***Official Wrath of the Lich King Thread***(Contains spoilers)***

Haven't been following priests but the 51 point shadow talent is boring. It's just a glorified mana pot (last incarnation I saw).
 
Haven't been following priests but the 51 point shadow talent is boring. It's just a glorified mana pot (last incarnation I saw).

So... the best talent then? :p

I used to raid with the OcUK guild as a shadow priest and the amount of mana potions I had to chug down was insane. The potion cooldown was used whenever it was done. It got less troublesome as my equipment improved (more shadow damage means more returns on mana from vampiric touch) but I was still the worst of the bunch for mana consumption.

Everything else about the class is fine, except for mana efficiency and the changes to the rest of the talent tree plus the new shadow dispersion talent should see the class come through better off than they were in TBC.
 
I use a Shadow Priest at the moment.

If you try it on PTR you will find:

Your damage is increased (almost to the level of warlocks/mages/rogues) plus you also have an AOE.

Mana regen is less now, because of th extra DPS, and Mind Flay now scales 30 percent better than previously, as well as being able to crit. The 51 talent is basically for PVP more than anything, but most priests still thinks it sucks (including me) but ignoring that talent, everything else is great.

If I was you, out of mages and Warlocks, I would level a mage. They are looking (CURRENTLY in the beta) to be a little stronger
 
I use a Shadow Priest at the moment.

If you try it on PTR you will find:

Your damage is increased (almost to the level of warlocks/mages/rogues) plus you also have an AOE.

Mana regen is less now, because of th extra DPS, and Mind Flay now scales 30 percent better than previously, as well as being able to crit. The 51 talent is basically for PVP more than anything, but most priests still thinks it sucks (including me) but ignoring that talent, everything else is great.

If I was you, out of mages and Warlocks, I would level a mage. They are looking (CURRENTLY in the beta) to be a little stronger

Those changes sound pretty awesome - I assume you're on the 3.0 PTR?
 
Those changes sound pretty awesome - I assume you're on the 3.0 PTR?

Yes I am.

Though you can't use the AOE (Mind Sear) in 3,0 PTR because the 2 ranks you get are at level 75 and finally level 80.

One thing which is a nice change, is now Devouring Plague is a base trained spell, for ALL priests (so even humans, night elves and so on get it). DP now lasts 24 seconds, has a 30 second cool down, and still heals for a percent of the damage done.

This kind of works out well, because Shadow Word: PAIN now is refreshed upon recasting Mind Flay. A glyph now increases MF's range to 36 yards, rather than the retarded 24 yard range, but removes the slowing effect.

I will say though, that other classes get really nice stuff too. Mages for example can create clones of them selves to attack enemies (3 clones a time) and hunters can now tame "exotic" pets, as well as get their own talent trees.

Basically, the game has been changed to be a lot more *fun* especially if you are tanking / healing. A few classes such as elemental shamans are still being worked on quite a bit, but I am sure blizzard will get there in the end. One thing my friends are loving for their classes (druid and warrior tank) is the removal of the limit of how many enemies their hits (thunder clap for example) hits, so they can AOE tank a little more effectively on mobs.

I will say though, that while the changes aren't going to completely change your character, it will feel quite a bit different. Ret Paladins now aren't the "lolret" anymore, will people will say that, until they get owned by them. All specs/classes are going to do more damage, be more fun and offer more options - which is obviously, a very good thing for the enjoyment of the game.
 
You mean we actually get 3 dots now, and don't need to cast Pain more than once in a single fight? That sounds immense! I'm really excited now, and might forego my plan of making a DK as a new main.
 
I think Blizzard are most likely really stepping up their game because the MMO market is now growing outside of Warcraft with several new contenders on the scene since TBC launched. We need more successful MMOs just so that each and every single one of those can improve in the heat of competition.

Looking back, I'm actually pretty amazed by the phenomenal quality of WoW seeing as it was the only real MMO and practically monopolized the market (that's how much they dwarfed games such as EQ et al). But then again, the consistent quality from the first day onwards is most likely why it's so popular in the first place.
 
I think Blizzard are most likely really stepping up their game because the MMO market is now growing outside of Warcraft with several new contenders on the scene since TBC launched. We need more successful MMOs just so that each and every single one of those can improve in the heat of competition.

Looking back, I'm actually pretty amazed by the phenomenal quality of WoW seeing as it was the only real MMO and practically monopolized the market (that's how much they dwarfed games such as EQ et al). But then again, the consistent quality from the first day onwards is most likely why it's so popular in the first place.

How, in any way, is WoW the only 'real' mmo? In fact, it uses instancing extensively so could even be considered not truly massively multilayer.
 
