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New Incoming PTR Patch

World of Warcraft PTR Patch 3.0.8

The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/...patchnotes.html

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

General

* Achievement: The Loremaster of Kalimdor Achievement has had its quest amount reduced.

* Bonus Armor: The mechanics for items with bonus armor on them has changed (any cloth, leather, mail, or plate items with extra armor, or any other items with any armor). Bonus armor beyond the base armor of an item will no longer be multiplied by any talents or by the bonuses of Bear Form, Dire Bear Form, or Frost Presence.

* Racial restrictions on mounts have now been lifted. Night elves on mechanostrider? Tauren on raptor? You?re not seeing things.

* Tapping: All player spells which cause a creature to become aggressive to you will now also immediately cause the creature to be tapped.

PvP

* Wintergrasp Commendations can now also be purchased for the low low price of 9 Wintergrasp Marks of Honor. Players can visit their respective Wintergrasp vendors and put those Marks of Honor to use!

Death Knight

* Death Knights have access to unique death-knight only facial textures and skin tones. These can be selected at the character creation screen.

* Raise Dead has now been split into two spells:

o Raise Dead now raises a ghoul or pet ghoul (if talented). Requires corpse dust if no humanoid corpse is nearby.

o Raise Ally now raises a fallen party member and has no reagent. Available at level 72.

Druid

* Feral Attack Power: All weapons now have the potential to grant feral attack power based on their dps (as compared to the best superior-quality weapons available at level 60). Players will see their existing feral weapons grant roughly the same attack power as they did before (+/- 2 or so), but many new weapons will be options for the feral druid. Some feral weapons have had strength converted to attack power to be more appealing to other classes able to equip them. All druids will see the amount of feral attack power granted by an item in the item tooltip, if it grants any, but other players will not see that information.

* Genesis: Now works with Tranquility and Hurricane.

* King of the Jungle - The Bear effect is now physical, and thus cannot be dispelled.

* Nature's Grace - Now also effects Revive.

* Primal Tenacity: Now reduces the cost of Bear Form, Cat Form, and Dire Bear Form by 17/33/50% in addition to its previous effects.

* Protector of the Pack: No longer changes value based on party size.

* Savage Roar: The buff now persists outside of Cat Form but only provides its benefits while in Cat Form.

* Starfall will now be cancelled by any shapeshifting.

* Survival of the Fittest: This talent now grants 22/44/66% bonus armor in Bear Form and Dire Bear Form in addition to all of its previous effects.

* Swipe: Swipe (Cat) has now been added at level 71, dealing 260% weapon damage, costs 50 energy with no cooldown. All talents affecting the Bear Form version affect the Cat Form one as well.

* Wild Growth now has a 6 second cooldown.

Hunter

* Aspect of the Wild - This aspect is now raid-wide.

* Deterrence: Design changed to grant 100% parry and 100% chance to "deflect" spells coming from the front, but prevents the Hunter from attacking. Lasts 5 sec. 60 sec. cooldown.

* Kill Shot ? Cooldown reduced to 15 seconds, down from 35 sec.

* Steady Shot: Now gains 10% of attack power as damage instead of 20%.

* Viper Sting: Now drains a percentage of maximum mana.

Mage

* Slow Fall is now castable on others.

Paladin

* Avenging Wrath: Divine Shield, Divine Protection, and Hand of Protection, and Avenging Wrath cannot be used within 30 seconds of each other anymore. Forbearance removed from Avenging Wrath.

* Divine Protection: The penalty has been removed.

* Divine Shield: The penalty has been changed so that all damage done is reduced by 50% in place of an attack speed penalty.

* Judgements of the Pure: This Holy talent now increases the damage done by Seals and Judgements.

* Judgement of Wisdom: Now returns a percentage of base mana instead of a percentage of max mana.

* Sacred Duty: Interaction with Divine Shield and Divine Protection removed, but stamina bonus increased.

Priest

* Abolish Disease and Cure Disease can now be cast while in Shadowform.

* Holy: Circle of Healing now has a 6 second cooldown.

* Levitate is now castable on others.

* Mana Burn: Now burns a percentage of maximum mana.

* Shadow

o Shadowform: You can now shift into Shadowform while mounted or sitting.

o Vampiric Embrace- Mana cost of this spell has been removed.

Rogue

* Fan of Knives: The cooldown has been removed. In addition, now deals 150% of weapon damage when used while daggers are equipped.

Shaman

* Fire Nova Totem: Now no longer generates threat.

* Magma Totem: The damage and scaling has been increased and no longer generates threat.

* Searing Totem (Rank 4) now does the proper damage for its rank.

