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The Blue Post Thread: Cataclysm Edition


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#21 Andeh

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Posted 12 January 2011 - 03:42 AM

Hidden in the "Professions" section of patch notes:
*A socket has been added to all crafted epic armor pieces that did not already have one.

This will apply to both the Belt of Nefarious Whispers and Assassin's Chestplate.

#22 Ryazan

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Posted 12 January 2011 - 05:31 AM

It hasn't been noted yet, but:

Alchemist's Stones for Agility, Strength, and Intellect have been added.

Which means there's a level 359 static Agi trinket being added. Stats should be similar to:

+ 380 Agiliy
+ Socket/Bonus
Equip: Increases your mastery rating by 213.
Equip: Increases the effect that healing and mana potions have on the wearer by 40%. This effect does not stack.


Stats are out:

+301 Agility
Red socket with +10 Agility bonus
Equip: Increases your critical strike rating by 194.
Equip: Increases the effect that healing and mana potions have on the wearer by 40%. This effect does not stack.
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#23 Arbø

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Posted 12 January 2011 - 12:56 PM

Patch 4.0.6 - PTR Build 13482 MMO-Champion



Combat

* Vitality now increases your Attack Power by 25%, up from 20%.
* Restless Blades now also affects Redirect.


Subtlety

* Preparation no longer affects Evasion
* Sinister Calling now increases total Agility by 30%, up from 25%. Now increases the percentage damage bonus of Backstab and Hemorrhage by an additional 40%, up from 25%.
* Find Weakness now causes all your attacks to bypass 35/70% of that enemy's armor, up from 25/50%.
* Sanguinary Vein now also gives your Bleed effects a 50/100% chance to not break your Gouge.


Please Delete Post Above

Patch 4.0.6 Notes Update - January 11



* Blind now has a PvP duration of 8 seconds.
* Crippling Poison now has a PvP duration of 8 seconds.
* Sap now has a PvP duration of 8 seconds.
* Stealth is no longer broken by enemies using Demoralizing Shout or Demoralizing Roar.


Assassination

* Deadly Momentum critical strike bonus now lasts for 15 seconds, up from 10.


Combat

* Main Gauche (Mastery) now provides a chance to deal an attack for 100% of main-hand damage. This attack can trigger Combat Potency.
* Restless Blades now also reduces the cooldown of Redirect.
* Vitality now increases attack power by 25%, up from 20%.


Subtlety

* Executioner (Mastery) has been increased from 2% to 2.5% per point.
* Find Weakness now grants 35/70% armor reduction, up from 25/50%.
* Preparation no longer resets the cooldown of Evasion.
* Sanguinary Vein now gives a rogue a 50/100% chance for their own Bleed effects to not break their Gouge.
* Shadowstep's cooldown has been increased to 24 seconds, up from 20 seconds.
* Sinister Calling now grants 30% Agility, up from 25%, and increases Backstab and Hemorrhage damage by an additional 40%, up from 25%.

#24 Feist-Mok

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Posted 13 January 2011 - 04:32 AM

Another day, another batch of patch notes:

Garrotte energy cost being reduced to 45, Cooldown Reduction on Cloak of Shadows from Elusiveness Nerfed (10/20, down from 15/30), and Blade Flurry now acts as a toggle (a nice quality of life change, combat rogues will no longer need a /cancelaura macro)

You're still up for First Degree Slaughter of English Spelling, so sit the fuck down, defendant.


#25 Feist-Mok

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Posted 15 January 2011 - 04:58 AM

Clarification on Blade FLurry as toggle:

Blade Flurry is now a toggle that can be turned off by pressing the button again. In addition, this ability no longer has a fixed duration, but will go on cooldown for 10 seconds after being canceled (similar to Stealth).


You're still up for First Degree Slaughter of English Spelling, so sit the fuck down, defendant.


#26 Rambaral

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Posted 19 January 2011 - 05:10 PM

Enchanting: Enchant Weapon - Avalanche now also procs from spell damage.


Would this apply to the other poisons and abilities it currently does not proc from?

#27 Bane|Elune

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Posted 19 January 2011 - 08:51 PM

Clarification on Blade FLurry as toggle:


Am I reading the Blade Flurry change now to mean that if there was a fight where two MOBs were standing side by side for 5 mins, we can now have Blade Flurry active the entire time (not that many would due to energy penalty)?

#28 Aldriana

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Posted 19 January 2011 - 09:00 PM

Under current understanding of the ability: yes, you can keep it up for the entire duration of a fight, regardless of length. And, energy penalty or no energy penalty, you very much should provided both targets legitimately need to be DPSed, as the damage you gain from duplicating 2/3 of your damage massively outweighs what you lose from a small energy penalty.

And if you think this sounds somewhat imbalanced and likely to be nerfed at some point: I agree with you.

#29 Litodude

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Posted 19 January 2011 - 09:21 PM

How close is "nearby?" I haven't been able to find a legitimate answer (I see 100yd as one answer) nor have I ever played as Combat.

Would this apply to the other poisons and abilities it currently does not proc from?


As poisons are nature-spell type damage, yes.

#30 Lokar

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Posted 20 January 2011 - 01:03 AM

Under current understanding of the ability: yes, you can keep it up for the entire duration of a fight, regardless of length. And, energy penalty or no energy penalty, you very much should provided both targets legitimately need to be DPSed, as the damage you gain from duplicating 2/3 of your damage massively outweighs what you lose from a small energy penalty.

And if you think this sounds somewhat imbalanced and likely to be nerfed at some point: I agree with you.

