardless whether MBAM procced or not.
It requires you to cast ABar just when the last Missile of AM is launched, even clipping and losing the 5th Missile if necessary.

This causes the Arcane Barrage spell to be cast with the 45% (60% Glyhped) damage buff.
It is not known whether this is intented and whether it can be fixed at all.


Mana Shield
The Damage-Mana ratio has been reduced to 1:1.5 and can be reduced to 1:1 with talents now.

Mage Armour
Mage Armour only reduces the duration of magic-type dispellable debuffs.
If a magic DoT ticks 5 times over 15 seconds, it will now tick 2 times over 7.5 seconds. The fractional tick is lost.
Channeled DoTs like Mind Flay or Drain Life are unaffected.

Torment the Weak
On snarable targets, every snare or attack speed slow triggers Torment on that mob. Hamstring, Frostbolt, everything.
On unsnarable targets like raid bosses, only the attack speed slows Frost Fever, Thunder Clap, Judgements of the Just, Infected Wounds and the mage ability Slow triggers it.

In raids, Torment should be triggered by default unless you face immunities, untanked mobs or an extremely unusual and disadvantageous raid composition.


Prismatic Cloak
Taking all three points of this talent makes Invisibility instant. It works properly now.

Incanter's Absorption
The buff memorises its absorption timers.
If you absorb two hits for 1k each at 0s and at 5s, you will get +150 damage from 0-5s, 10s-15s and +300 dmg from 5s-10s.
There doesn't seem to be a way to make it a rolling effect like the old Ignite or prolong the effects in any other way.

Missile Barrage
The 2.5s channeling time is then affected normally by all other haste effects.
The buff procs on spell cast, not spell hit, and can be reacted on when proccing off Arcane Barrage.

Netherwind Presence
This haste effect is multiplicative with all other haste effects.

Arcane Barrage
It is an instant spell that scales like a 3s cast time spell, it gains 85.7% scaling with your spell power.
It had 3/4 of that value during one push which is 64.3%, but that was reverted back to the old value in the subsequent push.


Fire Abilities

Ignite
Ignite ticks can still get lost when landing simultaneous critical strikes.
This problem is mainly during Hot Streak, if an instant Pyroblast crit follows a Fireball crit.

Flamestrike
Its cast time has been reduced to 2 seconds for lower ranks. High ranks have not been changed yet, so we don't know if the scaling will be changed or not.
The scaling of the DoT has been changed to 12.2% of your spell power per tick and is very powerful.
The DoTs of different ranks of Flamestrike stack, it is not known whether this is intended.

A rotation of the two highest ranks of Flamestrike and Blizzard to fill the time produces very high DPS if you can hit all targets due to the stacked DoTs.


Pyroblast
Even though the cast time has been reduced to 5 second, the coefficients are unchanged.
It's is still 115% on the direct hit and 5% on each of the 4 DoT ticks.
The spell is only worth casting when made instant.

Master of Elements
Arcane Missiles and Blizzard now proc Master of Elements properly.
If one volley crits, you get refunded 30% of 1/5 of the mana cost for Arcane Missiles, or of 1/8th of the mana cost of Blizzard.
Living Bomb also refunds mana if the final detonation crits. And costs mana if specced for Burnout.

Dragon's Breath
Does not share a cooldown with Cone of Cold any more.

Hot Streak
This talent works like a counter that counts how many critical strikes with the listed spells you have just had in a row.
When it reaches 2, the counter resets and you gain the Hot Streak buff for one instant Pyroblast.
With Living Bomb, it triggers if you have two criticals in a row in the order of your combat log.

The counter continues to count anew even if you haven't cast your Pyroblast yet.
You're not going to lose charges to double crits just because you cannot react on your most recent spell.

Living Bomb
The DoT ticks every 3 seconds, 4 times total, and gains 20% of your spell power on each tick. The final explosion gains 40% of your spell power.
The DoT only ticks on the single target, while the final explosion is an AoE effect.

It procs Hot Streak if you get two crits in a row in the order of your combat log including your previous cast.
This spell is very valuable for single target DPS in its current state.

Frostfire Bolt
It is affected by almost every ability that affects fire spells or frost spells.
The only exceptions are range talents which do not apply. Its range is fixed at 40 yards.
The Fireball/Frostbolt cast time talents do not affect it either, which is expected.

The direct damage part scales as expected with 85.7%. The DoT ticks 3 times every 3s for 9s total.
Permafrost affects the length of the Frostfire Bolt debuff. If you spec at least 2/3 Permafrost, you will get a 4th tick of the DoT.
The DoT does not scale with spell power any more.

The whole spell always deals Frostfire damage all the time.
If Frostfire Bolt gets counterspelled, it locks out both, Fire and Frost spells.
Also, locking out either school will also lock out Frostfire Bolt.

When dealing with mobs that are resistant/vulnerable/immune to either Frost of Fire, damage calculation is based on the weakest type to inflict the highest damage.

Note that Ignite itself still does only Fire damage, so Fire immune mobs won't take any Ignite damage.


Frostfire Bolt threat is affected by Burning Soul and Frost Channeling, but they don't stack.
So you get 10% threat reduction if you have one of them or both. DoT and direct damage threat is affected.
Ignite threat however is only affected by Burning Soul.

Note that threat over time is mostly irrelevant in most raids right now. Burst threat on the pull can be dealt with Mirror Image.


This spell does not have very strong basic scaling, but it can compensate through its extremely powerful scaling by combining critical strike damage talents and Ignite.

It used to benefit twice from many talents because it dealt frost and fire damage. Most of the issues have been fixed though.

Bug: It benefits twice from the spell power from Mind Mastery, and twice from Amplify/Dampen Magic on the target.


Frost Abilities

Blizzard
The individual hits in the individual waves are now capable of critical strikes.
Blizzard triggers Winter's Chill on every wave. It also triggers Fingers of Frost if Frostbite is specced for Imprved Blizzard to get a slow effect.
Fingers of Frost and Frostbite only proc simultaneously, but they provide a large amount of Shatter uptime for AoE spells.

Bug: The majority of trinkets and procs based on spells are not triggered by Blizzard.
There are also reports of FoF not proccing with Imp. Blizzard, no Frostbite, cast on a target that cannot be slowed.


Shattered Barrier
The Freeze effect does not cause damage or break crowd control.
It counts as proper freeze effect for Ice Lance and Shatter.

Fingers of Frost
Fingers of Frost procs will always conincide with Frostbite procs. This intentional by design.
It allows your spells cast to be affected by Shatter, causes your Ice Lances to do triple damage and allows you to lauch Deep Freeze stun at targets that are not frozen.

You can currently cast 3 spells under 1 proc of Fingers of Frost, if the 3rd spell is an instant spell that is cast right after the 2nd spell.
It might require some practise and may or may not be intended.

Deep Freeze


The spell requires your target to be frozen at the beginning and the end of Deep Freeze's cast time.
Deep Freeze scales like a 1.5s cast time spell with 42.9% of your spell power.
The first point is moot now as it's instant, the second is now moot since it does no damage any more.

For the 5 second duration of the Deep Freeze debuff debuff, your target is considered frozen and stunned.
It shares Diminishing returns with all other controlled stuns, except Kidney Shot which is in its own separate category.

Bug: Impact stuns currently overwrite and remove Deep Freeze, even if Impact procs from the same cast.



Coefficient Scaling

Mage Spells
Mana Shield, Fire/Frost Ward, Ice Barrier: 80.53% (1.5/2.5 as instant * 0.855/0.455 healing conversion); unaffected by Amplify/Dampen Magic
Pyroblast: 115% direct damage, 5% per DoT tick
Frostbolt: 81.43% direct damage, with and without Glyph
Frostfire Bolt: 85.71% direct damage, the DoT does not scale at all
Flamestrike: direct damage 23.57% unchanged, new ranks still have 3s cast time; 12.2% per DoT tick
Frost Nova: (19.3% I think, 1.5/3.5 instant * 0.5 AoE * 0.9 freeze penalty)


Water Elemental
The Water Elemental gains all raid buffs like auras, totems and procs.