* Tremor Totem's duration has been increased from 2 minutes to 5 minutes.

* Elemental

o Elemental Shields: This talent has been removed. It has now been merged with Elemental Warding.

o Elemental Warding: Now reduces all damage taken by 2/4/6%. Changed from only reducing Nature, Fire and Frost by 4/7/10%.

o New Talent: Shamanism-Your Lightning Bolt spell gains an additional 2/4/6/8/10% and your Lava Burst gains an additional 4/8/12/16/20% of your bonus damage effects.

o Storm, Earth and Fire: This talent has been moved up in the tree, and it?s talent points have been reduced to 3 down from 5. Wind Shock is also included in the range increase (with Earth Shock). The damage bonus to Flame Shock has been increased, up from 10/20/30/40/50 to 20/40/60.

o Unrelenting Storm: point cost reduced to 3, down from 5. Now does 4/8/12%

Warlock

* Drain Mana: Now drains a percentage of maximum mana.

* Emberstorm: Now works with Conflagrate.

* Ritual of Summoning: Will now create a summoning portal object which can be re-used for multiple summons for 5 minutes.

Warrior

* Bloodthirst: Charges have been decreased to 3, but the effect has been raised to 1% per charge.

* Fury: Bloodsurge: Now has a chance to trigger from any hit with Heroic Strike, Bloodthirst, or Whirlwind.

* Fury:Titan's Grip: The hit chance penalty has been removed.

Professions

* Alchemy

o All flasks no longer require an alchemy lab to create.

* Blacksmithing

o Reduced the spell power on the Titansteel Guardian to bring it in line with its item level.

o Increased the material requirements to make high level frost resistance gear created with blacksmithing.

* Engineering

o Engineers may now be able to properly engineer Centrifuge Constructs.

* Inscription

o Glyph of Death Strike has also been reduced by 50% to 1% healing per 5 Runic Power.

o Glyph of Holy Light now affects friendly targets in a larger radius.

o Glyph of Deterrence: Now -10 seconds instead of -20.

* Leatherworking

o Iceborne Belt pattern skill up range has been increased to the correct range.

* Mining

o Weakened Giants and Iron Rune Sentinels can now be correctly mined.

* Skinning

o Increased the critical strike rating granted by ranks 5 and 6 of Master of Anatomy.

o Carrion Fleshstrippers are now skinnable.

Quests

* The quest, "Scare the Guano Out of Them!" now only requires 10 Darkclaw Guano, down from 15. Also, only the character that scared the bat, or their party, may now loot the guano.

* Shoveltusk Meat obtained during the quest, "Shoveltusk Soup Again?" is now correctly flagged as a quest item with no sell price.

* During the quest, "Scalps!", you can no longer use Ahunae's Knife to scalp kills that you aren't tapped to.

* The path followed by the Har'koa's Kitten during the quest, "I Sense a Disturbance" has been improved.

* Westguard Sergeants, Winterhoof Braves, and Ethereal Frostworgs should no longer attempt to attack their opposite faction counterparts unless the character controlling them is first attacked.

* Westguard Sergeant and Winterhoof Brave demoralizing shouts will now only affect the Winterskorn vrykul and worgs at Skorn.

* Various fixes to the Queen Angerboda event during the quest, "The Slumbering King".

* The daily quest, "Shoot 'Em Up" now only requires 15 Jotunheim Proto-Drakes to be shot down, down from 20. As well, the harpoon now only costs 5 energy to shoot, down from 10.

Dungeons and Raids

* The Obsidian Sanctum

o Players will now be affected by Twilight Residue when they leave the Twilight Realm. Twilight Residue grants immunity to Fire and Shadow damage for a few seconds.

User Interface

* For additional notes on Lua and XML changes please visit the UI & Macros forum.

Items

* Amberglow Signet now correctly grants Hit Rating.

* Deadly Gladiator's Staff has had the Agility and Critical strike rating restored to ratios consistent with other instances of the Gladiator's Staff.

* Gifts and Pledges of Adoration for the capital cities are now soulbound.

* The Flag of Ownership now has only a 60sec cooldown to match the 60sec duration of the flag.

* The following crafted weapons have had their stats adjusted to properly reflect their intended power:

o Corroded Saronite Edge, Corroded Saronite Woundbringer, Cudgel of Saronite Justice, Furious Saronite Beaststick, Saronite Spellblade, Saronite Shiv, Savage Cobalt Slicer, Notched Cobalt War Axe, Sturdy Cobalt Quickblade, Cobalt Tenderizer

* Living Lashers can now properly be skinned with Herbalism.

