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Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
/cancelauras and addons (Source Why the change to cancelaura macros?)
The patch note specifically refers to addons. A while back, we blocked addons from automatically (meaning without players pushing a button) removing auras. Our logic was that canceling auras should be a player decision and require player action. To be honest, we don’t want canceling auras to be a huge part of the game period, but it has some niche uses mostly among high-end players and we are okay with that.

In any case, what the patch note refers to is that addons can now cancel auras automatically outside of combat. Outside of combat, players are just using it for convenience and not for any kind of combat benefit. In this sense it is a buff not a nerf, but either way players can still use /cancelaura for their own personal macros – they just have to hit the button.

I'm probably just going to remove the Addon section from the patch notes. Those notes really only make sense to addon authors, and we have a direct line of communication with most of them where we can share any changes from 4.0.6 which may affect how they create/update mods. 

Druid
Entanglement (Source Disentanglement!!!Pls clarify!!!)
The below post is correct. We will share additional information with you regarding our plans for Balance as soon as we can, though it'll probably have to wait until after the holiday weekend.

It's included in Restorations Specialization, meaning when you chose Restoration as your spec. 

Priest
Making Chakra a Stance (Source Please Make Chakra a Stance Already!)
We do see this a lot and understand why players find the idea so appealing -- it'd be incredibly effective to shift effortlessly between AoE or single-target healing at the push of a button. But if we were to go that route, why have Chakra at all? Holy priests might as well have both bonuses as passive effects because there's no real commitment.

The intent of Chakra is that you commit to single-target or AoE healing. It provides a meaningful choice where you need to use your knowledge of an encounter and coordinate with other players, as well as draw upon your experience and gut instinct as a priest. At the same time, it's not a permanent commitment the way choosing between Disc and Holy is locked in during combat. If you picked the wrong Chakra, or the situation changes, you don’t have to wait that long to switch. It’s also possible to use AoE spells during the single-target mode – you’re just not using your full bonus.  

Cho'gall Heroic World First Kill - Guild For The Horde

For The Horde je prvi guild u svetu koji je savladao Cho'gall u the Bastion of Twilight in Heroic Modu, čime su i prvi guild koji je otključao opasnog Lady Sinestra bossa! Sve čestitke!

Možete očekivati više informacija u vezi ovog encountera uskoro! (U zavisnosti kolko hoće da čuvaju tajnu zbog Lady Sinestra encountera)
 



Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Normal Dungeons / LFD Changes in 4.0.6 (Source Normal Dungeons)
In 4.0.6, we've made a few adjustments so that players will be able to queue for the normal versions of Throne of the Tides and Blackrock Caverns after hitting level 85. While these dungeons will not be added to your Random Dungeon pool, you'll still have the option to queue for them individually.

[...] As Throne of the Tides and Blackrock Caverns are not max-level dungeons, it's true that they won't provide reputation from faction tabards or drop the highest iLevel gear. Even so, many level 85 players have politely requested that we add these normal dungeons back into their "Specific Dungeons" queue. Maybe they missed the opportunity to run the dungeons while leveling, or maybe they're having a hard time with the Heroic versions and would like some added practice. Either way, the request was sound and a relatively small change overall, so we were happy to implement it.

Edit: Also, just to reiterate, if you're level 85 and choose Random Dungeon, you will not be placed into a Throne of the Tides or Blackrock Caverns group. These normal dungeons can only be queued for by level 85 players using the "Specific Dungeon" list. So, if you'd prefer not to run either once you're max level, you definitely have that option. 

Guild XP in 5-Man Instance changes in 4.0.6 (Source The guild exp change (From the patch notes))
A group that has 4 guild members in it will earn 100% the normal rate; therefore, a group that has only 3 guild members in it will earn 50% -- or half -- of what the group of 4 earns. This is, of course, based on a five-man group.

How will this work for raids? Will it still be @ an 80% threshold as it is now?
Raids will continue to require 80% guild participation in order for guild experience and achievements to apply (excluding 40-man raids, which currently only require 40% guild participation).