It gains 1/3 (33.33%) of its master's spell power, and all their spell hit from gear.
That means double-dipping from the spell power buffs like Totem of Wrath for example.

Waterbolt then scales with 5/6 (83.33%) of the pet's spell power.
Waterbolt base damage is 256-328 + 11.5*(level-50).

Its Stamina is 118 + 30% master's stamina, Intellect is 369 + 30% master's intellect, Armour is 7822 + 35% master's armour.
Its Health then is 6676 + 7.5 * Stamina and Mana is 1082 + 4.95 * Intellect.

Mirror Image
Casting Mirror Images is not on the GCD. Casting it however invokes a GCD on all abilities that are not on the GCD.
In particular Arcane Power, Icy Veins, Counterspell and all activated Trinkets.
It is unknown whether this is intended or not, or what the purpose is.

This can be circumvented by macroing Icy Veins/Arcane Power/etc., Trinket, DPS consumable, Mirror Image and Fireball/Frostbolt/NukeOfChoice in that order.
You cannot spam this macro however, since your Nuke spell will not be cast if Mirror Image is on it's cooldown.

They do not get raid buffs themselves unlike the Water Elemental. So, they only scale indirectly with buffs on the player.

They last 30s when cast and can usually get 12 Fire Blasts and 24 Frostbolts off in total, in a 1:2 rotation.
They have a cast delay like all other pets, but their Fire Blast has no GCD.
They can also cast a Polymorph with a 8 yard range which does not have or share Diminishing Returns.

They inherit 1/3 (33.33%) of their master's spell power each.

Their Frostbolts do 163-169 + 30% of their spell power as frost damage. They crit for 150%.
They also slow their target by 40% for 4 seconds.
Their Fire Blasts do 88-98 + 15% of their spell power as fire damage. They crit for 150%.
Links: http://elitistjerks.com/935194-post3222.html
Latest tests: http://elitistjerks.com/963849-post3973.html


Glyphs

[item]Glyph of Arcane Blast[/item] - The 35% damage stacks, making the Arcane Blast buff 18% per stack.
[item]Glyph of Frostbolt[/item] - The glyph is a flat 5% multiplier on top of everything. The coefficient does not change. Frostbolt continues to proc Frostbite and Fingers of Frost.
[item]Glyph of Mana Gem[/item] - The Glyph stacks with Serpent-Coil Braid and with 2/5 T7.
[item]Glyph of Polymorph[/item] - This Glyph makes Priests unable to break their own Polymorph with Shadow Word: Death.
[item]Glyph of Water Elemental[/item] - The -30 seconds are applied before talents. The cooldown is 2:00 when glyphed and talented.

Leveling Glyphs
Evocation and Frost Nova are nice Glyphs for leveling. At least I prefer an emergency heal and less freeze breaking over some straight damage modifiers
Deep Frost builds are the best leveling specs for that matter. You don't get your 3rd Major Glyph Slot until level 80.

Raiding Glyphs
Arcane should glyph Arcane Blast, Arcane Missiles and Molten Armour or Arcane Power.
Fire/Frostfire should glyph Fireball/Frostfire Bolt, Molten Armour and Improved Scorch or Living Bomb.
Frost should glyph Frostbolt, Water Elemental and Molten Armour.
* In 3.1 Mirror Image might become the best Glyph for all spec in some fights, depending on final implementation.
повече инфо + дискусия по темата тук:
http://elitistjerks.com/f75/t30655-wotl ... 1_updated/
Tais - 80 lvl, human mage
Guild: Contaminated
Realm: Zenedar

Svetlio
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Post by Svetlio » Thu Apr 16, 2009 11:27 am

Такаа, то сигурно може и сами да си го прочетете, ама аз да го напиша (хем за подрастващите е полезно :wink: )

Готварство
- вече няма нужда от книги или куести за да се хване следващата степен на готвач, кукинг тренерите учат на всичко
- нови рецепти
= кукинг-тренера в Даларан продава нова рецепта за досега безполезната ManOWar , струва 4 г
= гоблинът дето преди даваше кукинг-куеста за Експерт (ин-а в Гадзетан) вече дава само рецепта (ако си направил куеста преди това)
= Dig Rat Stew (досега само Ордска рецепта) се продава от едно джудже в разкопките в южен Барренс, рецептата е БоП (това го разбрах след като купих към 30 с цел разпращане на приятели и лично облагодетелстване в АХ :roll: )
- готварска шапка се продава от кукинг-тренера в Даларан, освен това е ачийвмънт. Струва 100 токена (1 токен = 10 подправки = 20г в АХ :roll: )


Фишинг
Новите дейлита се взимат от мацката до фонтана в Даларан, там дето се ловят парички. Трябва да се отбележи, че с новия пач можеш да ловиш риба навсякъде независимо от скила, ама не е ясно какво ще извадиш (аз почнах да си слагам фишинг атрактор на въдицата след като извадих 10 празни кутии от "Русенско варено" и счупена светкавица от "Зенит" :roll: )

- Ghostfish - лови се в River's Heart в Басина (има вече директен полет от Даларан); след като се улови трябва до 30 сек да се изяде иначе изчезва;
- ... (днес е същото дейли като вчера)
- ...

Svetlio
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Post by Svetlio » Thu Apr 16, 2009 11:48 am

Арджент Турнира ("Като рицарите")

Разпънали са шатри в североизточния край на Айскраун (сиреч горния десен ъгъл на картата), имат си и ФП, а един льольо на кон в Даларан до флайт-мастера те праща дотам ако си нямаш още разкрит ФП. Куестите трупат репутация към Силвър Ковенант, тия юнаци дето досега кибичеха в Кристалсонг Форест и всички им се чудеха за какво са там.

Идеята на турнира е следната: състезаваш се като рицар и побеждаваш противници, няма ПвП елемент, сиреч всичко е мирно и тихо и не се валят трупове наоколо. Освен това избираш за кой от родните градове се състезаваш (и ставаш негов шампион), можеш да станеш шампион с всички. Наградите са табарди, специални маунтс, нон-комбат зверчета и разни други благинки.

Започва се от шатра в най-лявата част, там те посрещат и те пращат в шатрата на Силвър Ковенант (най-вдясно). Стартираш като асистент, връчват ти едно копие, мяташ се на един кон (ако си гном - на тротинетка и т.н.) и те пращат на 3 учебни куеста, да се научиш на Charge/Meler/Shield. Тренерите дето учат са в средата, точно до ринга с таргет-дъмис, на които се упражняваш. След това се отварят 3 дейлита:
- "тренировка" - това което си учил го упражняваш пак върху таргет-дъмис
- "да избием ъндедски зъбки" - трябва да убиеш 8 Scorge members в Айскраун
- "Edge of Winter" - трябва да се убие един моб в Кристалсонг Форест; той е до храм точно над входа за Драгънблайт. След като се убие, от него се луутва предмет, отиваш в северната част на Фиорда, там насред езерото има леден блок и замразена дриада (а бе женска кентавърка), размразяваш я с предмета и тя ти дава меч, куеста е готов

Всеки от дейлитата ти дава токени, като събереш 15 токена има куест за да станеш Vailant (чирак) и да продължиш с кариерата си на рицар :wink:

Има и два гоблин-дейлита, искат да им помагаш с камънье и дървье да строят стадион, не знам дали е като ССО и наистина ще построят стадион накрая, ама нищо не пречи да опитаме :wink:
Куестите:
- "Дървье" - в Кристалсонг Форест, до голямото дърво трябва да се режат млади дръвчета с брадва, след като отрежеш дърво, се появява моб дето те напада
- "Камънье" - в Сторм Пиийкс, до голямата дупка в центъра, има нахвърляни каменни блокове. Слагаш бомба до такъв, дърпаш се малко, бомбата го разтрошава на 2 или 3 парчета, събираш 15 такива парчета.