* Players can now open clams while riding a vehicle, sitting, mounted, stealthed, and invisible.

* Reduced the stats on the Savage Cobalt Slicer to match the weapon's level.

* Some low-level rogue pvp gloves were accidentally omitted from the patch 3.0.3 update. This has been rectified.

* Some neglected creatures in Icecrown have found the contents of their pockets.

* Totem of Hex now correctly grants 165 spell power to Chain Lightning and Lightning Bolt, up from 85.

* The white Polar Bear mount is now the proper (larger) size.

World Environment

* Incapacitating Shout now has an 8 second duration.

* Conquered Soul of the Blightcallers are no longer AE immune.

* Corrected a raid emote in Violet Hold to display the proper creature name.

* Corrected a redundant aura tooltip for Locust Swarm in Naxxramas.

* Several creatures in the Construct Quarter of Naxxramas did not have Heroic values for hit points and damage.

* Storm Peaks, Grom'arsh Crash Site - Peon Gakra is now an innkeeper and the zeppelin hull, an inn.

Bug Fixes

* Druid: Savage Fury - Mangle (Bear) damage was being increased by a higher percentage than intended. This has been fixed, and in result Mangle (Bear) should see roughly a 16% damage reduction. Also fixed a bug with Savage Fury where the Rake bleed effect was not being increased.

* Priest: Mind Flay - Fixed a bug with targeting where you would not deal damage if not facing the target while channeling.

* Shaman: Elemental Shields was reducing flat physical damage, not a percentage. Now properly reduced by a percentage.

* Shaman: Lava Lash - Fixed a bug which allowed you to use the ability even if you had a shield in offhand. Now requires a 1hand axe, fist or dagger to be able to be used. Bug #147699.

* Shaman: Fixed a bug where Thunderstorm (Elemental) was knocking back 15 yards, instead of 20. It should now roughly knockback the correct length of 20 yards.

As you can see hunters have been nerfed to the ground baby! Happy to say currently at level 40 with a paladin, just 40 more levels to go before that is my main. Blizzard have totally destroryed the class and i dont see them taking away any of these changes, all will make it live.

New Incoming PTR Patch

As you can see hunters have been nerfed to the ground baby! Happy to say currently at level 40 with a paladin, just 40 more levels to go before that is my main. Blizzard have totally destroryed the class and i dont see them taking away any of these changes, all will make it live.

They did that because Hunters are now WAY op in DPS/gear-level. They thought other classes would come at the same level, but they didn't.

They did that because Hunters are now WAY op in DPS/gear-level. They thought other classes would come at the same level, but they didn't.

They did that because of the amount of QQ they got from undergeared mages and other classes. Anyone who plays a hunter and does raiding know this nerf is huge. DPS reduction of 30% is massive no matter how you see it.

Certain things did need a nerf, such as Pet DPS and Volley however the steadyshot nerf is uncalled for. Hybrid classes will now out dps hunters in equal gear.

There are WWS availble where rouges are topping meters and mages with equal gear. Its a shambles!

What is up with all these DKs that think they can run an instance as DPS and roll on Tank gear and vice-versa? They need to get hit with the nerf stick bad. I can't run as dps as a protection paladin. ****ing bull****.

You're right, you can't. DKs can though.

Can't say I'll lose any sleep over it though, since I utterly hate the paladin class.

What is up with all these DKs that think they can run an instance as DPS and roll on Tank gear and vice-versa? They need to get hit with the nerf stick bad. I can't run as dps as a protection paladin. ****ing bull****.

That's why I tell them, if your coming to dps you are not taking any tank item unless I don't need it. And after I don't need you can /roll against the pally healer for offset. Only way your going to get to roll on tank items if your tanking. And seeing how you only need on tank for instances, go form your own.

I do the same thing to warriors who main set is tank but there dpsing and pallies. Don't care, if you want loot for your main set then you need to do heroics for your main set. Some people don't care, I really don't such as if there a guildie the above rules are thrown at the window and I'll pass on upgrades for me to give to them since it's a bigger upgrade, but if it's pug, above rules apply.

Death Knight

* Death Knights have access to unique death-knight only facial textures and skin tones. These can be selected at the character creation screen.

* Raise Dead has now been split into two spells:

o Raise Dead now raises a ghoul or pet ghoul (if talented). Requires corpse dust if no humanoid corpse is nearby.

o Raise Ally now raises a fallen party member and has no reagent. Available at level 72.

How will the DKs who have already been created access the new skin tones and facial features?! The barber I'm assuming?

And am I misreading this or are we getting a rez?