How, in any way, is WoW the only 'real' mmo? In fact, it uses instancing extensively so could even be considered not truly massively multilayer.

I knew I was going to draw arguments, but not over loose definitions of the term MMO (of which you're wrong). To say WoW isn't truly massively multiplayer just because there are instances (extensively is hyperbole, especially as Age of Conan, Everquest, Anarchy Online, Runescape, SWG, etc etc has instancing as well, and in equal measure) is pretty much one of the most off-base comments you could make about the game. With the exception of the free game Runescape I have never seen so many people gathered in one place, be it one of the major cities, or world pvp back in the day.

When I say 'real MMO' I refer to its popularity and accessibility and generally, just how big the whole thing is. When I say 'real MMO', I refer to this;

mmorpgsubspreviewhx4.png
 
How, in any way, is WoW the only 'real' mmo? In fact, it uses instancing extensively so could even be considered not truly massively multilayer.

It only uses instancing for specific content. You can move around the realm freely without ever entering an instance if you like. The instances are simply there to allow multiple entrance of certain regions.

Other games force instancing on you wherever you go.
 
You mean we actually get 3 dots now, and don't need to cast Pain more than once in a single fight? That sounds immense! I'm really excited now, and might forego my plan of making a DK as a new main.

Shadow Priests Exclusive Stuff

That is right.

We get Vampritic Touch (talented as normal) SW:P, (improved SW:P now increases the damage of SW:P rather than the DOT duration) and Devouring Plague.

Basically you:

Cast VT, SW:P, and then DP, Mind Blast, Mind Flay.

The most important thing is Twisted Faith now increases (this is a talent) spell damage by 10 percent of our spirit, while it also increases the damage of Mind Flay and Mind Blast by 5 percent for each DOT on the enemy (so assuming VT, DP, and SWP are up) 15 percent extra damage.

SWD is also reduced in damage (as in the backlash that you take) if you cast it on an enemy and it doesn't kill them by 30 percent.

Spirit Tap underwent a massive change too. It is still a 5 point talent, but now if you Crit (with MB or SWD) it increases your spirit and mana regen drastically.

Finally, our spells SWD, MF and MB are able to get the 100 percent crit bonus now.

As in, previously if you crit with a MB, and it normally hits for 1000, ours would do 1500 (so in other words 150 percent crit), where as other classes would get 200 percent (for example, a warlock shadow bolts for 2000 crit, where as a regular would hit for 1000) thanks to ruin. Now Shadow Power increases the crit to 100 percent too. THis means when we Mind Flay, we crit for insane numbers.

Shadow Weaving debuff is also self now, so in other words it is a buff that affects US, not the mob. So for weaker enemies it means that we can switch targets real quick, and helps massively when doing AOE.

The one downside is it is a slight nerf for PVP because of less dispel resist, but is somewhat made up for with the extra DOT.

Spell Damage/Healing Changes

Perhaps the biggest change is there is no such thing as Spell Damage and healing anymore.

It is now Spell Power. ALL gear, (literally ALL) other than specific Enchants such as Soulfrost (this includes Frozen Shadow Weave stuff too) now gives spell power.

This change means we CAN actually heal reasonably well. I tried healing, and I don't remember the numbers, but they are vastly improved over live.

So how does it work? Basically gear is now a little different.

There are typically 2 types of gear (I will make up the gear here)

Head
80 Spell Power
21 Hit
30 Crit
1 red socket

Head
80 spell power
15 mana per 5 seconds
30 crit
1 red socket

Generally healing gear will have MP5 stuff on it, OR a lot more spirit, or possibly haste. THis means holy priests can actually do damage, and in fact some boss fights, Holy Priests and Resto druids can NOT heal, and actually need to DPS because stuff will happen to DPS members.

Paladin Changes

First up, they do TONS of damage. As ret, you will rock. You also get a Crowd Control. As ret, your end move "Divine Storm" Heals the members of the raid for 20 percent of the damage that you do to up to 4 enemies.

Your healing now is vastly improved, and can heal for around 6K at 70 on the PTR currently (according to my friends that use ret).

Tanks are VERY happy, they can single tank perfectly, and I believe get a warrior shield wall type of move.

Holy are lots of changes to make them more fun, I will try to find out more and keep it updated.

Warlock Changes

Affliction now scales better. Haunt, the 51 affliction talent now increases dot damage by 20 percent and heals for the damage it does.

Demonolgy, better raid buffs, improves damage, and allows you to turn in to a demon form, increasing armor by 600 percent, and gives you tons of other moves.