(ще има продължение като стана чирак :lol: )

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Post by PrivateRaio » Thu Apr 16, 2009 12:03 pm

и аз съм на същото дередже. тайно се надявам да построим стадионче китно с дейлитата. като цяло са много лесни, а всяко дава репутация към ПвП фракциите +250 (искам си хипогрифа пък!) и по около 8 злато - направо машина за парички.

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Tais
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Post by Tais » Thu Apr 16, 2009 12:40 pm

ааааааааааааааааа.... ама това звучи интересно :D
ох, искам отпускаааааааааааааааа :cry: няма време да се опитат всички благини :(
Tais - 80 lvl, human mage
Guild: Contaminated
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Svetlio
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Post by Svetlio » Sat Apr 18, 2009 1:54 pm

Малка поправка: има няколко дейлита, които се въртят, докато се опитваш да станеш чирак (същите ги има и нататък, когато работиш по въпроса за рицарството):

- "Edge of Winter" - трябва да се убие един моб в Кристалсонг Форест; той е до храм точно над входа за Драгънблайт. След като се убие, от него се луутва предмет, отиваш в северната част на Фиорда, там насред езерото има леден блок и замразена дриада (а бе женска кентавърка), размразяваш я с предмета и тя ти дава меч, куеста е готов

- "Целуни жабата" - в Гризли Хилс, точно до Oneqwah лагера има едно езеро, а в горния му край се прескачат жаби. Трябва да използваш червилото, което ти дават и да целуваш жаби наред, докато някоя не се превърне в принцеса и ти даде меч

- "Цветя за девойката" - точно на границата на Айскраун и Кристалсонг форест (Irondam wall) има едно езеро, в него ледени блокове, а върху блоковете растат цветя. Събират се 4 такива, после отиваш в езерото на границата на Драгънблайт, ЗулДрак и Гризли Хилс, там използваш цветята, появява се девойката и ти връчва меч


Такаа, след като събереш 15 токена получаваш куест да биеш НПЦ и след това ставаш Valiant (аз му викам чирак :lol: ). Нещата вече стават корави. Има нови куести:
- въртящото се дейли (виж по-горе)

- "да избием ъндедски зъбки 2" - трябва да убиеш 10 Scorge members в Айскраун

- "Победи другите чираци" - трябва да спечелиш три дуела срещу НПЦ-чирак на някой от градовете. Битката е доста трудна, но аз си измислих тактика дето безотказно работи, макар и бавно. Стакваш 3 щита и само налагаш меле, по някое време НПЦ-то ще се опита да се дръпне, тогава веднага "crush shield" и пак му влизаш в меле-рейндж та да не може да ти махне твоя щит. Така през повечето време ти имаш 3 щита, а НПЦ - 2 и носи повече демидж. Най-лесни ми бяха елфите, джуджетата и гномите, хюманите са много корави и ми изтича времето за дуел, а драенеите са бая шавливи. Като победиш чирак от някоя фракция нямаш право в следващия час да предизвикваш чирак от същата фракция, така че най-бързо е да се биеш с три различни фракции.

- "Training on the field" (the fun starts here :wink: ) - отиваш южно от CorpRethar (в дворчето там), където ти връчват кон и трябва да убиеш:
* 15 пешаци
* 10 гарголети (скаути)
*3 лейтенанта
Пешаците са на групи, та ако се чарджнеш в тях, падат на дузини. Скаутите мрат с два удара на копието, ама понякога са трудни за нацелване, щото са във въздуха. Лейтенантите най-добре се бият също като се чарджнеш в тях, това им сваля 50% от живота, после с 2-3 удари с копието са готови. Едва ли е нужно да казвам, че преди това време трябва да си стакнал 3 щита :wink: Трябва да се внимава, че край лейтенатите има и командири, които са бая корави бастарди, такъв зорлем можеш да убиеш, ама ако го агросаш, гони до дупка. Другото е, че ако ти убият коня, брой се мъртъв, повечето са все 80-ти лвл елитки, а дори и не-елитките ми правят дупки в ламарината :roll:

В общо линии ако се правят всички дейлита се събират 5 чирашки токена на ден, като събереш 25 токена получаваш куест за да станеш рицар! :mrgreen:

(очаквайте продължение :wink: )

Svetlio
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Post by Svetlio » Thu Apr 23, 2009 1:05 pm

Рицар! :lol: Та значи с 25 чирашки токена се явяваш в шатрата и получаваш куест да станеш рицар. Трябва да пребиеш едно НПЦ на рицарския ринг, не е особено кораво. Щом станеш рицар се случват много неща, поред на номерата :)
- ачийвмънт, че си рицар на съответния град
- ачийвмънт и титла ако си екзалтед с фракцията, на която си станал рицар
- награда от 10 рицарски токена (с които се купуват благинки) плюс едно момченце-пет, което търчи след теб и размахва знамето на фракцията
- достъп до вендора на фракцията, който продава благинки (освен табарди, маунтове и петс, има и доста сносни епик-оръжия)
- нови рицарски дейлита
- куеста за Черния рицар (то е куест-чейн, но можеш да го довършиш само ако си рицар)
- възможност да станеш чирак на някой друг град (пак започваш да трупаш чирашки токени докато направиш 25); хубавото е че така имаш двойно повече дейлита - хем рицарски, хем чирашки
- всеки рицарски куест (освен рицарски токен и 13г) дава за награда или 250 реп или кесия с 10г (отделно ако не си екзалтед с фракцията към която се правят куестите, получаваш реп за всеки куест)

Рицарските дейлита:
- "да избием ъндедски зъбки 3" - трябва да убиеш 15 Scorge members в Айскраун

- "Победи другите рицари" - трябва да спечелиш 4 дуела срещу рицари на други градове (няма значение Орда или Алианс). Рицарите-НПЦ са доста по-корави, но и при тях върви елементарната тактика да се биеш само мелее и като тръгнат да се отдалечават да им чупиш щита. Леко подобрение е в началото като говориш с тях, да им застанеш зад гърба, те тръгват към средата на арената, което ти позволява да им строшиш един щит и да се чарджнеш (е, не е много спортменско да атакуваш в гръб, ама карай :lol: )

- "Битката за цитаделата" - пак в двора на CorpRethar, яхваш кон и трябва да убиеш:
* 10 гарголети (скаути)
* 5 лейтенанта
* 1 командир
Гарголетите се трепят и с "crush shield", доста успешно при това. Лейтенантите ясно - чардж в тях и бой с копието. Командирите са вече корави, имат винаги по 3 щита вдигнати, но и на тях върви обичайната тактика "мелее + crush shield". Единственият проблем е, че те се мятат напред-назад и агросват и други мобове, особено ако се случи да довтаса друг командир... а бе зле :lol:

- Threat from above (3-ман груп-дейли) - този куест се отваря само след като се завърши куест-чейна за Черния рицар. Трябва да се убие един ъндед дракон подкрепен от 3 бомбаджии. Драконът кръжи вляво от Aldur'thar, респаунва веднага след като го гътнат, има 100К живот и от време на време вкарва фрост-дъх. Бомбаджиите се появяват един след друг, мятат динамит и слагат бомби на земята. Ключовият момент е да се движиш постоянно за да не избухват бомбите под теб. Не беше особен проблем за соло (тоест наложи се да ползвам ЛоХ, но без бъбъл минах)