:woot:

That's why I tell them, if your coming to dps you are not taking any tank item unless I don't need it. And after I don't need you can /roll against the pally healer for offset. Only way your going to get to roll on tank items if your tanking. And seeing how you only need on tank for instances, go form your own.

Before 3.0 I was pugging quite a bit for DPS gear to help ease the leveling grind. What would you

rather have healing you:

  • A priest wearing weapons from Kil'Jaeden, 4-piece Tier 6 and sunwell gear in every slot healing your group but rolling on DPS loot.
  • A 2/5 Tier 5, 3/5 Tier 4 + Kara / ZA geared Shadow priest DPSing and rolling on DPS gear primarily and healing gear for "offspec"?

Your instance doesn't get run without all of the members contributing. If you have issues with competition for gear then setup your group accordingly. "You're not allowed to roll on gear for role x" is pretty lame IMO, your much better served by forming the most efficient group and clearing content.

They did that because of the amount of QQ they got from undergeared mages and other classes. Anyone who plays a hunter and does raiding know this nerf is huge.

Talking to one of our tanks last night: he seemed to agree that hunters were pretty retarded.

His alt-turned-main Drall was besting our mages (ie: Ava).

Given the age of this expansion I don't think you can say either one are poorly geared.

If hunters truly are "useless" after the patch then we'll see them adjusted back up again.

There are WWS availble where rouges are topping meters and mages with equal gear. Its a shambles!

All things equal (gear & skill) hunters win out over other classes.

No doubt that it's a substantial nerf, but that doesn't mean it's uncalled for.

http://www.worldofwarcraft.com/patchnotes/...patchnotes.html

looks like they added more stuff

Death Knights

	* All multi-rune abilities generate 15 runic power.
	* Anti-Magic Shell: The cooldown has been lowered to 45 sec from 60 sec.
	* Blood Aura now grants 2/4% instead of 1/2% healing.
	* Blood Presence now grants 2/4% instead of 1/2% healing.
	* Bloody Strikes will receive extra bonus damage from Pestilence.
	* Bone Shield: The mitigation has been reduced from 40% to 20%.
	* Corpse Explosion: Damage increased substantially, added 5 sec. cooldown, and changed cost to 40 runic power.
	* Dark Command: Range increased to 30 yards.
	* Death Knights have access to unique death-knight only facial textures and skin tones. These can be selected at the character creation screen.
	* Death Pact now grants 40% instead of 20% healing.
	* Frost Presence: The bonus armor has been increased from 60 to 80% and magic damage reduction increased from 5 to 15%.
	* Heart Strike no longer has a haste debuff but will now be able to strike two targets.
	* Horn of Winter now has no cost and grants 10 runic power in addition to its stat buff, but has a 30 sec cooldown.
	* Icebound Fortitude now reduces damage by 20% instead of 50%. The amount of damage reduced increases with bonus Defense (to about 35% for 540 Defense, but can go higher).
	* Night of the Dead now grants 40/70% passive area spell avoidance to your pet in addition to its current effects.
	* Outbreak will no longer receive bonus damage from pestilence. The bonus from Plague Strike and Blood Boil has been increased slightly.
	* Pestilence no longer has a 10 seconds cooldown.
	* Raise Dead has now been split into two spells:
		  o Raise Dead now raises a ghoul or pet ghoul (if talented). Requires corpse dust if no humanoid corpse is nearby.
		  o Raise Ally now raises a fallen party member as a ghoul and has no reagent. Available at level 72. This should now last for 4 minutes. 
	* Rune of the Stoneskin Gargoyle (two-handed only) now grants 25 Defense and 2% Stamina.
	* Rune Strike: Damage decreased from 200% to 150% but threat increased to 150% from 100%.
	* Shadow of Death: The duration has been changed from 45 seconds to 25 seconds.
	* Unholy Blight had had its cost reduced from 60 to 40 runic power.
	* Wandering Plague will now properly reset after being cast.
	* Vampiric Blood: In addition to its current effects, also adds 20% health temporarily.
	* Will of the Necropolis will now reduce the damage of any attack that takes the DK below 35% health by 5 /10/15% instead of boosting armor when wounded,

its not a rezz its just the ability to bring back 1 group member as a ghoul for about 4 mins

They did that because of the amount of QQ they got from undergeared mages and other classes. Anyone who plays a hunter and does raiding know this nerf is huge.

The hunter nerf was warranted. At least in our raid, one hunter is ~1000+ dps above everyone else in the raid, and he's a stoner... :p

Before 3.0 I was pugging quite a bit for DPS gear to help ease the leveling grind. What would you

rather have healing you:

  • A priest wearing weapons from Kil'Jaeden, 4-piece Tier 6 and sunwell gear in every slot healing your group but rolling on DPS loot.
  • A 2/5 Tier 5, 3/5 Tier 4 + Kara / ZA geared Shadow priest DPSing and rolling on DPS gear primarily and healing gear for "offspec"?

