Thosedaysareprobablyover.NotonlywastheGargoylegivenaslightnerftoitsbasedamageonthePTR,butitsdurationwasslicedinhalf,to30seconds.I'veyettoseeenoughparsestogiveafinalverdictastowhetherit'sunderpowerednow,butit'saharshnerf,regardless.With3.0.8likelytomakeittoliveserversinthenextweekortwo,thisisprobablyagoodtimetodiscusstheDeathKnighttweaksthathavegoneinthelastfewPTRupdates.
Gargoyle
Yeah,Gargoylegotnerfed.Ithinkeveryoneknewitwascomingatsomelevel.ItwasanamazingsourceofDPS,somuchsothatBloodDeathKnightsfoundtheirDPSwasbetteriftheydroppedDancingRuneWeaponandpickedupGargoyleinstead.
Itmayalsoendupbeinganotherfacetofthe2handversusdualwielddebate,despitebeingunrelatedtoweaponry.Unholyisconsideredtheonlyspecwherea2-handedDeathKnighthasachancetokeepupagainstDualWielding,andthatwasinlargepartbecauseoftheGargoyle.Overall,there'ssomeconcernthatnerfingtheGargoylemayhaveknockedonemore2-handedspecfurtherdowntheladder,wideningdualwield'sleadintheDPSmeters.
Still,iftheGargoyle-onetalent-waswhatwe2-handeddisciplesneededtopulleventodualwielding,thatcertainwasn'ttheoptimalsituationeither.There'sotheradjustmentsthatshouldbemadetobring2-handersinlinewithdualwielding,andthoseadjustmentsshouldcertainlyapplytoatleastBlood2-handingaswell.
DeathandDecayRuneNerfedAgain
Finally,andperhapsinevitably,theDeathandDecayglyphwasnerfedtocompletelyremovethecowerinfearportion.NowitsimplyincreasesDeathandDecaydamageby20%.
ThefearportionofDeathandDecayhasactuallybeensteadilyweakenedeversinceitcameout.Itusedtobeonthespellitself,thenwasmovedtoaglyphandmadeweaker,andfinallyhasbeenremovedaltogether.Afterafashion,it'ssimpleenoughtoseewhyBlizzarddidit.BeingcrowdcontrolledhasalwaysbeenoneofthemajorcomplaintsfromPvPers,andinglyphedDeathandDecay,youhadasetitandforgetitCrowdControlmethodthatmadeasmallareaaroundtheDeathKnightano-man'sland.Sure,youcanarguethatit'spossiblejusttorunrightoutofit,butDeathKnightshadwaysofpreventingthattoo,fromDesecrationandDeathGriptoChainsofIce.
InPvE,thismayalsobeabitofablowaswell.ALotoftanksactuallyusedtheglyphforAEtanking,sincehavingthatfeareffectbothcontributedmorethreatandmoredamageavoidance(mobscan'thityouifthey'recoweringinfear,afterall).However,thatextra20%damagemayendupbeinggoodenoughanyway.That'salotofextrathreat,probablyevenmorethanthefeareffectitselfprovided.
IfIdohaveacriticismforBlizzardonthis,it'sthattheyshouldhaveseenthiscominginBetaandjustshutoffthefeareffectforgoodbeforetheDeathKnightclassevermadeittoliveservers.IfthisfeareffectwasgoingtobeoverpoweredinPvPnomatterwhat,itprobablyshouldn'thavemadeitlive,allowingplentyofDeathKnightstobecomeusedtoandenamoredofitbeforeitwascompletelysnatchedaway.Igetthefeelingthattheysomehowsenseditmightbecomeproblematic,whichiswhytheyremoveditfromthebasespellandsentittotheglyph.
Perhaps,though,theydidn'tthinkthateveryone(oratleastalmostanyoneseriouslycompetinginPvP)wouldtaketherune,makingthefearportionubiquitousanyway.It'soneofthosethingswhereoneisn'tsurewhyBlizzarddidn'tseeitcoming.Maybetheywerejustoverlyoptimistic?