А куеста за Черния рицар е лесен и забавен, макар да иска известно разкарване насам-натам, но няма да го разказвам, че да не развалям изненадата :P

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Post by Tais » Sat Apr 25, 2009 9:25 am

*For shadow priests with 3/3 Shadow Focus and 3/3 Misery, you need 11% hit, or 289 hit rating to be hit capped at level 80.*
(местя го и тук, за да не се губи)
Tais - 80 lvl, human mage
Guild: Contaminated
Realm: Zenedar

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Post by Tais » Sat Apr 25, 2009 9:31 am

нашият офицер-хънтър Джурай обича да обновява гилд-форума ни с полезна информация :D поствам два негови днешни постове - един за хънтъри и един за ресто-шамани:

Survival 3.1
Jurai wrote:*** All of the below is simply copied from ensidia's hunter guide, read there for more up-to-date and in depth detail / comments. Checking out their forums can be useful too. ***

Hunter Guide for 3.1


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Introduction:

Welcome to the Hunter guide of Ulduar’s early stages. The guide will only cover raiding related concepts, such as:

-{ I } stats,
-{ II } gems, enchants,
-{ III } talents, glyphs
-{ IV } shot rotations,

* { IV/1 } Kill Shot
* { IV/2 } Black Arrow
* { IV/3 } Explosive Shot
* { IV/4 } Aimed Shot
* { IV/5 } Serpent Sting
* { IV/6 } Steady Shot


-{ V } pets, pet management
-{ VI } general play style,

* { VI/1 } managing cooldowns
* { VI/2 } buffs, debuffs, consumables
* { VI/3 } attacking the right target


-{ VII } macros,
-{ VIII } useful addons

Everything in this guide is based on experience while playing in Ulduar 25 man. Things written in the guide are those that work for me, but it’s not guaranteed to make you a better player or boost your performance.



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{ I } Stats:

After reaching the hit cap (8% or 262 rating), go for agility all the way. Sadly life is not so simple to just apply this philosophy for other stats too. You are going to have attack power, intellect, stamina, armor penetration, crit and haste rating on your gear. When it comes to these stats, you have to keep in mind several things. Intellect transfers into Attack Power with Careful Aim. It also means a higher manapool, which transfers into more mana from replenishment and less time spent using aspect of the viper. With Hunter vs. Wild 30% of your stamina transfers into attack power. Combined with helping you survive, Stamina is therefore giving multiple bonuses. Haste can be useful until you get your steady shots down to 1.5 cast tim. This will happen at 522 haste rating which is really quite a lot. As such you don’t really have to worry about getting haste capped as long as you don’t take improved aspect of the hawk. I didn’t really have the time to test out the new armor penetration rating, but I wouldn't put much importance to it. Crit however is quite good for survival.

{ II } Enchants and gems:

Try to get the hit cap (8% hit) with either some extra hit gems, or enchants. After that go crazy on agility gems and enchants. Only exception could be boots enchants. Tuskar’s Vitality is really good for pve, it allows you to move a little bit faster, giving you a bigger margin for errors.

{ III } Talents and glyphs:

Despite the phat patch note changes, in high end pve not much has changed. Survival is still the top dps spec. The talent build I currently use is link with Kill Shot, Explosive Shot, and Serpent Sting as major glyphs. I also use Feign Death, Mend Pet and Revive pet as minor glyphs.

Let’s start with the glyphs first:

Explosive shot is a no brainer, definitely your first choice. The reasoning behind Kill Shot is that a large number of fights involve handling adds. Being able to do 16k damage on a single shot when the 500k hp add is below 20% hp it’s a huge dps boost. So therefore it's pretty straight forward, the more kill shots you can squeeze out in phases where you have to handle adds, the better. Serpent sting vs steady shot basically just boils down to that with serpent sting glyph you free up extra global cooldowns. Those can then be used for direct damage attacks that do more damage than the increase you would gain on steady shot. Regarding minor glyphs, there is just nothing else for pve.

Talents:

It’s pretty straight forward, the only thing you might wonder about is why aimed shot instead of imp. aspect of the hawk. This is because of the synergy aimed shot has with sniper training. I take 5/5 Master Tactician over 3/3 Hunting Party, it seems that 5/5 Master Tactician provides more dps than 3/3 Hunting Party would.



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{ IV } Shot rotations:

* { IV/1 } Kill Shot: No brainer. You can dish out 16k+ crits with it, you want it on CD day and night.

* { IV/2 } We’ve got a new ability called black arrow, some of you might be confused about when to use it so let me clear that up for you. There are two important things that you have to consider. Black arrow is our main source of Lock and Load, therefore you want it to be up all the time. HOWEVER you don’t want to waste any ticks, so make sure to only put on a target on which it will be able to tick for full duration. Of course if that’s not possible (the adds die way too quickly) just use it on every CD.

* { IV/3 } Now that you have Black arrow up and ready to get some Lock and Loads, you can use your main dps ability explosive shot. Make sure when you get Lock and Load to wait that extra 0.5 seconds after the global cooldown (aka wait for Explosive shot to fade) so you don’t lose any explosive shot ticks. This might seem weird because you basically just idle for 0.5 sec, but getting Explosive shot on CD as soon as possible will allow you to use it sooner. This will result in more overall dps.

* { IV/4 } Yet again due to the nature of aimed Shot having a cooldown, you want to use it before serpent sting. This is the case even if you don’t have serpent sting ticking at the moment.

* { IV/5 } You will now have Black Arrow, Explosive Shot and Aimed Shot on cooldown. This means you can use serpent sting to get the benefit from noxious stings. There a couple of things you need to pay attention to while using serpent sting. If you see that it’s about to fade and you are going to have any of the previously mentioned abilities coming off cooldown, you should try to refresh it, even if it means you cut off an extra tick or two. However don’t fall on the other side of the horse, spamming serpent sting just to make sure it’s up all the time is not a good thing to do. Now I’m not sure if it got fixed it, but before 3.1 sometimes you couldn’t refresh serpent sting and you were getting an error message complaining about more powerful effect. The reason behind this is that there are trinkets and other procs that increases your damage/ap which influences your serpent sting’s damage. So if you can’t refresh it while it’s still ticking, just use the technique explained at the first part of this paragraph.

* { IV/6 } Last but not least, steady shot: With the nerf to steady shot in the expansion, this shot sunk from the top of the priority list to the bottom. This is now our least used damage ability. Its casting time and lack of scaling really doesn’t make it an attractive ability. Use it as filler, only when everything else is on cooldown. If you see that a higher damage ability will come off cooldown before your steady shot casting would have finished, don’t start to cast a new steady shot. For the reason mentioned a couple of times before, you always want to have your higher damage abilities on cooldown.



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{ V } Pets:

I’ve been using raptor for quite some time now, and I’m really satisfied with it. In 3.1 wolves got a huge boost, but I just haven’t got around to test them. I’m pretty sure raptors are still better on single target fights. On some fights where you have to handle adds, or constantly switch target, you can’t just put your pet on something and let it chew on the boss. In this scenario wolves might turn out to be slightly better. I’m going to test it a bit next reset see if it makes any difference, expect an update on this matter.

Despite the fact that your pet no longer provides the significant part of your dps, it still does over 1k dps on single target fights. Keeping your pet alive on a debuffed taget is the best pet dps increase. Probably in a later boss guide I'll give some specifics what to watch out for, which abilities must be avoided and which ones your pet can just live through. For now if you see melee running away from the boss because some short range aoe is coming, try to pull your pet back as well for a brief moment. After a couple of pet deaths you will learn anyways how much your pet can take. Just remember after a combat res, getting yourself rebuffed is hard enough and most likely noone will try to rebuff your pet. A pet resurrected in combat looses significant dps, due to them scaling with buffs really well. Therefore if the boss is below 30% and there are no new phases coming you probably shouldn't even bother to waste the time trying to resurrect your pet.