Your instance doesn't get run without all of the members contributing. If you have issues with competition for gear then setup your group accordingly. "You're not allowed to roll on gear for role x" is pretty lame IMO, your much better served by forming the most efficient group and clearing content.

Your comparing running instances at a time when everybody and there alts has gear from all of T4 and the 2.4 badge vendors (at least they should) to a time when running instances still helps you raids (the majority of gear is replaceable by 25 mans, some isn't). When I'm in full raid gear (25/10) and a DK tank wants to DPS my run if tank gear drops, he can have it. But at the time when some gear is still an upgrade to few they should get it for doing there job in the run/instance and not someone who's running off-spec because they don't want to form there own group.

You should note, I rarely pug. I run guild exclusive and anytime it's a non-guildie it's either a friend of mine or someone else in the run. Very few times I run a full PUG. And re-reading what you said, it sounds like you were agreeing with me (?) just not as extreme as I listed (?)?

Any chance, if you go to a raid/instace as DPS then you should expect to get DPS loot. If you do a raid/instace as a tank expect tank loot and as a healer expect healing loot. I believe you get gear based on what you are doing at the time, not for something you could be doing at a later time. But that's just me. Even when I run heroics now, it's starting to get to the point where I just ask does anyone want before I greed it (stupid achievement) and DE it. So it's not that big of an issue for me.

Talking to one of our tanks last night: he seemed to agree that hunters were pretty retarded.

His alt-turned-main Drall was besting our mages (ie: Ava).

Given the age of this expansion I don't think you can say either one are poorly geared.

If hunters truly are "useless" after the patch then we'll see them adjusted back up again.

All things equal (gear & skill) hunters win out over other classes.

No doubt that it's a substantial nerf, but that doesn't mean it's uncalled for.

I am not saying hunters do not need nerfing, there are aspects that do need a nerf when it comes to hunters.

Volley needs nerfing, i Outdps mages at time with AoE. I managed to get 10k DPS on volley in nax with serverely bad gear, im using level 70 PvP gear along with kara and ZA drops, in addition to some new drops from heroics such as the new crossbow.

Pet DPS deffinitly needs nerfing, when using my Gorrilladin (AoE pet) it ends up doing 40% of my total damage. That nerf would be welcomed.

The nerf that is not welcome by more or by majority of other hunters is the stready shot nerf. Instead of scalling with 20% of attack power it will now scale with 10%. When talking about raid DPS then Just steadyshot will make your DPS around 35% lower then before. Thats a huge nerf. So im guessing your Main Tanks alt with probably doing the same DPS as hybrid classes or even less. Blizzard specifically said Hybrid dps in equal gear is always 5% lower.

Hunters need nerfing, not pummeling.

As for the fix, 4 seasons of biting the dirt in PvP and still no fix. Im sure we can all hope though.

The hunter nerf was warranted. At least in our raid, one hunter is ~1000+ dps above everyone else in the raid, and he's a stoner... :p

Certain aspects were warrented, see description above.

Your comparing running instances at a time when everybody and there alts has gear from all of T4 and the 2.4 badge vendors (at least they should) to a time when running instances still helps you raids (the majority of gear is replaceable by 25 mans, some isn't).

Rewind time to when I was 4/5 T5 while most of the server wasn't able to zone in to Tempest Keep. I wanted to get to get 5/5 Mana Etched.

Or go back further to when priests were absolutely horrible healers, paladins were king of the world and it looked like the only way I'd keep my raid spot was by respecing (prior to patch 2.1). I might have been Full tier 4 but obtaining DPS gear was a really high priority. Does it make sense to turn away one of the best geared healers on the server just to ensure that I'm not taking gear from someone "more worthy" because of their primary spec?

When I'm in full raid gear (25/10) and a DK tank wants to DPS my run if tank gear drops, he can have it. But at the time when some gear is still an upgrade to few they should get it for doing there job in the run/instance and not someone who's running off-spec because they don't want to form there own group.

They are doing their job: just as a DPS warrior/druid/paladin might respec to tank in order to have a shot at something like shard of contempt in MGT or a Paladin might agree to heal a Gruul Pug to get a shot at the DST.

You should note, I rarely pug. I run guild exclusive and anytime it's a non-guildie it's either a friend of mine or someone else in the run. Very few times I run a full PUG. And re-reading what you said, it sounds like you were agreeing with me (?) just not as extreme as I listed (?)?