TheRemovalof2-handedtankingweapons
Theremovaloftheseweaponsreallyshouldn'tsurpriseanyonewho'sbeenfollowingBlizzard'sdesignphilosophiesanddecisionssinceWrath.3.0.8,remember,isalsothepatchwheretheyremovedFeralweaponsasauniqueitemizationtype,sosuddenlyaddingtanking2-handersinthiseraoflootconsolidationseemsalittleoff.ImyselfpredictedawhilebackthatthiswasprobablyjustastopgapmeasurewhileimplementedmoreloottofixDeathKnightdefenseitemizationissuesinlaterpatches.Itseemstheydecidedthattheydidn'twantDeathKnightstogettooattachedtodefenseweaponry,whichisunderstandable,andtakingdefenseweaponsoutnowinsteadofgettingangryDeathKnightsdemandingtoknowwhytherearenotanking2-handersinUlduarlaterisforthebestinthelongrun.
Idon'tthinkthisshouldaffectDeathKnightsnegativelyinthelongrun,certainlynotwiththeRuneoftheStoneskinGargoyle,whichprovides25defenseskilland+2%stamina,goingin.ItgivesustheopportunitytogoforhighDPS2-handerswithhighstrengthandhighagility,givingusalotofextraavoidanceandthreat.Intheend,aslongaswegetenoughdefenseonourothergear,Ithinknotbeinglimitedtoacouplesmitheddefensiveweaponswillbenothingbutablessing.Inthemeantime,youcanusethematsyou'vebeensavingonaTitansteelDestroyer.
ClosingThoughts
Asyoucanseefromthesechangesalone,andfromtheoneswe'vediscussedbefore,DeathKnightsin3.0.8aregoingtohaveabitofadjustingtodoastheyworkthroughthesechanges,andlikelymoretodowhenBlizzardgetssomemorebalancinginin3.1and3.2.Tosomeextent,asthenewclassontheblock,thisisexpected.We'llprobablystillneedabitmorehelpbeforewereallyfindaplaceingamewherebothweandBlizzardarehappywithourperformance.Hopefully,we'llbeabletodothatwithaminimumofgrowingpains,buteitherway,Lichbornelooksforwardtocataloguingit.
KillingMachine
SoIsaidthatwhenHowlingBlast'scooldownwentawaywe'dprobablyhavetoseesomeotheradjustmentstopreventdualwield32/39stylebuildsfromdominatinginDeathKnightDPSmeters,andwehaveseenone.KillingMachinehasbeennerfedtoasimpleproc-per-minutetalentinsteadofproccingoffcriticalautoattacks.
Intheory,thisshouldhaveboughtdownthedamageofdualwieldingbymakingthenumberofprocsofkillingmachineroughlyequalbetween2-handersanddualwielders.Unfortunately,sometestersarereportingthatthisisnotthecases.Rightnow,it'sestimatedthatthenewKillingMachinemaxesoutatabout5procsperminute-butbecauseKillingMachineappliestoeachweaponindividually,dualwieldersaregetting10procsperminutetoa2handwielder's5.
Toaddtothis,Necrosis,oneofthepremieredualwieldingtalents,isalsogettingabuffupto20%ofautoattackdamagedoneasshadow.Onceagain,sincedualwieldersdomorewhitedamagethan2-handedweaponwielders,thisisacleardualwieldbuildbuffthateasilymakesupforanylossfromKillingMachine.SomealsoarguethatdualwielderswereoftenforcedtoletKillingMachineprocsgotowasteanywayforlackofrunesorrunicpower,soafewfewerprocswon'tbeasmuchofanerfasitfirstappears.
Ghostcrawlerhassaidthey'lltakeanotherlookatKillingMachinetomakesureit'snotfavoringdualwieldingtoomuchagain,butthe2-handedversusdualwieldingdebatecontinues,andmoreandmore,dualwieldingseemslikethevictor,atleastinthePvEDPSarena.Moreandmore,there'sagrowingfearthatthismaybeinevitable.DualWieldingjustplainscalesbetter.
WhenEnhancementShamansfirstgainedtheabilitytodualwield,therewerestillquiteafew2-handerdiehardswhowereafraidthattheirplaystylewouldfalltothewayside.Thishasprettymuchturnedouttobetrue.2-handeddamagejustcan'tkeepupinanywaywithdualwieldingforEnhancement,andBlizzard'smadenorealmovetosupport2-handersforenhancement.Now,forDeathKnights,Blizzardhassaidtheywanttokeep2-handersviable.Butdualwielding'sexcellentscalingmayjustbetooinexorableintheend.