Sounds good to me, but doesn't this really cripple guildless players that rely solely on the LFD tool?
Hm. I wouldn't think so, but it is something we'll be keeping an eye on. In fact, it's possible these changes may actually encourage guilds to use LFD more since the required number of guild members is being lowered from 4 to 3 (in order to be eligible for experience and achievements).

In my guild, for example, we'll sometimes only have 10 members on at once. Of those 10 members, only 4 to 5 may be level 85. And of those level 85s, only 3 may want to run a Heroic dungeon. Right now, those 3 guild members may decide it's not worthwhile to organize a run and go on to do other activities -- but, if they had the added bonus of guild achievements and experience, it just might be the incentive they need to queue up through LFD. Similarly, by queuing up with only 3 guild members (instead of waiting for a 4th), that leaves 2 spots open for LFD, up from only 1. 

Priest
4.0.6 Changes (Continued) (Source Healer Nerfs??)
Also, I think I muddled things a little bit when I was pointing out the DA buff. What I was trying to say (and poorly at the time) was that currently, Disc has a pretty strong Prayer of Healing because of DA and Inner Focus. Granted, it will be slightly less strong with the PoH change, but there is a Grace buff to 4.0.6 will make you better when healing multiple targets with normal heals as well. (No longer applies to just a single target.)

We believe that Discipline is looking solid in the PTR, and again, would welcome those who want to test it and provide constructive feedback on it.

As for the comment about having other healers around in Raids- Of course you'll have additional healing help for those big AoE damage fights. It's a Raid which has more players in it and thus more room for additional healers. I don't think any healer could expect to solo heal a Raid and be successful and if they can, then it's something we would have to look at.

[...] We're keeping an eye on things and I'll be spending some time on the PTR as well (for what that's worth). I believe that Discipline won't be bad off once these changes are in and people have the appropriate gear and stats (don't forget to reforge, enchant, and gem). We'll keep watching for constructive feedback and keep working toward finding that sweet spot between difficulty and fun.  

Blizzard Fan Art

Blizzard Fan Art sekcija ažurirana je sa četri nova radova.
{yoogallery src=[/images/stories/news/2011/Jan/14/] width=[180] height=[240] title=[Blizzard Fan Art]}

Ažurirane PTR Patch 4.0.6 Informacije - 12 Januar

Originally Posted by Blizzard (Source)
General
  • Human Illusion: This affect is no longer applied to worgen who travel into the Caverns of Time.

Guilds
  • We have redefined the definition of a Guild Group for 5-player dungeons.
    • If 3 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 50% of the normal rate.
    • If 4 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 100% of the normal rate.
    • If 5 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 125% of the normal rate.
    • Also note that Heroic dungeons offer a 1.5x multiplier on all guild experience earned.

Dungeons & Raids
Blackwing Descent
  • The Dwarven Golem Council will now go berserk after 10 minutes in Heroic difficulty.
  • Atramedes will now go berserk after 10 minutes in Heroic difficulty.

Deadmines
  • Foe Reaper 5000's health has been reduced slightly. In addition, he now enrages at 40%, up from 30%.
  • While in Helix's Nightmare during the Vanessa VanCleef encounter, Helix is now larger a little easier to see.
  • The final rope swing while fighting Vanessa VanCleef has been removed. Players no longer need to swing off of the boat at the end of phase 3.
  • The ship teleporter now activates when Ripsnarl is first engaged, rather than when he is defeated.

Shadowfang Keep
  • Lord Godfrey should now face a random target when casting Pistol Barrage.

The Stonecore
  • Ozruk
    • He now does more melee damage.
    • There is now a precast visual on the ground to make it clear how far away a player must get to be clear of Shatter.
    • The cast time of Shatter has been increased to 3 seconds, up from 2.5.
    • Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result.

Throne of the Tides
  • Commander Ulthok now does more melee damage.
  • Gilgoblin Poisoned Spear impact damage has been reduced slightly.

PvP
Tol Barad
  • The weekly PvP quest "Victory in Tol Barad" now awards 200 Honor Points and 3 Tol Barad Commendations.
  • Players can now see the status of Tol Barad on the World Map no matter where they are. The time to the next battle is displayed by zooming into the Tol Barad section of the map. The current controlling faction can be seen on the Eastern Kingdoms map.