{ VI } General play style:

Don’t worry if you move a lot at the beginning and don’t really get the full benefit of sniper training. Some fights just doesn’t allow you to stand still for long, but once you get familiar with the new fights your sniper training uptime will get better. This should result in more overall dps.

* { VI/1 } Cooldown Management

After you are familiar with the shot rotation, you need to get comfortable managing your cooldowns. Most of the fights in Ulduar are rather long, allowing you to use rapid fire and call of the wild at least twice. Things you have to watch out for when using cooldowns are as follows. IF you want to use them twice, you want to use them as soon as possible since they are on 5 minute cooldown. However don't use them before the boss is properly debuffed (5 stacks on sunder, faerie fire, hunters mark, black arrow), else you are just wasting your cooldowns. Also using your cooldowns when you have your trinket procs active (greatness for example) can significantly boost your dps. For the second time you use your cooldowns, the best timing is to use it during bloodlust/heroism. You should get this roughly when the boss is 30% HP or generally when your raid needs to do extra damage.



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# { VI/2 } Buffs, debuffs

Always make sure you got all possible buffs before a pull, don’t neglect any tiny thing because it all counts. For survival you can achieve the best dps with the major agility and mighty thoughts elixir combinations. This might get expensive in a long night of wiping, but it’s definitely worth to switch to elixirs after you have the tactics down and it's all about execution. The same goes for the agility food, it might be more comfortable to use the raids fish feasts, but using your own agility food will make you place higher on the damage meters. Regarding pet buffs there is an important change: in 3.1 they reverted kibler bits (the TBC pet food) back to 20 strength. So if you want your pet to do top dps as well, you going to have to use the best possible pet food which is Spiced Mammoth Treats buffing your pet with 30 strength.

You are going to have the most problem with short duration buffs, or totem buffs. Mainly horn of winter and strength of earth totem. You will have to always keep an eye on these two buffs. Since strength of earth totem has a 5 min duration, it will always overwrite horn of winter. The problem comes when you have to move, either accidentally or intentionally out of totem rage. Sadly the game mechanics don't allow you to retain your previous lower valued buff. You are going to have to move back in totem range, or get a death knight to blow his/her horn. Addons such us Debuff filter can help you to keep track of important buffs, and debuffs.

Remember, in 3.1 you no longer need to have a quiver/ammo pouch. You can store your ammunition in your normal bags, they also stack better (1000 in one stack). This way you can carry more consumables.

# { VI/3 } Attacking the right target

Make sure to always attack tanked targets, there are multiple reasons behind why it’s always better to attack a target that’s being tanked already. Apart from the obvious reason that you won’t pull agro that easily, it’s also lot more likely that a tanked target will be debuffed, and you will always do better dps on a debuffed target. Despite the fact that Hunter’s Mark now lasts for 5 minutes, you still going to have to renew it, or in some cases put it up again on respawning adds. Of course if an add dies way too fast there is no point wasting global cooldown on Hunter’s Mark.
Tais - 80 lvl, human mage
Guild: Contaminated
Realm: Zenedar

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Post by Tais » Sat Apr 25, 2009 9:32 am

ето и поста му за ресто-шаманите:

Resto Shaman 3.1
Spoiler: show
Jurai wrote:*** This post is merely a copy from ensidia's shaman guide by mek (one of the guild's leaders). For more information check out the guide itself (also looks better) or check out their forums. Let's up our gaming for ulduar! :P ***



Shaman Restoration 3.1


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-Glossary:

I may use these abbreviations during the guide.

LHW = Lesser Healing Wave
ES = Earth Shield
SP = Spell Power
MP5 = Mana Regen per 5 seconds.
INT = Intellect
STAM = Stamina
DPS = Damage Per Second
HPS = Healing Per Second
AoE = Area of Effect
ilvl = Item Level
HoT = Heal over Time

I've been playing Restoration Shaman since the release of World of Warcraft with only a couple of short breaks. I think in the current version of the game it should be classed as a support healer, when played perfectly you will not get out the same kind of effective healing out as a similarly geared and skilled Druid or Priest. On the flipside, however, you offer some great buffs that will help secure that raid spot. As soon as Chain Heal began auto-targeting players with the lowest health it became the most dominating skill for Resto Shamans. This continued all the way through TBC and in Sunwell, with full Haste gear and a Shadow Priest in your group, you could push out some ridiculously high HPS with AoE healing. In Wrath of the Lich King, however, it seems that Blizzard's intentions for Shaman healing have changed dramatically. Talents, gear and the way the other healers have been designed push it much more into the Tank healing category with quick spot healing thrown in. I'll go into more detail on this later. The purpose of this guide is to give you an idea of the direction to take your Shaman if you want to improve your raid performance or if you are a beginner with the class. This is not going to be full of math - I am not a theory crafting nut. I think the best way to approach character optimisation is to just play and adapt to what is going on around you, particularly when playing a healer.


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So the first thing you need to approach is your Talent Spec. I'll start by linking the talent build that I use now, there really is no other standard spec for a Resto Shaman right now. View it HERE

One of the most straight forward things about Resto Shaman advice is the spec. In 3.1, after they re-arranged the talents, there is only one choice for everyday play. The only change I would make is that you could remove some of your healing output and get Nature's Guardian. I will most likely be doing this for Freya hard-mode and perhaps Mimiron. I will remove my Elemental Weapons and most likely Improved Chain Heal (more on Chain Heal later) to get it. view that build HERE

I'd write a lot more on spec but there really isn't much to say. Totemic Focus is more of a PvP talent, most of the time you will drop a few totems every couple of minutes and your very occasional use of Healing Wave will justify selecting that talent instead. If your tanks are not awful you will never have to worry about healing threat so Healing Grace is useless. Once again this is much more of a PvP talent and even then it's not in all builds. If there was a fight with a nasty unavoidable silence you might justify Focused Mind (say Gruul in TBC), currently there is no fight requiring it however and you will only take this talent in PvP. Healing Way is not used because of the Lesser Healing Wave Glyph and the fact that you will very rarely be able to land a long cast 20k effective heal. To wrap it up, take the first build I linked for general use and you can't go wrong.


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My stats and how they integrate with playstyle are something I have been wrestling with endlessly since the release of WotLK. At the start I maxed out my Intellect because on paper it is definitely the best all-round stat for a Shaman. After getting decent gear and realising mana was never going to be an issue I switched to full Spell Power to test that out. I continued with that for quite some time until the change to Priest and Druid AoE healing which I believed would allow Shamans to begin using Chain Heal once again. In Naxx up until this point, it was impossible to land a Chain Heal before people were healed up by Priests and Druids spamming Circle of Healing and Wild Growth. So with the nerfing of these skills I gemmed a lot more Haste, switched some gear and gave it a go. It worked for a while but during Ulduar, particularly with the huge buff to Prayer of Healing for Priests, it became pretty poor again. I will most likely go back to trying Haste and MP5 gear once again later on in Ulduar when I have a lot more gear and 4 part of Tier 8. Until that point though and for the rest of this guide I will be focusing on skipping Chain Heal spam and focusing on single target healing and how best to setup for that.

Your primary Stat is going to be Intellect. Intellect gives will increase your mana pool. It will boost the mana regeneration you get from Replenishment and will also boost your Spell Power (Talent: Nature's Blessing) and Critical Rating. Your second best stat is going to be Spell Power. This comes a very close second to Intellect and should be considered pretty much equal. Spell Power is a great way to increase your HPS (Healing Per Second) since your HoT ticks will also benefit from it (Earthliving and Riptide]) and they will not benefit from Crit. The fact is you will naturally get these 2 stats on any gear you pick since almost everything has a good amount of them by default. Except for when Gemming, the main decision for you will come when choosing between 3 stats: Haste, crit and MP5. The Shaman gear and such will offer different options based around these 3 stats and I will now go into each of them in more detail.

