Guild Reputation Leveling
(Source Re: Guild Reputation
You are currently only earning guild rep from questing. Based on this,
your rep gain speed will be slow since you are missing out on the other
two ways to earn it. (rated BG's and boss kills) We just activated
guild xp on dungeons so you should see the rate increase from that. You
will see another increase once rated BG's are active. Guild
achievements will not affect guild rep since the xp that you earn goes
directly to the guild and not the players.
We are watching the rep gain rate both internally and on the beta and
we will tune as necessary right up to launch. Guild rep gain is scaled
based on the amount of time we think a player should need to invest in
a guild to earn the rewards and contribute. It's not something that you
can just "grind out" like a normal world faction.
Tol BaradLeaving Tol Barad
(Source Re: Can you leave Tol'Barad without hearthing
Portals that lead back to Stormwind and Orgrimmar will be present in
the next build. These portals can be found on the peninsula island at
your respective faction camps. We will also open a portal for the
winning team at the raid entrance to Baradin Hold.
(Source Re: Tol Barad Tunnel System Question
Those 3 micro dungeons will be closed off during the main battle.
Anyone in them will be kicked out. They are there to support daily
questing in the zone between battles.
Tol Barad daily dungeon quests
(Source Re: [BUGS] Tol Barad
Many of the features in Tol Barad have been a work in progress over the
past few weeks. Our next push should be in a much more polished state
and ready for testing. Thank you for all the reports, this info is
extremely useful as we move along in development.
A few things to note:
--One of the three micro dungeons is chosen at random after each Tol
Barad battle. This comes along with its accompanying quests. This is
--These quests are ONLY available for the winners of the game and must be completed in the 2.5hrs before the next game starts.
--A total of 6 quests unlock for the winner of each game. 3 take place
in one of the randomly chosen micros and the other 3 take place out on
Hope that helps clear things up.
(Source Re: [BUGS] Tol Barad
The rep vendors for both Baradin's Wardens and Hellscream's Reach will
be fully available in the next build. We had a few hiccups in this last
Reputation for these Tol Barad factions can be earned from doing the
daily quests, winning a tol barad battle, defeating the raid boss in
Baradin Hold or by purchasing commendations from the rep vendors.
(Source Re: is Horde Tol Barad Quartermaster availabl
The defenders respawn in the center of the island (Baradin Hold), and
the attackers respawn at the graveyard nearest the node. So, in a
straight fight where both sides are killing at the same effectiveness
the defenders should eventually lose. So presumably, if you're fighting
a losing battle as defense your better option is to try to re-secure
one of the other points.
Classes20% Melee/Ranged Haste
(Source Re: 20% Melee/Ranged Haste
Is it just me or does this buff seem too good? In Cataclysm, haste
is your main stat when it comes to increasing your resource generation.
If you're in a raid group that does not have this buff, it greatly
hinders your DPS.
It's not just you.
Tank damage on PTRs
(Source Re: PTR: Tank damage still spikey
The damage being done by Lich King-level mobs is currently higher than
intended on the PTR. That's not a good surrogate for what tank healing
will be like at 85 in appropriate gear.
HealingDeep Healing Mastery
(Source Re: Deep Healing: The better you are....
We like the shaman version. The druid one is problematic for a couple
of reasons. Conceptually, a hot is often the last thing you think of
putting on someone who is grievously wounded. Second, at the moment the
bonus is only calculated on the initial application and not the ticks.
If we can fix that problem, then the druid mastery would be better.
It's also possible we'll just redesign it.
New Restoration Mastery
(Source Re: Deep Healing: The better you are....
New Resto druid mastery: Increases the potency of your heals on targets upon which you have a hot.
It benefits both hots and direct heals equally while still supporting
Resto being a healer that cares a lot about hots. It encourages
layering different spells while disincentivizing Rejuv blanketing.
1) You cast Regrowth on someone who has a Rejuv = bonus healing.
2) You cast Nourish on someone who has a Lifebloom = bonus healing.
3) You Swiftmend a Rejuv = bonus healing.
4) You cast a Rejuv on someone who does not have a Regrowth, LB or WG on them = no bonus healing.
5) You cast Rejuv on someone who has a Rejuv = no bonus healing. (You merely refreshed Rejuv.)
6) You cast a Wild Growth = bonus healing on those with preexisting hots.
C). Rejuv, then LBx3. Rejuv falls off, and LBx3 is refreshed by Nourish. Will the LB ticks retain the mastery benefit?
Yes. There was a hot on the target, so Nourish benefits (from the mastery in addition to Nourish just working that way).
If someone gets low and they don't have a HoT on them already, are
you really going to want to put on a HoT, THEN a heal? Probably not.