Classes
Death Knight
  • Death Coil damage has been reduced by roughly 10%.

Blood
  • Heart Strike now deals 175% weapon damage plus 15% per disease, up from 120% plus 10% per disease.
  • Improved Death Strike now increases the damage of Death Strike by 30/60/90%, up from 15/30/45%.

Unholy
Glyphs
  • Glyph of Dark Succor (new glyph) raises the minimum healing done by Death Strike from 7% to 15% of maximum health, but only while in Unholy or Frost Presence.

Druid
  • Shapeshifts: Entering or leaving a shapeshift no longer cancels root effects. It continues to cancel movement slowing effects.

Balance
  • Typhoon mana cost has been reduced by 50%.

Restoration
Hunter
  • Aimed Shot weapon damage has been increased to 200%, up from 150%. In addition, the base cast time has been reduced to 2.4 seconds, down from 3.
  • Arcane Shot damage has been increased by 15%.
  • Hunters can now use Auto Shot while moving.
  • Cobra Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)
  • Steady Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)

Beast Mastery
  • Animal Handler now provides a passive 25% bonus to attack power, up from 15%.

Marksmanship
Survival
Mage
Paladin
Retribution
Priest
Discipline
Rogue
  • Garrote now costs 45 Energy, down from 50.

Combat
  • Blade Flurry is now a toggle that can be turned off by pressing the button again.

Subtlety
Glyphs
  • Glyph of Garrote now increases the duration of Garrote by 1.5 seconds, down from 2.

Shaman
Elemental
Restoration
  • Earth Shield can no longer be dispelled.
  • Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman's Spirit, exclusive of short-term Spirit buffs affecting the shaman when the totem is dropped. In addition, its effects are now raid-wide.

Glyphs
  • Glyph of Hex now reduces the cooldown by 10 seconds, down from 15.

Warrior
  • Recklessness now increases special critical strike chance by 50%, down from 100%, but lasts the full 12 seconds instead of allowing only 3 charges.
  • Slam change reverted (waiting on code change to make haste scaling more consistent with spell haste)

Professions
Enchanting
  • Three new enchants are available. They increase Agility by 50, Strength by 50, or Intellect by 50 respectively. Item level 300 or higher required. These new recipes are rare world drops.
  • Enchant Off-Handed - Superior Intellect now increases Intellect by 40, down from 100.

Engineering
  • The Heat-Treated Spinning Lure buff duration has been increased to 15 minutes, up from 5. In addition, the recipe now creates 2 at a time.
  • Volatile Air now has an increased chance of dropping from rich mining nodes and Pyrite with the Electrostatic Condenser.

Tailoring
  • Illusionary Bag now has 26 slots.

Items
  • Daybreaker Helm stats have been reallocated, lowering Strength and increasing parry rating.

Ažurirane Patch 4.0.6 PTR Informacije - 12 Januar

Originally Posted by Blizzard (Source)
General
  • Human Illusion: This affect is no longer applied to worgen who travel into the Caverns of Time.

Guilds
  • We have redefined the definition of a Guild Group for 5-player dungeons.
    • If 3 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 50% of the normal rate.
    • If 4 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 100% of the normal rate.
    • If 5 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 125% of the normal rate.
    • Also note that Heroic dungeons offer a 1.5x multiplier on all guild experience earned.

Dungeons & Raids
Blackwing Descent
  • The Dwarven Golem Council will now go berserk after 10 minutes in Heroic difficulty.
  • Atramedes will now go berserk after 10 minutes in Heroic difficulty.

Deadmines
  • Foe Reaper 5000's health has been reduced slightly. In addition, he now enrages at 40%, up from 30%.
  • While in Helix's Nightmare during the Vanessa VanCleef encounter, Helix is now larger a little easier to see.
  • The final rope swing while fighting Vanessa VanCleef has been removed. Players no longer need to swing off of the boat at the end of phase 3.
  • The ship teleporter now activates when Ripsnarl is first engaged, rather than when he is defeated.