I dunno, it's quite good in heroics to be sure, and for clearing trash. But for actual boss encounters, I only see it as "imbalanced" on Halfus. No other boss really benefits from multi-target killing for extended periods of time. It is useful in some parts (adds on Conclave, last 25% of Cho'Gall, maybe for phase 2 of Al'akir) but certainly not imbalanced in these cases.

#31 winst

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Posted 20 January 2011 - 11:28 AM

I dunno, it's quite good in heroics to be sure, and for clearing trash. But for actual boss encounters, I only see it as "imbalanced" on Halfus. No other boss really benefits from multi-target killing for extended periods of time. It is useful in some parts (adds on Conclave, last 25% of Cho'Gall, maybe for phase 2 of Al'akir) but certainly not imbalanced in these cases.


For this tier, sure. But if we ever see a Twin Valkyr's or Anub'arak situation again, we're into and far beyond pre-nerf Heart Strike territory and I wouldn't expect it to last long after the first round of ridiculous logs are posted.

#32 Docrev

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Posted 20 January 2011 - 12:51 PM

Should be fairly easy for them to nerf, though. Just have it do 50% damage to the target it's cleaving to or something along those lines.

#33 Quackers

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Posted 24 January 2011 - 08:48 PM

Update on the Blade Flurry perma-cleave:

Blade Flurry is now a toggle that can be turned off by pressing the button again. In addition, this ability no longer has a fixed duration, but will go on cooldown for 10 seconds after being canceled (similar to Stealth). In addition, Blade Flurry now reduces energy generation by 30% while active, up from 20%.


Source

#34 lovingbenji

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Posted 25 January 2011 - 07:03 PM

PTR Build 13561 :

Subtlety
Executioner now increases the effectiveness of Slice and Dice by 20%, up from 16%. Each point of Mastery increases damage by an additional 2.5%, up from 2%.
Elusiveness now reduces the Cooldown of Cloak of Shadow by 20 sec, up from 15 sec.

Source : MMO-Champion - Patch 4.0.6 - PTR Build 13561

#35 Syncness

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Posted 07 February 2011 - 08:54 AM

Rogue Bug Fixes

  • Cloak of Shadows now functions properly to protect the rogue from the following boss and creature abilities: Gravity Well (Terrastra, The Bastion of Twilight), Burning Corruption (Crimsonborne Seer, Grim Batol), Lava Fissure (Slabhide, The Stonecore), Geyser (Lady Naz'jar, Throne of the Tides), Noxious Mire (Naz'jar Sentinel, Throne of the Tides).
  • Cheat Death was activating by a warlock's Chaos Bolt but not working. Chaos Bolt will still trigger Cheat Death, but will not kill the rogue.
  • Eviscerate was showing reduced energy cost at low levels, even though the cost should remain 35 energy. This has been corrected.
  • Feint now correctly reduces Quake damage from Rom'ogg Bonecrusher (Blackrock Caverns).
  • The Honor Among Thieves buff icon is now correctly displayed for the rogue, and not just for the rogue's party members.



#36 Halbarad

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Posted 07 February 2011 - 12:06 PM

The list also has.

Ruthlessness has the correct chance to proc when Envenom is used.



#37 koaschten

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Posted 09 February 2011 - 02:28 AM

Haste Issue Causing Ability Errors - Forums - World of Warcraft

An apparent last-minute bug which was not found on the PTR before the patch was finalized has caused the client and server to disagree on the way haste affects resource generation. This bug will manifest itself in the UI showing a player they have enough resources to use an ability, but the server correctly prevents it as they in fact do not. A death knight for example might see a rune light up that isn’t actually available so when they use the ability, it won’t fire. A rogue may think they have enough energy to use Sinister Strike, but they can’t actually afford it so when they push the button, they will get an error. This bug could affect rogues, death knights, hunters and Feral druids, because these characters all gain more resources from haste. It will also affect buffs that affect attack speed, such as Slice and Dice, Windfury, Icy Talons, and Hunting Party, but also attack speed lowering effects like Thunder Clap. We're currently working on a fix.


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#38 Halbarad

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Posted 03 May 2011 - 11:28 AM

Hotfix solved the backstab energy issue.

•The energy gained from both ranks of the Murderous Intent talent is now properly applied immediately after Backstab consumes energy

Patch 4.1 Hotfixes - May 2 - World of Warcraft



#39 Fnar

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Posted 03 May 2011 - 12:19 PM

Rogue
Blind duration against enemy NPCs is now 1 minute, while the duration against players remains 8 seconds.
Stealth now once again begins its cooldown once the rogue leaves Stealth.


From 4.2 patch notes, will give us some great extra utility when mobs need to be cc'd after the pull, when sap is useless e.g any adds which spawn during an encounter (Lady Naz'jar adds for example)

#40 Ashvael

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Posted 26 May 2011 - 10:26 PM

  • Cloak of Shadows cooldown is now 2 minutes, up from 90 seconds. In addition, Cloak of Shadows is no longer on the global cooldown.
  • Combat Readiness and Cloak of Shadows now share a cooldown.

Assassination
  • Assassin's Resolve damage bonus has been increased to 20%, up from 15%.
  • Vile Poisons now increases poison damage by 12/24/36%, up from 7/14/20%.

Combat
  • Savage Combat now increases attack power by 3/6%, up from 2/4%.
  • Vitality now increases attack power by 30%, up from 25%.

Subtlety
  • Elusiveness now reduces the cooldown of Cloak of Shadows by 15/30 seconds, up from 10/20, and now also reduces the cooldown of Combat Readiness by 15/30 seconds.
  • Sanguinary Vein damage to bleeding targets has been increased to 8/16%, from 5/10%.


4.2 PTR Notes, May 26th.




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