I don't agree that "if you come as X then you can only take loot for X unless you settle for scraps". If someone participates in a dungeon run and loot drops that they can use then they have a right to roll IMO. If you want to impose special rules, that's your business of course but I don't think it's fair to discount a persons contribution to a group. If you want all the tanking loot for yourself just run with priests/warlocks/mages/shaman/rogues/hunters and be done with it.

Even my raid guild handles loot with "/roll, with peer pressure" for distribution on heroic 25-man content (and everything else). I think such a system equally values the contribution of all members of a raid/party and it encourages a sense of mutual respect and understanding.

You're right, you can't. DKs can though.

Can't say I'll lose any sleep over it though, since I utterly hate the paladin class.

Oh, I think that Ret pallys need to get hit by the nerf stick bad since the 3.0 patch. But do you really hate on the holy and prot paladins? If so, why is that?

In anycase, the game needs some balance refinement or its just going to drive people away. Why don't we just all be DKs now and not play any other class? Because that is lame.

I don't hate DKs, I hate loot ninjas. And as far as I'm concerned, any class that rolls need for a spec that they aren't playing in that instance when someone of that spec does need it is a loot ninja. Some DKs think they are the exception because they are technically "tank specd" but still put out the dps (more so then true dps spec'd classes, which is a shame and I hope Blizz fixes that). In anycase, since I'm tanking if you ninja something I need, you are kicked from the group and added to my ignore list. Plenty of cool people playing WoW so that I don't have to deal with the **** heads.

The nerf that is not welcome by more or by majority of other hunters is the stready shot nerf. Instead of scalling with 20% of attack power it will now scale with 10%. When talking about raid DPS then Just steadyshot will make your DPS around 35% lower then before. Thats a huge nerf.

Can I see your math?

Theory crafting on elitist jerks places the nerf somewhere between 5 and 15% for, with the change converging on 10% across all three popular specs.

Blizzard specifically said Hybrid dps in equal gear is always 5% lower.

Equal gear, equal skill, over a cross-section of fights. Hybrid classes should be approximatley 5% lower than a pure DPS class (defined as mages, warlocks, hunters, and rogues).

Melee will do very well against patchwerk: their damage is tuned around spending a certain percentage of time getting into position so being left to stand and attack should put their numbers fairly high.

Ranged will do very well against a boss like Grobbulus because they can deal with the contant movement a lot better than melee can.

DOT classes tend to do well on fights like Maxenna, "bursty" classes to to do better on things like Gothik.

On average classes are intended to be equal enough that difference in skill should hide the difference in "on paper" balance. If your hunter gets tied by my shadow priest how sure are you that you're playing flawlessly? If you're getting 82% out of your class and I'm getting 86% out of mine - we should break even. A 4% difference in skill is damn near impossible to quantify in this game: it's a rounding error.

Can I see your math?

Theory crafting on elitist jerks places the nerf somewhere between 5 and 15% for, with the change converging on 10% across all three popular specs.

Equal gear, equal skill, over a cross-section of fights. Hybrid classes should be approximatley 5% lower than a pure DPS class (defined as mages, warlocks, hunters, and rogues).

Melee will do very well against patchwerk: their damage is tuned around spending a certain percentage of time getting into position so being left to stand and attack should put their numbers fairly high.

Ranged will do very well against a boss like Grobbulus because they can deal with the contant movement a lot better than melee can.

DOT classes tend to do well on fights like Maxenna, "bursty" classes to to do better on things like Gothik.

On average classes are intended to be equal enough that difference in skill should hide the difference in "on paper" balance. If your hunter gets tied by my shadow priest how sure are you that you're playing flawlessly? If you're getting 82% out of your class and I'm getting 86% out of mine - we should break even. A 4% difference in skill is damn near impossible to quantify in this game: it's a rounding error.

Never mind the effect of lag.

Can I see your math?

Theory crafting on elitist jerks places the nerf somewhere between 5 and 15% for, with the change converging on 10% across all three popular specs.

Just took this from a post at elitist jerks actually.

http://elitistjerks.com/1006041-post12.html

Using his numbers the DPS reduction i caluclated coming from steady shot alone to be 30.77%, im not great at maths so if you have a quick look and find it wrong maybe someone can correct me. On top of that Pet DPS and attack speed have been lowered so again that will drive DPS down even more. I have yet to try the spreadsheet that was on there however again nothing is set in stone till it hits ptr.