Shadowfang Keep
  • Lord Godfrey should now face a random target when casting Pistol Barrage.

The Stonecore
  • Ozruk
    • He now does more melee damage.
    • There is now a precast visual on the ground to make it clear how far away a player must get to be clear of Shatter.
    • The cast time of Shatter has been increased to 3 seconds, up from 2.5.
    • Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result.

Throne of the Tides
  • Commander Ulthok now does more melee damage.
  • Gilgoblin Poisoned Spear impact damage has been reduced slightly.

PvP
Tol Barad
  • The weekly PvP quest "Victory in Tol Barad" now awards 200 Honor Points and 3 Tol Barad Commendations.
  • Players can now see the status of Tol Barad on the World Map no matter where they are. The time to the next battle is displayed by zooming into the Tol Barad section of the map. The current controlling faction can be seen on the Eastern Kingdoms map.

Classes
Death Knight
  • Death Coil damage has been reduced by roughly 10%.

Blood
  • Heart Strike now deals 175% weapon damage plus 15% per disease, up from 120% plus 10% per disease.
  • Improved Death Strike now increases the damage of Death Strike by 30/60/90%, up from 15/30/45%.

Unholy
Glyphs
  • Glyph of Dark Succor (new glyph) raises the minimum healing done by Death Strike from 7% to 15% of maximum health, but only while in Unholy or Frost Presence.

Druid
  • Shapeshifts: Entering or leaving a shapeshift no longer cancels root effects. It continues to cancel movement slowing effects.

Balance
  • Typhoon mana cost has been reduced by 50%.

Restoration
Hunter
  • Aimed Shot weapon damage has been increased to 200%, up from 150%. In addition, the base cast time has been reduced to 2.4 seconds, down from 3.
  • Arcane Shot damage has been increased by 15%.
  • Hunters can now use Auto Shot while moving.
  • Cobra Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)
  • Steady Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)

Beast Mastery
  • Animal Handler now provides a passive 25% bonus to attack power, up from 15%.

Marksmanship
Survival
Mage
Paladin
Retribution
Priest
Discipline
Rogue
  • Garrote now costs 45 Energy, down from 50.

Combat
  • Blade Flurry is now a toggle that can be turned off by pressing the button again.

Subtlety
Glyphs
  • Glyph of Garrote now increases the duration of Garrote by 1.5 seconds, down from 2.

Shaman
Elemental
Restoration
  • Earth Shield can no longer be dispelled.
  • Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman's Spirit, exclusive of short-term Spirit buffs affecting the shaman when the totem is dropped. In addition, its effects are now raid-wide.

Glyphs
  • Glyph of Hex now reduces the cooldown by 10 seconds, down from 15.

Warrior
  • Recklessness now increases special critical strike chance by 50%, down from 100%, but lasts the full 12 seconds instead of allowing only 3 charges.
  • Slam change reverted (waiting on code change to make haste scaling more consistent with spell haste)

Professions
Enchanting
  • Three new enchants are available. They increase Agility by 50, Strength by 50, or Intellect by 50 respectively. Item level 300 or higher required. These new recipes are rare world drops.
  • Enchant Off-Handed - Superior Intellect now increases Intellect by 40, down from 100.

Engineering
  • The Heat-Treated Spinning Lure buff duration has been increased to 15 minutes, up from 5. In addition, the recipe now creates 2 at a time.
  • Volatile Air now has an increased chance of dropping from rich mining nodes and Pyrite with the Electrostatic Condenser.

Tailoring
  • Illusionary Bag now has 26 slots.

Items
  • Daybreaker Helm stats have been reallocated, lowering Strength and increasing parry rating.

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Various classes boost/nerfs (Source Healer Nerfs??)
We're currently in a position on the PTR where we can test and see how changes are affecting the various classes. We're still working to make changes that benefit the game without suddenly putting things into full tilt. The decisions being made are about what we see as being potentially more beneficial without being "too much". That includes whether or not the mana regen really matters in comparison to being able to do more healing etc. The question becomes, if you're able to put out a bit more healing for the mana cost than you were doing before, is the mana regen boost worth it or is it just adding "too much?"