-Crit: Crit is important for 3 reasons.

★ It will apply the 25% armor buff on tanks that you critically heal which is very important. So unless you are running a Disc Priest (Holy Priests usually do not spec it) or a second Shaman you will most likely be the only person in the raid able to apply the buff.

★ It will give you mana regeneration through Improved Water Shield and since your main spells are going to be Lesser Healing Wave and Riptide, critting these spells is going to provide a large amount of your mana regeneration

★ To increase your HPS. Since Ancestral Awakening was changed in 3.1 those Lesser Healing Wave and Riptide Crits are going to provide a lot of effective healing without requiring you to re-target people. I actually found that the amount of effective healing I gained from this talent in 3.1 was massive. Also don't forget it makes your heals bigger which you cannot discount!


-Haste: The Chain Heal Stat.

Haste is almost entirely designed for Chain Heal. Lesser Healing Wave doesn't gain much from Haste at all because firstly it's a shorter base cast and secondly due to Tidal Waves. By this I mean that the speed you can pump out LHW will most likely be limited by the global cooldown because Tidal Waves reduces your cast time by such a massive amount. Haste will not affect the output of Earth Shield, Riptide or Earthliving. So if you are not using Chain Heal, the effect is purely to make sure your LHW is below 1 second cast and to reduce your global cooldown a little. That being said, for Chain Heal it is the best stat by far. I tested it out with the Leviathon Relic and 900 Haste on PTR (shirt of uber, Haste Gems, Haste food/elixir) and this was a significant improvement. I believe that with these kind of stats and the 4 part Tier 8 bonus (-0.2 sec on Chain Heal cast) Chain Heal will come back into fashion in a big way, but until then I will not be basing my stats around it.

-MP5: Mana please!

Since Spirit is completely useless for Shamans, this will be your other source of mana along with Water Shield charges (from Crits and environmental damage). How much you use is entirely up to you. I currently sit at around 275MP5 (with Water Shield) in my standard pre-Ulduar gear and I find that keeps my mana up pretty well. The amount of MP5 you need is going to be dependent on the length of the fight and the amount of Haste you have since Haste is the only thing that will cause you to burn mana faster.

-Balancing and Prioritising your stats:

There is no magic number of Intellect to get, it's just an all around good stat. Along with Spell Power it's just a stat you will naturally increase as your gear improves. The next stat you should be looking for on your gear is Crit rating for the reasons above. You should prioritise Crit over Haste and MP5. If you are not trying to use Chain Heal too much then Haste is not too important, I have around 375 unbuffed at the moment and that feels sufficient. It does not hurt to have more at all just as long as you keep your mana up but do not gem it. I would therefore look for MP5 more than Haste on gear however the important thing to understand is to balance them. Haste is better than MP5 if your mana bar is not empty. Continuing to stack MP5 when you don't go oom on a 10 minute fight will serve you no good at all. So when using the playstyle recommended in this guide Int > Spell Power > Crit > Haste/MP5. The most important thing to remember is balancing them though, more Haste needs more MP5 and the more Crit you get the less MP5 you will need. You should be looking for 30 Crit (Spellbook), 350 Haste and 250MP5 as solid minimum stat levels to aim for! (self buffed)

-Stamina:

Last but not least never forget Stamina. You cannot heal people if you are face down dead on the floor.


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Very simple here. As long as you gem Intellect or Spell Power or a combination of both you can't really do it "wrong". Personally I like to balance my stats at the moment so I put:

16 Intellect in Yellow Sockets
9 Spell Power and 8 Intellect in Red Sockets (19 Spell Power is also absolutely fine here)
8 Intellect and 3 MP5 in Blue Sockets (9 Spell Power and 3 MP5 is also fine here)

★ Your meta gem should be Insightful Earthsiege Diamond (Int + mana restore proc). It is by far the best meta gem.

★ Consider Stamina or hybrid Stamina Gems in Blue sockets if there is a high risk of death from raid damage on a fight.

★ Haste should be your primary stat for gemming if you are going to go for as much Chain Heal as possible so use the above Gems but whenever it says Intellect, replace with Haste.

★ If you are lucky enough to be a Jewelcrafter I would suggest using your Blue sockets for either 27 Intellect or 32 Spell Power Gems (27 Haste if you're going Chain Heal). Otherwise follow the guidelines stated above.

★ There will always be people using different Gems, the important thing to do is always to gem how you feel best suits the gear you have and the way you play. If you have an excess amount of mana don't use extra Intellect Gems, use Haste or Spell Power instead and so on ... There is no 100% correct way above all others.


For my enchants it's fairly straight forward. If you go to my armory or here you can see what I use (check chardev link if armory is PvP gear).

Notable choices are that I choose 10 stats over 8MP5 on chest because I think that Stamina is a worthy stat to have and you should always give it appropriate weight. On boots I recommend always using Tuskar's Vitality since you will no longer get runspeed from DK aura in raids. Survival is just soo important. With your head and shoulder enchants you have the option of Crit or MP5 as the secondary stat. I'd go with Crit however if you really want to push Chain Heal then go with MP5. Do not get 16 Int on bracers over 30 Spell Power, the enchant is significantly lower ilvl and it is a complete waste of stats. Stacking a particular stat for the sake of it at the expense of ilvl is not advisable for Resto Shamans since most stats are at least decent.


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-General

* I think many people in guides are going to write a list of the absolute perfect set of gear to get but again with playing a Resto Shaman you just need to adapt according to what gear you have available and using the stat advice above.
* Always take advantage of set bonuses, the Tier 7 and Tier 8 set bonuses are definitely worth getting (particularily Tier 8). There are no items that are going to boost you sufficiently in order to negate the bonus of these sets. They should therefore be your primary goal with your gear.
* Be very careful about getting too much Haste and not enough MP5 and Crit to keep your mana up. In Naxxramas you can do lots of 2 minute fights so you don't feel the effect of regen but in Ulduar it's an entirely different story.
* If your gear is really lacking in some stats, use your Gems to compensate, they provide a huge stat bonus and allow you to specialise a lot more than it might seem.
* Picking gear with no Stamina at all is unwise. You need to stay alive and a "glass cannon" healer is not the way to go at all.
* Use the PvP Relic if you can get it since it's by far the best relic for playing LHW heavy. With Chain Heal the new one from 25 man Flame Leviathon is by far the best however if you don't have that yet, you can use the one from badges instead.


-Trinkets

I'd like to give special mention to trinkets because while weapon is your most important item, there isn't much of a choice there. With trinkets, and especially with 10 man + 25 man, there are many, many choices. Before you have access to Ulduar I recommend Soul of the Dead from Sapphiron and Je'Tze's Bell (usually you can buy one on AH or in Trade Chat). Those are the best 2 trinkets because both of the procs are for mana regeneration. The problem with many trinkets is that a "chance on cast" to gain either Haste or Spell Power is often completely useless because you cannot control how it's used. You could cast one Riptide on your tank and proc +1000 Spell Power but you have absolutely no need for it at this time so it's a waste. You will however never be on full mana so I much prefer these kind of regen proc trinkets. I will definitely be going for the new version of Je'Tze's Bell from hardmode Freya 10 man called Sif's Remembrance. In my second slot I am really unsure what I will end up going for, hopefully a new healer trinket will come out. Pandora's Plea from Ulduar 25 has an nice amount of Intellect but an uncontrolled proc putting its quality a bit lower than I would have hoped. Scale of Fates is going to be an absolutely fantastic trinket for burst Chain Heal however you will most likely have to get in line behind your DPS casters for this one.