Iimaginethisnerfwillhardlybethelastwordintheattempttobalancethetwo,though.Evennowthedebaterages,withmanyDualWielddisciplessayingthat2-handedDeathKnightsshouldbehappythattheycantankwith2-handers,andmany2-handedDeathKnightssayingthatthedeveloperspromisedthat2handerswouldalwaysbecompetitiveasaDPSmethod.Eitherway,I'mexpectinganotherroundofbalancingcome3.1.
Generaldiscussionwillbeallowedinspecific,Blizzard-sponsoredthreadstokeeptheforumsclean.ThePTRisacriticalphaseoftestingforourproduct,andBlizzardgreatlyappreciatesourfans'participationandenthusiasmforquality.Thisforumismuchmoreheavilymoderatedthanotherforumssuchthatthefateofeverythreadistobedeletedorlocked,exceptwithdiscussionthreads.Threadsthatarelockedhavebeennotedandaremadeavailabletootherplayerstosearchfortheirissues.
LastnewsfromMaaven,weknowthatthePTRforumsarefinallybeingupdatedtoreflectthecurrent3.0.8PTR,andMaavenhaspostedanumberofthreads.Thisparticularthreadisquitelongandspansmultipleposts,soheadtoitifyouwanttoreadtheentirething.ThepurposeofthisforumisprimarilytocollectissuereportsonthelatestversionofthegamethatisrunningonourPublicTestRealms.Additionally,well-constructedfeedbackisalsoallowed.Andthebelowisthenewbuild9386:
Deathknight(Skills/Talents/Glyphs)
Items
[Gladiator'sDreadplateGauntlets](Savage/Hateful/Deadly)haveanewbonus.
Was:ReducesthecooldownofyourStrangulateby5seconds.
Now:WheneveryoucastChainsofIce,theFrostRuneusedbecomesaDeathRunewhenitactivates.
[GlyphofBloodBoil]:CausesyourBloodBoiltoslowaffectedtargetsfor5sec.
[GlyphofDeathandDecay]:TargetsofyourDeathandDecayhavea10%chancetocowerinfearfor2sec.
[GlyphofIcyTouch]:YourIcyTouchgenerates10additionalrunicpower.
[GlyphofDeathStrike]:IncreasesyourDeathStrike'sdamageby20%.
Spells
HowlingBlastnolongerhasacooldown.
聽
Priest(Skills/Talents/Glyphs)
Items
[GlyphofMindFlay]:IncreasestherangeofyourMindFlayspellby10yards,butitonlyreducesthetarget'smovementspeedby50%.
Shaman(Skills/Talents/Glyphs)
Items
[GlyphofLightningBolt]:IncreasesthedamagedealtbyLightningBoltby4%.
聽Warlock(Skills/Talents/Glyphs)
Items
[GlyphofFelguard]:IncreasestheFelguard'stotalattackpowerby20%.
[GlyphofFelhunter]:WhenyourfelhunterusesDevourMagic,youwillalsobehealedforthatamount.
General
Creaturesnowgivefullreputationwhenkilled,regardlessofplayerlevelcomparedtotheirs.聽Examples:ArgentDawn,CenarionExpedition,Sporeggar,TimbermawHold
Professions
Blacksmithing
Twonewtwo-handedtankingweaponsarenowavailable.聽[TitansteelDefender]and[TitansteelDeflector]canbothbetrainedinDalaranat440Blacksmithing.聽Materialsare[SaroniteBar]x8,[TitansteelBar]x8,[FrozenOrb]x2.
TitansteelHelmsnowallhavesockets(previousPTRbuild):[BrilliantTitansteelHelm],[SpikedTitansteelHelm](statsshiftedaroundabit),[TemperedTitansteelHelm].
Withtotems,theShamansadaptabilitycomes,thoughtheyareforcedtoremaininonespot,unlikeaPaladinsaurawithabitoflearningpossiblyevenmorebuffs.
Howeverwehavemorethanjusttotemstoenhanceoureffectiveness,Shamanspossessnumerouspseudo-enchantsformeleeweapons,eachprovidingaseparatestyleofbuffsuchasachanceforextraattacksoradditionalfire/frostdamage.