Destruction: Increased PVP ability, no longer is really built around Shadow, and is more Fire based. 1 button Shadow Bolt spam NO LONGER will give the best damage, and sorry is a LOT harder to play according to most. Far more complex sequences, but is apparently more fun.

Warrior Changes

Arms. Various changes, from A spin like move, to being able to break fears, that kind of thing.

Fury: TItans Grip allows dual wielding 2 2 handed weapons, as well as general other buffs (both it and arms are currently behind on damage, and will be buffed)

Prot: Shield Block is no longer a spam, (crushing blows are removed in the game) and instead now lasts 10 seconds. 40 second cooldown (I THINK) and blocks ALL damage for those 10 seconds. Last Stand cool down reduced, Shield Wall, Retaliation and recklessness cooldown now 5 mins (can be lowered). Can also silence enemies, damage VASTLY increased. (there is no +threat on moves anymore, just DAMAGE) Shock Wave stuns all enemies in front of you.You get to gaze at a friend, taking 10 percent of their threat and increasing their dodge. Finally, hitting prot thanks to Damage Shield will cause damage back to you.

Shamans

Sorry I don't know much about them:

Can turn people in to a frog (think of a mages sheep)

Elemental is going to be buffed, I don't know how though. but it does have a move which causes 20 yard knock back.

Enhancement: Various buffs, their reliance on spells will be reduced a little, and also given 2 spirit wolves which attack at the same time.

Resto: Various improvements, but one REALLY fun one is Spirit Link. A shaman will link 2 people, and will allow them to share damage, perfect for helping a tank (for example linking a tank with say a mage who won't get hit).

Druids:

TONS of changes I will try to tell you the little I know.

Balance: ROCKS. It now increases the haste of the entire raid, and thanks to Earth and Moon, you also increase the damage of the entire raids magic too. 51 point talent summons stars to AOE pound everyone.

Feral: Kitty DPS is being DRASTICALLY boosted. It will almost be as high as rogues (about 80 to 90 percent apparently at the moment). Tanks get warriors last stand, and are able to hit unlimited mobs now to help with AOE tanking. You also get increased mitigation, and with no crushing blows you can main tank ANYTHING.

Resto:

Wild Growth allows you to heal the raid (51 point talent) You also gain 100 percent armor in tree of life form, and finally your spells regen mana, rage, and so on for the person you are healing.

Mages:

TONS of changes, and frankly I can't list them all.

Arcane: Mirror Image allows you to make 3 copies of you, who will sheep, damage and whatever. You can increase the crit of your spells, and haste also. Finally you are given Arcane Barage.

Fire: You are given Living Bomb, which turns an enemy in to a bomb, doing damage to them and then they explode after 12 seconds. Massive fire buffs in damage too.

Frost, and instant stun, your spells also treat enemies as frozen, also you are given FrostFire bolt. Which combines the attritutes of both trees, so in other words all the + damage talents, including crit modifers, and whatever else. Apparently 8.5 K crits + in standard gear aren't uncommon.

Rogues:

I won't go to much in to this class, mostly because it is very much the same, but just reworked to be nicer to user. Combat dual weapons to increase off hand damageis now basically at the top of the combat tree, and finally all damage has been increased. You also get a misdirect type of move, which helps tanks for threat.

Hunters:

Survival: Now regens mana rage, or whatever, + tons of new stuff such as an AOE shot.

BM: Now can tame exotic pets, including big stuff like this:
http://daartsloft.com/hunter.jpg (priests reading, ignore that Devouring Plague isn't in my bar there, it is an early PTR shot before it was added and basically I just logged on, so all my stuff is a bit of a mess, as all my spells are kind of reset :P).Plus, increasing their movement speed and damage.

One thing, ALL pets now get their own talent trees, so you can actually spec them as tanks and have them basically tank for your group (they can't do 10 man instances of course, but are still great) or have them vastly improve their damage. Whatever you need.

*EDIT*

There is tons of other stuff I am missing with each class, but remember the Death Knight is NOT going to be over powered, and won't own everything. EACH and everyone of these classes rock, and quite frankly even if you are a bit bored with your character, I promise you - you will be astounded. My friend currently can't stop soloing instances as a prot warrior, on heroic. Apparently they 4 manned karazhan (1 prot warrior, 1 disc priest, 1 PVP geared rogue, and one PVP geared ret paladin). Killing bosses, and this is easily too, NOT struggling slightly.
 
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Only makes sense to nerf the hps I guess, as many of the harder fights are dependant on mechanics that cease to exist in 3.0 onwards, such as the multiple potion usage in combat.

edit: yeah gwan then
 
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