As this is on the PTR currently, the answers will be found there with testing. I highly suggest loading it up and providing constructive feedback on your experiences there so that we can take a look at your experiences, match them with what others are experiencing, and then take a look at our own numbers and experiences to see where they line up or go off kilter.

We're still in the process of making changes and adjustments (and will continue to do so even after it's live as necessary) and really like getting the constructive feedback now while we can still make these adjustments. We may not always agree with you, but please don't doubt that we're not at least rolling the ideas and thoughts you all have around in our heads a bit before saying, "no."

Haste affecting skills (This change has been reverted in today's notes) (Source Well, fellow hunters, it was fun...)
It looks like the haste change either didn't make it into the PTR build or is bugged. Steady Shot, Cobra Shot and Slam don't appear to be affected by the haste change. Some hunters might be noticing more focus, but that's more than likely from the Hunting Party bug fix. We're still investigating.

To clarify on haste affecting SS and CS - - haste did lower their cast time before but it was a rather old implementation and (although I don't know the technical reasons behind it) there was a desire to update it. The designers wanted to change how Slam works with haste, and getting that code change from the programmers in turn allowed them to handle the hunter shots in a more elegant way as well. Ideally. In retrospect the changes probably shouldn't have even made the patch notes because it was a behind the scenes code change (which happens all the time) and not a meaningful redesign. On the other hand, it's likely some slight differences would be noticed in the shot behavior which might have had some impact on people's DPS and gearing. But, as I said, it's not working correctly and I'm not sure what the next steps are going to be. Whether the fix goes in or doesn't, the effect on SS and CS will be minimal-to-non-existent. 

Classes with too much AE Damage (Source Well, fellow hunters, it was fun...)
Frost DKs and Demo Locks were definitely doing too much AE damage on fights. We knew once we got those under control that Serpent Spread might be next. AE abilities of every class were nerfed coming into Cataclysm, yet when some players compare their AE damage to that of DKs, locks, and hunters, they were left scratching their heads. We don’t think Serpent Spread is as big a problem as those other abilities, and if we over-nerfed it, then we’ll back those changes out. If you've actually tested the changes and have feedback we definitely welcome it, or even proper theorycrafting by those with an abacus and slide rule, but just seeing a patch note and commenting on it isn't very helpful for us to get good feedback passed along.

Hunter
Survival Nerfs (Source Well, fellow hunters, it was fun...)
The patch isn't finished. Our intent is to bring Survival DPS down to the level of some of the other dps specs while making Marks and BM more attractive in PvE. With pure DPS classes it is probably impossible to engineer a three-way tie on all encounters. However, we think we can make them close enough so that players can choose to play their favorite without feeling like they are a burden on the rest of the group.

For an overall approach, we made a few changes that will buff Survival, or even hunters in general. First, focus generation was lower as a result of a bug with haste buffs such as Hunting Party. We've fixed that bug, so focus generation will be higher now when that buff is present (presumably all the time for Survival). Second, we made Steady Shot scale with haste, which will let hunters get more attacks in overall and have more focus with which to do so. These changes would have been a net buff for Survival without additional nerfs to compensate.

[...] Bottom line is that Survival does too much damage right now on live. The damage needs to come down. We'll be working to make sure the final numbers take into account all the other various changes that are going in to the patch to ensure it remains a viable spec, ensure the other two specs are competitively viable as well, and in-range of what we expect the damage output of the class to be relative to others.

We're evaluating hunter DPS even now, and if it turns out the changes go too far we'll make adjustments. 

PvP changes (Source Well, fellow hunters, it was fun...)
On PvP, we don't think high damage is the key to hunter success. The Deterrence and Master's Call changes are intended to help to that end and make some defensive mechanics a little less tricky to use. Again, we'll continue evaluating the changes. The patch isn't going live tomorrow. 

Mage
Frost "buff" (Source Seriously? an ice lance damage buff?)
We did buff Frost Bolt. And we did buff Ice Lance when Fingers of Frost is up. However, we've decreased all Frost damage to Frozen targets by about 15% from previous values. The net result is intended to be that Frost Bolt is a little better against non-Frozen targets, and about the same versus Frozen targets. Ice Lance with FoF is still good, but Ice lance damage against Frozen targets is down a bit.