ForenhancementShaman,thesespellsrepresentamassiveboosttomeleeDPS,andwithuseofdual-wieldyougainandevenhigherchancetoproctheeffects,beingabletoapplythemtobothrightandlefthandweapons.Muchliketheotherhtbridclasses,Shamanpossessnumerousabilitieswithinthreeprimarypaths,capableofexcellingwithinonewhilstremainingviableforsupportwithintheothers.ThesewouldbeHealing,Damage,andBuffing.
Totemsgiftallshamanswiththeabilitytobringalongaslewofhelpers,eachemittingdramaticallyhelpfulincreasestodamage,manaregeneration,andmuchmore,alldependentuponwhattheShamanrequiresforeachencounter.Leatherworkingallowsyoutomakemailarmor40+,itintendedtosuittheprogressionofShamans,Hunters,andanyotherleatherwearergainingaccesstomailat40.聽
Mining,Skinning,andHerbalismarethethreestaples.Everythingyoucanfindandsell,it'llmakemassiveamountsofworldofwarcraftgold,thisappliesfromlevel1to80alltheway.
Duetothefactthatyoupossesshealingspells,FirstAidisalwaysagoodinvestment,andattheveryleastyoubecomeslightlymoremanaefficientevenifyoudon'treallyneedit,unlikesomeotherclassessuchasWarriorwhichdefinitelyneedFirstAid.
Beyondmeleeabilities,Shamanpossesselementalattacksgivingthemtheabilitytoplaytheroleofrangedcaster,elementalshamansbeingquiteversatileandcapableinPvPandplayingalesserroleifatallinraiding.
Shamanswithtotemsandhealingcapabilitiesrepresentoneofthemostdesiredhealersforallend-gameraiding,chainhealbringsmassiveamountsofhealthbacktomultipleraidmembersandrendersusoneofthebestinstancehealersinthegame.
Withthecombinationofallthesefacets,Shamansbecomeanpowerfulclassforanysituationconceivablewiththeaddedbonusofbeinggreatsoloerstobootwithoutdelay.
SomewhattradeskillsarelessmeaningfulformostShamansasopposedtoclasssuchasWarlockorPriestwhichgainsomeofthebestgearinthegamethroughcrafting.However,thatdoesn'tmeanit'sallunimportant,andforatradeskillcapableofcraftingreasonablearmorforyourShaman,investinleatherworking.
First Quarter of 2008 is the current targeted release date. The game was pushed back from a Fourth Quarter of 2007 release to give the developers the opportunity to use the new ressources they have access to since they were acquired by EA and make the best game possible. WAR will launch in Americas and Europe simultaneously. GOA will be providing the European support and infrastructures for WAR. EA Mythic is also bringing the game to Asian territories, however there is no set date at this time.
What languages are being targetted at launch?
At launch, WAR will support English, French, German, Spanish and Italian; and possibly Asian languages but we have not yet heard which.
Will WAR be available via Digital Distribution?
Nothing is confirmed at this time but it is likely WAR will be available for purchase and download online at the same time it is released in stores. Electronic Arts already has a Digital Distribution network and Mythic has a history of making their expansions available via download.
Will patches be released simultaneously in Americas and Europe?
Yes. EA Mythic has committed to releasing patches in both territories at the same time.
When is Beta starting?
Non-employee Beta is scheduled to start around Mid to Late 2007.
How do I get into Beta?
North American Beta signups -%26gt; https://betacenter.eamythic.com/signup.php - You can also subscribe to the Official WAR Newsletter. Winners are picked at random each month and announced in the newsletter. You can also win a beta at the events %26amp; conventions EA Mythic goes to with the WAR Booth. See the newsletters for the list of upcoming events %26amp; conventions. Guild Beta applications ended May 4th 2007. Visit the official site to subscribe to the newsletter -%26gt; http://www.warhammeronline.com
What about European Beta?
European Beta signups -%26gt; https://betacenter.eamythic.com/signup.php - European Beta is being run separately by GOA but will follow a similar time frame. The later stages of Beta will include English, French, German, Italian and Spanish language versions.
Will Beta characters carry over to live servers?