The amount of DPS reduction is Depending on gear. Its pretty obvious the more attack power you have the less you will care. Overall as a guess i reckon the total DPS decrease is a lot higher than 10%. BM tree hit the worst, i never used Rediness with TBW so im not affected by that, survival is probably the second worst it tree, it already lagged behind the two other trees in DPS and now will fall behind even more, i cant imagine Survival being a viable raid dps tree for patches to come.

Got my flying mount the other day, and got my flying skill today as an early in-game Christmas gift from a very good friend. :)

Flying around Outland is so much fun.

--

As far as other things:

I'm wondering about the new patch. Something I've noticed that is mysteriously missing:

They told us that mounts would be able to swim the next coming patch.

That's NO WHERE listed on this PTR patch notes.

Is it still coming?! :cry:

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    • I actually got to use one of those so called "backup codes" once. It was for a customer, I choose the backup code option, and by the grace of god, they actually hade them printed out. Imagine my surprise, when after using the backup code, Google then told use we had to enter a code they just sent to the gmail address we currently did not have access to. I was not amused, Google backup codes should be the end all get out of jail free card, because you had to have access to the account to even get them.
    • On the topic of being locked out of a service. Recently two different friends of mine got locked out of their Google accounts. Both were hack attempts and one of them is waiting 30 days before he can get back in. He had backup codes and MFA but not a passkey. It was a browser token hack. Anyhow he has to wait 30 days for the dispute or whatever to end. The other person only had a password and is screwed losing all of the email, docs and years of photos. Google won’t help her at all. Her fault because she had no backup/recovery setup. Enable passkeys if possible. Also do NOT use browser based password managers. If using a cloud service make sure it is one you can fully sync to one of your devices so you can back it up. Like a PC or Mac with some backup drive plugged into it. Google is the worst to use IMHO. You can’t sync your photos at all. You have to use the “Take Out” service which is manual and takes days. That service strips the meta data from your photos. Also Google Docs synced to a device are useless without a Google accounts. MS Office/Libre Office is not going to open a link to a Google doc to a dead account.
    • Why you need to take back control of your synced passwords and how to go about doing that by Paul Hill Credit: Pixabay Last month, when Google decided to introduce daily and weekly caps for Gemini, it reignited an anxiety of mine, that you can’t really depend on service providers to maintain features forever, and it got me looking into free software (as in freedom) in other areas too. One app I quickly came across was KeePassXC on desktop and KeePassDX on Android as an alternative to password manager lock-in within the Chrome or Firefox ecosystems. I personally like to switch around with browsers, and using either password manager is inconvenient, so something like KeePassXC was interesting to me. The main issue with it now is syncing; I was not sure how to do that. After a bit of research, I came across Syncthing, a tool I was vaguely familiar with but had never used because it seemed complicated. However, I was completely wrong, and honestly, I think everyone should use it if they use multiple devices. It essentially lets you share folders peer to peer across all of your devices, no cloud services that you don’t control necessary! And it was fairly simple to set up, if not a bit clunky. Since setting it up, I’ve also started using Syncthing to back up other apps too, so don’t think it’s limited to just saving password databases. You can use it for pretty much anything you use Dropbox or Google Drive for. Before continuing to talk about those apps a bit more, let’s walk back a bit and talk about browser sync. Ever since the late 2000s and early 2010s, really, since we have been using smartphones, browser sync has been a necessity of life. I don’t know about you, but I have hundreds of passwords saved. For the most part, they’re all unique, so I don’t remember them and rely on software to manage them for me. Until recently, I’ve relied on password managers in Chrome and Firefox, but what I always found annoying was that it can be hard to transfer them between browsers. Sure, on Windows it is simple enough, but on Linux, exporting bookmarks has been temperamental. It works OK nowadays, but not too long ago, Chrome required you to enable exporting passwords in chrome://flags. The situation is even worse on mobile; there is no exporting or importing of passwords of any kind. You literally have to do it on a desktop, which is incredibly annoying in our mobile-first world. Sync also lets us take out bookmarks, history, tabs, and autofill data easily. To enable sync, it’s just a matter of signing into the browser once, and it handles the rest. It’s nice and easy. Obviously, all this has some issues, including those I’ve outlined above about it being hard to transfer data between browsers, but also things such as account suspension, lost account passwords, and other lock-in mechanisms, such as passkeys, being tied to a specific browser. On a sidenote, I have just removed all of my passkeys because they can make it harder to move browsers. I think the biggest threat to your synced passwords, especially if doing this with Google, is having your account suspended. I don’t ever expect mine to be suspended, but you do hear horror stories on Reddit where people lose access to their Google accounts. Imagine if you have hundreds of passwords, then suddenly lose access to them because Google froze your account, what would you do? So yes, it can be nice to use these syncing services for their convenience, but they also have risks. You may have