The intent isn't to nerf PvE frost at all, but instead reward Frost Bolt use in PvP a bit more, and reduce the damage and effectiveness of Ice Lance in PvP.

The important take away here is that datamined changes from pre-release builds and tests are not accurate ways for you to get information on intended game adjustments. Take it with a grain of salt, and approach it with a giant cup of curiosity. 

Priest
Sin and Punishment diminishing returns (Source [SHADOW] Sin and Punishment NEEDS attention)
Thanks for pointing this out, Ecnad. We're aware of the issue and will be hotfixing this bug with diminishing returns and Sin and Punishment in the near future. 

Lightwell / Priests Changes (Source Healer Nerfs??)
This was, indeed, a correction to the tooltip and not a change to Lightwell. It has not been nerfed in the next patch and while there have been some changes done, they should predominantly result in better healing overall (in relation to priests). To check out the hotfixes that were implemented prior to the PTR, you can see them here. http://us.battle.net/wow/en/blog/1232869 You'll notice Lightwell's health was boosted up by 50%.

The change we are making are a little bit like balancing scales. We trim a little on one side and add to the other. If you look through the PTR notes ( http://us.battle.net/wow/en/blog/2011384 ) closely, you'll see this within them.

Currently, Holy has a lot of mana on live, but to counter the change we're making to Prayer of Healing, we're buffing Circle of Healing. We’re making Chakra easier to use. We’re also giving you the option to make Prayer of Mending a little better. Holy on live is pretty strong overall.

As we said in the Wow, Dungeons are Hard blog, ( http://us.battle.net/wow/en/blog/2053469 ) any Holy priest with 1700 to 1800 Spirit shouldn’t have mana problems. If they do, something else is going on such as dps being too low or players taking too much avoidable damage. You can reach those numbers without ever stepping into a raid. Finish Twilight Highlands. Get the Cord of the Raven Queen epic belt from being Exalted with the Guardians of Hyjal – you’ll be Revered just by completing the Hyjal quests. Max out your Tailoring and make yourself some better gear or just buy some from another player. Get the Mandala of Stirring Patterns trinket from Tol Barad (the quest area – it doesn’t require setting foot in the PvP area). Look for Sprit enchants. Reforging is your friend. Reforge everything to Spirit until you feel that you won’t run out of mana.

Keep in mind, you're not alone in the dungeon and the dps and tanks also need to take responsibility for what they are doing and how much of your mana they are requiring you to use. You also don't need to keep everyone topped off. You just need to anticipate the damage and adjust accordingly.

We want people to pick and choose the spells and abilities they need to use in correlation to the events going on in the game. If someone still has Prayer of Mending on them and they haven't taken damage yet, do you need to recast it? Does someone need a shield or renew vs. a full heal? Can you use something else in your bag of tricks that you normally would just bypass as "useless" that would instead by useful in a certain situation? Can you use binding heal? You may just need to cast a high expense spell to get the job done, but if you have the mana to do so, why not? Those spells are meant to have use.

I've also looked into Discipline in light of the change to Prayer of Healing. In general, there shouldn't be a time that there is so much AoE damage that everyone is going to need it immediately. Raids may be a little different, but you should have plenty of support from other healers as well at that point.

The cost of shield may have gone up, but so has the damage mitigation for it, though in light of Cataclysm, damage mitigation isn't all a Discipline priest needs to do anymore. They need to be in there, mixing it up and healing versus just using a few spells. Don't forget you also have Power Word:Barrier if you can convince people not to run away from the glow y dome of goodness.

Divine Aegis was also buffed a bit and with Inner Fire should help with Prayer of Healing.

Keep in mind, this is just a short list of changes, and the rest can be found on the PTR notes and more are being added practically daily at this point. Changes are still ongoing as well. Continuing to provide constructive feedback on these changes and how you've been experiencing them (for those that go on the PTR) is always very helpful. 
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