No, you will not be able to transfer your Beta character over to the live servers at launch. Pre-orders getting a head start on live servers is a possibility, but not confirmed at this time.
I was half-convinced Id waken.Satisfied enough to dream you,happily I was mistaken.
Ill steal you,Johanna,Ill steal you.
Do they think that walls can hide you?Even now Im at your window...I am in the dark beside you,
Buried sweetly in your yellow hair!
I dunno but I have a question on my mind about the beta players is it randomly every day that players are accepted or is it limited to the 20 they have just recently announced in the newsletter. dunno how exactly they are making this work.
Edit: nvm kinda answered myself. I'm guess you have to VERY lucky to be into the beta seeing as they are only letting in 20 people per month and seeing as the count is so low theres probably a high population already. :( I guess i'll have to stalk those conventions haha.
WAR is a very strong PvP game because of the violant history behind the factions/races this will definetly fuel all those pkers
War is everywhere in Warhammer Online: Age of Reckoning (WAR), the new MMORPG from the creators of Dark Age of Camelot?. Based on Games Workshop's popular Warhammer? fantasy war game, WAR features next generation Realm vs. Realm? (RvR) game play that will immerse players in a world of perpetual conflict.
Upon entering WAR, players must determine their allegiance and join an Army. Those inclined towards the side of good may fight for the Armies of Order as an obstinate Dwarf, noble High Elf, or loyal human soldier of the Empire. Those inclined towards darker deeds may side with the sinister Armies of Destruction as a savage Greenskin (Orc or Goblin), corrupt Dark Elf, or marauding human worshipper of Chaos.
RvR combat takes place on three fronts where ancient foes wage an unending war ? Dwarfs vs. Greenskins, High Elf vs. Dark Elf, and Empire vs. Chaos. Players begin the game fighting their ancestral enemy, but are free to journey to other fronts to help their allies in their ongoing struggles.
The ultimate goal in RvR combat is the sacking of an enemy's capital city. To do this, an army must invade and take control of the opposition's homeland. Deciding battles take place on objective-based battlefields and in instanced scenarios - point-balanced battles that make use of NPC mercenaries known as Dogs of War.
For the first time, WAR's RvR system integrates both Player vs. Player (PvP) combat and Player vs. Environment (PvE) quests on the same map. Every aspect of the game, including PvE missions, is geared towards the greater war in some important way. However, players are not required to participate in PvP combat, and may aid in the RvR war effort and enjoy the game in its entirety via PvE content.
Drawing from a quarter century of highly detailed source material, Warhammer Online: Age of Reckoning will bring Games Workshop's fantasy world to life in a way that will allow players to create characters destined for great deeds and glory on the field of battle.
Key Features
Based on Games Workshop's popular Warhammer fantasy world. Dominated by force of arms and
magic, this world provides a rich setting for hundreds of thousands of players to experience the epic
nature of war and the glory of battle.
Join one of six Armies and fight for the Armies of Order (Dwarf, High Elf and Empire) or
the Armies of Destruction (Greenskin, Dark Elf, or Chaos). Wage war across three unique battlefronts.
Next generation Realm vs. Realm game system integrating both PvP combat and PvE quests on the
same map in support of the greater war.
Engage in four levels of RvR combat:
- Skirmishes: Incidental PvP combat
- Battlefields: Objective-based battles in the game world
- Scenarios: Instanced, point-based battles balanced with NPC Dogs of War
- Campaigns: The invasion of enemy lands culminating in the assault on their capital city
Undertake a wide variety of PvE quest types related to an army's war efforts, including:
- Public quests that benefit from the participation of the entire army
- Conflict quests that pit players against an enemy with opposing goals
- Branching quests that let you choose the outcome of the quest and your reward
- Xmas quests that reward exploration with high value loot
A robust combat system introduces Player Tactics (earned powers you equip prior to battle) and
Morale Skills (combat options that increase in power when the momentum of battle is in your favor).
Player models that change to reflect the relative power of a character (i.e., Orcs grow in size and
Dwarfs' beards get longer). Customizable armor and a visual guild system allow a player to make their
character truly unique.
Embark on an epic quest to complete the Tome of Knowledge and unlock Warhammer lore, detailed
monster information, and major story plotlines.
Online play requires a subscription and Internet connection.