If you are struggling to get any of the trinkets above then the basic badge trinket or the Darkmoon Faire 90 Intellect trinket are both excellent places to start.

At the end here I am going to provide a list of "perfect" pre-Ulduar gear in my eyes. I will update this with Ulduar Gear but I prefer to wait until all items are available. You can see the items -> HERE.


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Options! While progress raiding I carry a huge number of options. Your main Flasks will be either 125 Spell Power (Frost Wyrm) or 38 MP5 (Pure Mojo). You should however carry 1300hp flasks (Stoneblood) and a variety of elixirs such as Lightning Speed, Guru, Mighty Thoughts.

The same goes for your food. Depending on the fight you should be selecting MP5, Haste or Spell Power food.


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-Minor.

I use Water Walking (for convenience), Renewed Life (to avoid carrying ankhs), and Water Shield (because it's amazing!).

-Core

Earth Shield -> The absolute core glyph of playing Resto Shaman. You should always have your Earth Shield up on a tank and it will give very good effective healing. Use this 100% of the time.
Lesser Healing Wave -> If you are planning to ever heal a tank you should have this glyph, I don't think I have ever been without it while playing Resto in PvE or PvP.
Riptide -> This one is going to be a bit more debatable and is a recent change for me. When you play LHW you will spam Riptide and having an 20 second HoT up on random people is really nice on a lot of fights.

-Optional

Chain Heal -> You want to switch this one in if you are using Chain Heal a lot
Earth Living Weapon -> You can use this one in conjunction with Chain Heal but Riptide + Chain Heal may well be better now (have not tested) and both of these options are only if you are never going to heal a tank.


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Well this is the most difficult thing to "Teach". I don't think I do this stuff perfectly myself at all but if you take some of the advice onboard your play will probably improve.

-Spell Selection

Your 3 main heals will be Earth Shield, Riptide and Lesser Healing Wave.

Earth Shield should always be up on one of the tanks, if in the rare situation there is one tank and two Resto Shamans, put it on a healer or another caster with low hp for healing help and interrupt protection. A good example of this would be Razuvious, if the priest doing Mind Control is Holy they will have no interrupt protection so an Earth Shield will help them out.

Riptide has multiple uses. It's an instant heal in tight situations, for example a tank goes a bit low so you do a LHW then Riptide straight after to get as big a heal as you can in a short time. Where lots of people are taking consistent damage from AoE you want to try and use it as a HoT and therefore keep it up on as many people as possible. Tanks should have Riptide on them 100% of the time. Finally it's used to make your LHW casts a lot faster. For all of these reasons I would recommend using it on cooldown or as often as you can remember.

Lesser Healing Wave is your main direct heal. It's going to make up the largest part of your healing output so this is what you use when you don't need to refresh Totems / Shields / Riptides.

Always have Nature's Swiftness ready for tight situations in conjunction with Healing Wave. Your Tidal Force cooldown is tricky to time. The best time to activate it is when you know that some heavy damage is going to be incoming shortly (to be honest, I often forget to use this ability in the perfect situation).

For your totems you are going to have Wrath of Air Totem down all the time. Most of the time you can use Healing Stream Totem because your raid will have Blessing of Wisdom and they do not stack. For Earth Totem I use Stoneskin the most for reducing tank damage. On fire you can use Flametongue but your Enhancement Shaman will have a better one and more often than not there will be a much better buff being used in the raid (Demonic Pact, Totem of Wrath). Always watch out for Elemental damage and see if you can provide a resistance totem to counter it without sacrificing too much. All other totems are highly situational: Tremor for Fear/Sleep, Earthbind to slow, Cleansing to remove diseases and poisons.

Think about the length of the fight in regards to using your Mana Tide. If you are going to be able to use it multiple times within the length of the fight time it so that you do. Save your Mana Potion for if you go really low on Mana only.

-Character Control and General Tips

* Keybind your skills. Using the mouse to click skills will slow you down and misdirect your attention from what is actually going on with the fight. This is a very important aspect of the game.
* Do not backpeddle (this means using your back key to move). We all occasionally take a couple of steps to adjust but doing it consistently (unless tanking to keep front to mob for avoidance) is going to mean you move a lot slower than you should be.
* Do not keyboard turn, always use the mouse to turn your character and camera, it is significantly faster and more accurate.
* How you position yourself in the room is very important. You want to be in range of as many people as possible and in a safe spot. If your tank is about to move be ready to adapt to that movement. I like to just settle into a particular position on most fights and get comfortable with playing like that, but you should always be ready to adapt.
* Be raid aware. 99% of bad players are bad because they do not think about what is going on around them, they die to damage they should not be taking and/or don't take notice of what their fellow players are doing. Tunnel visioning and playing only through your raid frames is a very easy thing to fall into as a healer and is a very bad habit.
* Never die with healthstone and potion unused. These are two lifesaving heals and you shouldn't die without them being on cooldown/consumed.
* Always keep the boss in your Focus target with a big cast bar in the middle of your screen so you can see when they are casting their abilities.
* Always keep Water Shield up. Whenever you get a free global cooldown try to refresh it, even if it's still on 3 stacks. Get into the habit of this because sometimes you will just not have time to refresh it and u need to take the opportunity when it's there.



Healing theory is close to impossible to explain. We do not use many healing assignments, it's all about feel and knowing when you can land a heal or not. Try to think about how your other healers are going to heal and adapt to make sure that your heals are as effective as possible. I hardly ever cancel heals on tanks because the damage they take will usually come in huge spikes and cancelling could mean that they die. Your character should be setup so that you can spam heal for long periods of time so do not be shy with your mana. Spam, spam, spam and make sure you get as much healing out as you can.


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How you setup your UI is always going to be personal preference. I'll be making my UI available for download in the near future. For now though here are a few addons you might want to consider.

TotemTimers: I use this to monitor Totems and Shields. There may be better addons out there for this but I use this one.

Quartz: The standard castbar is pretty limited, this is the best one I have come across.

ScrollingCombatText: I believe there are many other options to this now but I use this, the default one has far too few options.

PowerAuras: I'm actually about to set this one up as a Riptide reminder, very customisable addon you can use to warn you about many different buffs, debuffs and cooldowns in-game.

oRA2: Raid Addon for Main Tank targets and monitoring a few other useful bits of info, far from essential though

HotCandy: I used to use this to see timers on Riptide, sadly it wasn't working with Riptide Glyph as of the time I wrote this but I will be looking to update or find another option as soon as possible.

Raid Frames: Well most people use Grid, I personally use sRaidFrames. Either is good just make sure you have something you are happy with and feel comfortable using.


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There is no one right way to do a lot of things in this game. This guide should explain you the mechanics of the basics and what you should be aiming for. In part 2 of the guide I'm going to look at how you play on specific bosses and the kind of things you should be looking out for there. I will be adding regular updates especially on how the usefulness of Chain Heal develops. If you have any questions or if you're looking for a more in-depth discussion please head over to our forums.

Regards

//mek

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Tais - 80 lvl, human mage
Guild: Contaminated
Realm: Zenedar

Svetlio
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Post by Svetlio » Mon Apr 27, 2009 11:50 am

Заради епичността на информацията я поствам и тук :lol:

Мда, малко инфо за фракциите. Четирите дето могат да се "шампионват", сиреч можеш да трупаш репутация с тях докато им носиш табарда са:
- Драконите
- Кирин Тор
- Арджент Крусейд
- Ебон Блейд
Ако носиш табарда на някой от тях трупаш репутация всеки път като си в хероик дънджън, а също и в 80-ти лвл нормал дънджъни: УП, Окулус, ХоЛ, СОТ:Стратхолм.