seen me going on about free software quite a bit in my editorials. It’s essentially a concept championed by the Free Software Foundation. It’s software under particular licenses that grant you four freedoms: run the program for any purpose (0), study and change the source code (1), redistribute copies to others (2), and the freedom to distribute modified copies to others (3). For example, if there is an app I use and one day it gets abandoned by the developer, I can keep running it or even clone the software and continue developing it. Look at the myriad of cool services Google has run over the years before killing them. You can’t take the source code for those because they are proprietary, for the most part. Both KeePassXC and Syncthing are free software, so I get the freedoms listed above. In my use case where I’m syncing a database full of my passwords, I also get proper ownership over my data, there is no losing access to the database due to a frozen account, I can access the code of the tools I’m using, and I can get support from real people online if I run into issues, rather than having to consult a vague help page from an opaque company. With the KeePassXC password manager, you create a .kdbx file, which is what will be synced between devices. KeePassXC has cross-platform apps and also has browser extensions so that the browser can fetch passwords from the database once it is unlocked. Meanwhile, Syncthing is a peer-to-peer file sync tool where you can select folders to sync between your devices. Just pop files in the folders you choose, and then they will be available across your other devices whenever they come online. Syncthing is resilient as it works over both LAN and the internet and only ever sends content between your devices, never to a third-party server somewhere else. By combining these two pieces of software, you can essentially replicate the browser sync functionality. I have had a weird, conflicting issue where a new file is appearing, but it doesn’t seem to be impacting my main password database, which is updating between devices just fine. If you want to get a setup similar to what I have, you will need to go here to download KeePassXC for your computer. Once you have that, you will need to download your passwords from your web browser to a CSV file. In Chrome, you can type chrome://password-manager/settings into the URL bar, and you should see an option to download your passwords under Export Passwords. This will give you the CSV file you need for importing into KeePassXC. If you use a different browser, just use a search engine and type “browser-name export passwords” and muddle along. In KeePassXC, you’ll want to press Import File from the home screen, select the CSV file, and create a new database from it. On one of the screens of the wizard, there will be a Title field with a drop-down selected to none. Change this to Title and continue. You’ll select a name for the database, the encryption level (the defaults are fine), and then you will pick a password. I would choose four unrelated words that are easy for you to remember, as you’ll be typing them fairly often to access your passwords. When you have all your passwords in your new database, you will want to set up the browser extension so that your browser can fetch passwords from KeePassXC. Rather than explain how to do that here, refer to KeePassXC’s guide on how to set it up properly. Once you’ve got that set up, you want to install KeePassDX on Android. You can grab it on the F-Droid store and the Google Play Store. For iPhone users, there are other .kdbx-supporting apps, but I haven’t tried any of them, so have a look around and use what suits you. Once you have that done, you will want to install Syncthing on your computer and find a third-party app for your mobile device. On Android, I use an app called BasicSync; there are also options for iOS, but again, I’ve not tried these. Once you’ve got SyncThing, you’ll want to set it up and connect all of your devices together and share a folder between your gadgets. PCWorld has a good tutorial on setting up a synchronized file between your devices using SyncThing. Once you’ve set it up, congrats, you’ll never have to touch that stuff again except for adding or removing devices. I’ll be honest, I didn’t particularly like setting up Syncthing. It didn’t take me a massive amount of time, but I think I had to check online because I found it a bit confusing. That said, I’ve had it running for several weeks now and never need to touch the Syncthing settings, so that’s very nice. I also mentioned a conflicting file. I’m not sure why this is appearing, but the main .kdbx file seems to be updating and syncing just fine. What’s nice is that both KeePassXC and Syncthing are free software, so they won’t just vanish one day; you can take the code and fork the project or use a range of alternative implementations that others have made. It’s also nice that it works over LAN, so even if your ISP is having problems, your passwords will still sync. One area where you will want to be a bit more careful with this setup is if you only have one device. I am OK because I have a computer and two phones, all synced up. If you just have one device, you will probably want to store a backup of your .kdbx file somewhere else. Obviously, you’ll also want to remember your password really well, too. If you get locked out, it's game over. Overall, if you want to take back control of your computing from big tech, taking control of your passwords is an important part of this. You don’t need to immediately clear out your browser’s password manager; try running KeePassXC and the password manager concurrently for a while to see if you run into any problems. If you do try this out, let us know some other creative ways to use Syncthing. I haven’t really come up with a solution about what to do with my bookmarks, for example.
    • If the price was a dollar, someone would complain "Why isn't it free?" If it was free, someone would complain they weren't being paid to play it.
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