My impression is that some of you are going from the extreme of "Rejuv
everyone in the raid" to "Rejuv nobody but the tank." The reality will
probably be somewhere in the middle. Some targets will have hots on
them and some won't. The more hots you can keep up, the better off
you'll be, but you'll have to balance that against the mana cost of
doing so. I don't think it's as simple as "always do X."
(Source Re: State of Holy Paladins (build 12984)
We like the change to Daybreak. Read some more posts from fellow paladins if it doesn't make sense to you.
We're not assuming Conviction is up 100% of the time. Procs that are
supposed to be up all the time are usually better designed as passives
(unless ramp up time is a concern for some reason).
Light of Dawn now heals the paladin as well. We will be very surprised if we see many paladins skip the talent.
Let's keep the QQ under control. If you're so frustrated that our
vision of the paladin doesn't align with yours or if you're blinded by
rage that we can't see how much weaker you are than other healers, than
you're better off just not posting. If you keep posting in this manner
you'll just get banned anyway so the effect will be the same.
Shadow Mastery Scaling
(Source Re: Shadow Priest Mastery scaling
It's easy to increase the bonus per mastery point for Shadow if crit
ends up being a far better stat. It's a little trickier to get Shadow
(or any dot class) to devalue haste.
Use of Power Word: Shield as Discipline
(Source Re: Priest - Discipline lacking majorly
We don't want Disc just bubbling everyone all the time. That strategy
is too effective on live given how simple (and arguably boring) it is.
Disc should use a lot PW:Shield a lot more than Holy, but that doesn't
mean it should solve every problem for you.
I'm not seeing the massive throughput differences between Disc and Holy, even on the EJ post you're referencing.
(Source Re: Questions for Devs about Rogues.
Passive damage -- While the combat log says that you are doing a lot of
auto attacking, it's not telling you the full story. A lot of what
rogues have to manage (say SnD and Envenom) then boost your autoattacks
or poison damage. If we changed SnD to instead be a separate dot for
the same overall damage, all of a sudden your combat logs would show
less "passive" damage. As long as good rogues can do better damage than
bad rogues, we think it's fine.
Combat's mastery -- The big missing piece of the puzzle was that Main
Guache was supposed to proc Combat Potency. Without that (which it now
has), it is pretty lackluster.
20% melee / ranged haste buff -- This is something we're evaluating.
It's a really serious buff for rogues and warriors particularly, to the
extent that your dps drops significantly without it. This suggests we
need to nerf the buff (in the same way we changed e.g. Curse of
Elements from 13% to 8%) and buff affected classes to compensate. We
just don't want the swing to be that big when you don't have it.
Mana reducing talents -- We just disagree that rogues are singled out
here, though if you see some dps classes that can spend all of their
points on dps and skip anything utiltiy related, please bring them up
so we can evaluate them. It's always possible that the community
(correctly or incorrectly) perceives a talent we intended to be
optional utility as mandatory dps.
[...] Mana reducing talents = the OP was concerned about talents like
Deadened Nerves that for PvE really translate into reducing the mana
healers spend on heals. Apologies if I short-handed too much.
We want dps classes to consider these useful talents rather than just
dismissing survival as the healers' jobs while they go into dps tunnel
vision mode. The OP was expressing the concern that rogues had too many
of these talents relative to other classes. I responded that I didn't
think that was the case but players are welcome to point out other dps
trees that don't match.
Heroic Strike / Inner Rage
(Source Re: Inner Rage math
As we have said several times now, there are zero players outside of
these halls doing Cataclysm raids yet, and the high level PvP is just
starting to get there. If we were certain warriors would never, ever
get into a state where they couldn't spend rage fast enough with Heroic
Strike alone, then Inner Rage might be a lot less important. We're just
not convinced that is the case yet, nor do we think any amount of
theorycrafting can prove that is the case without actual first-hand
If normalization and the new HS model have fixed the problem forever, then awesome. It's just too early to know that.
AE Damage / Blood and Thunder
(Source Re: Warriors 12984
You shouldn't be dependent on Blood and Thunder to generate enough AE
damage. It's there mostly for those cases where you can't always keep
reapplying an AE ability but want to keep threat. In other words, a
warrior who skips the talent shouldn't feel like they can't AE tank at
all. You shouldn't feel like you have to open with Rend every AE pull.
A more typical scenario would be on a fight where you know you're going
to be AE tanking for a long time, you use Rend after your initial
Thunder Clap or Shockwave. (Likewise, Thunder Clap buffing Shockwave
shouldn't mean you never, ever touch Shockwave until the buff is
Thunder Clap's damage may just be too low.
We'll discuss pulling the GCD cost from Inner Rage.