Драконите (The Wyrmrest Accord) - репутация се трупа от куести (горе-долу около 10к), после следват три дейлита, две в Нексус (Колдара) и едно в Драгънблайт. Табарда се продава в тяхната кула в Драгънблайт, най-отгоре, вендора има навик да се крие в в краката на един от гардовете понякога.

Кирин Тор - репутация се трупа от дейли кукинг (за фишинг не съм сигурен), хероик и нон-хероик дейли, има и няколко куеста (в Колдара), но са малко. Табарда се продава от вендор в Виолет Цитадел.

Арджент Крусейд - от куести репутацията може да те докара до Реверед (куести в Зул'Драк и Айскраун), после има и няколко дейли-та. Дейлито в Зул'Драк е на сметка само ако го направиш за 20 мин, тогава получаваш двойно репутация, но там аптекарят ме е докарвал до бяс та не го препоръчвам :roll: Табарда се продава в лагера им в Айскраун.

Ебон Блейд - за да започнат техните куести, първо трябва да им помогнеш да си направят базата в Айскраун, стартовият куест е на летящия кораб над Айскраун. От куести има около 22к реп, има камара дейлита. Табарда се продава в базата им в Айскраун (тази дето трябва да им помогнеш да направят), вендорът е една баронеса, вляво от входа на базата.

Всички фракции дават и по един-два епик айтема на Екзалтед и няколко сносни на Реверед, плюс енчантите за каска. Трябва просто да се погледне в Wowhead.

Други фракции:
- Моржовете (Калуак) - единствената далавера е въдицата, но в момента Нат Пангъл дава същата на всеки, който е направил фишин куеста за експерт фишерман. Репутация с куести до Реверед, после с дейлита.
- Алианс Вангард (състои се от три подфракции - Валианс Експедишън, Силвър Ковенант и Експлорер Лигата) - има полезни неща само от Реверед нагоре, инжинерски рецепти предимно. Репутация се трупа ако не носиш табард на никой от горните 4 фракции, а също и като вдигаш репутацията на някоя подфракция
- Басинските фракции (Оракулите/Френзитата - след дълъг куест-чейн имат три дейлита, от Хоноред до Екзалтед. Можеш да смениш фракцията по всяко време. Дават по един тринкет на Екзалтед, Оракулите предлагат и яйце от което се люпят петс и един зелен дракон.

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Muad_Dib
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Post by Muad_Dib » Thu Apr 30, 2009 10:42 am

Хубав пост, браво, Светльо.

Svetlio
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Post by Svetlio » Thu May 07, 2009 5:56 pm

Уинтерграсп (УГ) - стратегия и тактика :P

Уинтерграсп е World-PvP-зона, сиреч всеки е свободен да е там по всяко време. Контролът върху зоната се държи или от Ордата или от Алианса. Далаверата да имаш контрол е следната:
- получаваш Нортренд-бъф, всеки дънджън бос ти дава Stone Keeper's shards (хероик босовете повече)
- можеш да фармиш "големите" елементали в УГ, които пускат crystallized fire/shadow/earth/water
- имаш достъп до вендорите в крепостта
- имаш достъп до 10/25 ВоА инстанс

Битката за зоната се води на всеки 2 часа и половина, има таймер на световната карта, като кликнеш на УГ картата. Точно преди започването на битката в Даларан се отварят портали, които водят до УГ - за защитниците в крепостта, за нападащите в техния ФП. До УГ се стига и с летене, макар че в самата зона не може да се лети (дисмаунтва над нея).

Битката трае максимум половин час. През това време нападащите се опитват да разрушат крепостта и да завземат реликвата в нея, а защитниците им пречат. В зоната има 5 гробища - по едно до Алианс и Орда ФП, по едно до южните машинни паркове и едно в крепостта.

Машинните паркове - превземат се на принципа на флага в ЕоТ, който има повече народ, той владее парка. Всеки парк дава право на производство на 4 обсадни машини. Има 2 парка в крепостта, 2 близо до ФП и два в южната част. Парковете могат да се разрушават (с обсадни машини). Не можеш да разрушаваш собствени паркове (това го въведоха след груби злоупотреби на лица като мен, дето го правеха заради ачийвмънт :lol: )

Кули - има три кули в южната част, които дават демидж бъф на нападащите. Ако защитниците успеят да разрушат кулите преди нападащите да съборят стена от крепостта, битката свършва с победа на защитниците. Кулите имат оръдия като тези в крепостта.

Обсадни машини - за да управляваш обсадна машина трябва да притежаваш военен ранк, който се придобива в хода на битката в зависимост от убитите противници (НПЦ-тата също се броят)
- Катапулт (ранк Корпорал, 10 хонор килс) - бърз и маневрен, има файър АоЕ и мята варели с отрова. АоЕ-то се ползва за убиване на пешаци наоколо, въртиш се в кръг и заливаш с огън всичко наоколо. Варелите се ползват за разрушаване на крепости/кули, правят около 650-750 демидж.
- Демолишър (ранк първи лейтенант, 20 ХК?), малко по-бавни, имат таран и далечна стрелба. И двете могат да се ползват за разрушаване на кули/крепост, също и за бой по противника (тарана има хубав Knock-back), демиджа на тарана е около 1500 (?). Имат две места за пасажери
- Танк (ранк втори лейтенант, 25 ХК?), бавни, но здрави. Имат таран, който се управлява от пилота, имат и оръдие, което се управлява от стрелец, плюс 2 места за пасажери. Тарана прави около 2000 демидж, също можеш да блъскаш и играчи с него :wink:

Защита:
- Оръдията са най-очебийни, мяташ се на едно и пуцаш наред.
- РПГ - до всеки от машинните паркове има РПГ с 5 заряда. Екипваш едно и стреляш в посока на обсадните машини, ако няма машини, може и по играчи, има Knock-back

(малко по-късно ще се разпростра на някои прости тактики :wink: )

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Xellos
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Post by Xellos » Tue May 12, 2009 11:07 am

Зверюго - дай билдове за WG хънтър, че седи са празен спека ;) и за Пве (да сравня с моя) . Ша доопраиме довечера броя и ше имам време да поиграя тия дни вечер.
:ninja:

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Xellos
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Post by Xellos » Thu May 14, 2009 10:14 am

Dzvero wrote:Измъдрих 2 билда за хънтърско ПвП... и понеже нямам хънтър не знам дали идеите ми за билдове са много адекватни. А и не ми се рови по форуми да чета за хънтърско ПвП.

Та ето ти билдче за млатене в WG и някой друг батълграунд ако решиш да постреляш по хорди. Билда е предимно за групово ПвП, да седиш някъде на завет или в алианската тълпа и да не си изложен на директни атаки.

http://www.wowhead.com/?talent#cZceVcRAdGIsguAoc

С тия глифове например:
http://www.wowhead.com/?item=42897
http://www.wowhead.com/?item=45625
http://www.wowhead.com/?item=42910

Ама може бързо да издъхваш за мана.

И друго алтернативно билдче:

http://www.wowhead.com/?talent#cZcxV0oZcbhiscIueuhGou

с тич глифове:
http://www.wowhead.com/?item=45735
http://www.wowhead.com/?item=45733

Повече ориентиран за соло ПвП, да може да се справяш при 1 на 1 и срещу мелета. И ще си по-добре с маната.

Съвета ми е да пробваш и двата билда, всеки си има специфични изстрели и стил на игра. То и самите билдове със сигурност може да се доизпипат и да им се променят някои точки ама като за редене наизуст толкова. За повече си трябва практически опит.

Чак ми се прииска да си вдигна едно хънтърче...
Ето ти истински БМ билд:

http://www.wowhead.com/?talent#cVdhzxgowuGxstcxVbo
:ninja:

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