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5.2 PTR: New Mantid Archaeology Solves, Blue Posts on Lei Shen and Class Balance
geposted
21.02.2013 um 11:55
von
perculia
If you love the Klaxxi or feel bored after finishing
Das Heim des Wissens
, you're in luck--the Mantid are a new archaeology race coming in 5.2! They have new common and rare weapon solves, as well as numerous achievements.
Today's news round up also covers the upcoming PTR raid testing schedule and more class/item tweaks, including
Rune der Neuerschaffung
.
New Mantid Archaeology Solves
Overview
Digsites are found in
Tonlongsteppe
and
Schreckensöde
. Here's a sample of the ones that popped up for us on the PTR:
Tonlongsteppe
: West Sik'vess, North Sik'vess, The Feeding Pits, East Sra'vess, Sik'vess
Schreckensöde
: The Briny Muck, Kor'vess, Lake of Stars, Venemous Ledge, Kypari'ik, Kypari Vor
Sonar für Mantisartefakte
can be purchased on the PTR for one
Restauriertes Artefakt
, but currently is bugged. In theory based on the tooltip, it will allow future Pandaria digsites in a 24-hour time period to spawn as Mantid ones. For now, Mantid digsites naturally come up after completing some Mogu and Pandaren digsites.
There are
seventeen new achievements
tied to Mantid artifacts. Of particular note is
Geschichte der Mantis
, a Mantid-only version of
Das Heim des Wissens
, but without a title.
Mantid Solves
Archäolog. Fragment (Mantis)
are used for the new mantid solves, and
Mantis-Bernsplitter
is the new keystone.
Rare Solves
:
Schallimpulsgenerator
: Mantid can generate and hear sounds from a much broader spectrum than those available to the other mortal races. Their innate understanding of extremely high and low frequencies allows mantid to create weapons such as this. The sonic pulses delivered from this apparatus can actually tear muscle and organs apart at the cellular level; direct hits can liquefy one’s innards.
Creates an ilvl 463 gun with level 85 requirement.
Himmelshäscher der Mantis
: This ancient “sky reaver” sword is intended for use by airborne mantid: it is extremely light and well-balanced, meant to be swung in wide circular arcs by an attacker dive-bombing from the sky. Most mantid shed their wings as a rite of passage once they grow strong enough to wield heavy armor and weapons – it is rare to find such worksmanship in a mantid light blade. This was likely once wielded by a paragon.
Creates an ilvl 463 1H Sword,
Himmelshäscher der Mantis
, with level 85 requirement.
Common Solves
:
Uralter Harzspender
/
Makelloser uralter Harzspender
: The mantid prefer to age Kypari sap before consumption, and they use devices such as these for the process. You can see from this ancient example that the design has not changed very much over time.
Banner des Mantisreiches
/
Makelloses Banner des Mantisreiches
: While the mantid do use windwool and imperial silk, their preferred material is a type of "fabric" fashioned from the wings of various insectoid creatures - including themselves. This banner is an example.
Inaktiver Schallsignalgeber
/
Makelloser Schallsignalgeber
: The technology behind mantid sound beacons is incomprehensible for non-mantid races. They seem to rely on mantid physiology. This ancient beacon, while intact, is completely inert without mantid to interact with it.
Kypariharzbehälter
/
Makelloser Kypariharzbehälter
: This container, though amber in color, is actually made from kunchong secretions. This is true of many of the more mundane pieces of mantid furniture.
Mantislampe
/
Makellose Mantislampe
: The glow from this lamp is neither from fire nor magic. Inside, you can see many glowing insects preserved in amber.
Pollensammler
/
Makelloser Pollensammler
: It is difficult to discern the purpose of this object, but it seems to be a pollen collector of some sort.
Die alte Gottesanbeterin
/
Makellose alte Gottesanbeterin
: This Klaxxi'va statue dates back almost to the arrival of the Titans. Inscribed around the base of this statue is a prayer to "the seven headed one". The word "klaxxi" meant "priest" in the old tongue.
Überreste eines Getreuen
/
Makellose Überreste eines Getreuen
: Apparently the amber preservation process is not without risk. Only the head of this paragon remains. It appears to predate the pandaren revolution, although pinning down the precise era is impossible.
Click the cut for the blue posts!
Ghostcrawler on Class Balance
Ghostcrawler
Rune der Neuerschaffung
We're going to make some changes to this trinket based on testing and feedback. Our goal was to make it decent if you didn't game it at all but offer some opportunities for enhanced benefits if you did. We're going to try to meet that goal better with these changes:
- 10 sec duration (down from 20 sec) but with double the proc rate.
- Increase your highest secondary stat by 200% of the sum of your two lowest secondary stats. For example: you have 3500 mastery, 5000 crit, 7000 haste. Rune procs, and you get . Same logic as before, just double the size of the buff to your highest stat.
Forgive me for saying this....we are high right now? Locks/mages are topping meters and all I see is + + + + + + for them. If you go to raid-bots (shows what people are actually doing with the classes), click on any fight other than
Garalon
....look at who is on to....mages and locks (speaking 25 heroic).
We did not ask for a buff to haste.
I work for a software company, so I understand you have tools to see things that we don't. But don't friggin cop out and say things like "you are higher than you should be now"
Arcane and Affliction are high on many fights in 5.1, but they shouldn't be in 5.2. It's almost always the wrong argument to compare yourself to the highest DPS specs out there. "Middle of the pack" is actually where everyone is supposed to be.
Also, many warriors did ask for a buff to haste. Feel free to bring it up with them. :)
I try to always be careful to say "X is where or not where *we* want it." I say that because we pick the target DPS for everyone, not the community. We find that when we phrase it that way, players spend less time (though still a lot) campaigning for DPS buffs.
As someone who's main-specced Beast Mastery through most of his hunter career, these adjustments concern me about the implications for spec balance. Rough estimate, this seems like it's about a 5% adjustment upwards for Survival, and closer to 10% adjustment upwards for Marksman (maybe more if the rotation changes from 5.1 to favour Aimed Shot more).
This is why I added the caveat that you can't just take the 5.1 environment and mentally add buffs or nerfs. My advice here if you can't test it yourself on the PTR is to trust your theorycrafting community and see where they think everyone will end up in 5.2. (Zeherah made a post up above.)
I believe he's saying the damage buffs for pve will harm pvp, as a lot of ptr feedback was already very worried about very high burst and sustained damage ( people being gibbed in a few globals constantly) in pvp in full tyrannical gear with resil gems.
But that's a vague answer. That's not anything I can discuss with my design team. What would be more helpful are as many specifics as possible. What are you worried about from Shadow priests or Frost DKs?
Gedankenstachel
?
Auslöschen
? Dots? We can go look at those specific cases where there are concerns. We don't think it's appropriate just to nerf everyone's PvP damage by 15% or something just in case.
GC we've still yet to get a clear cut answer on whether or not Lava Burst will scale (i know you hate that word, sorry) with crit rating (IE More crit chance = higher damage like
Seelenfeuer
/
Chaosblitz
). Also, Bombay or Tanka Rey?
You used the word correctly, so no worries. What makes me reach for the Bombay are vague concerns about "scaling issues" masquerading DPS buff requests. (If you're worried about your DPS, just be up front and say you're worried about your DPS.)
We are unlikely to add extra crit damage to
Lavaeruption
given the amount of time we have left for testing because we don't feel we can accurately predict what it would do to gear or rotational choices, and there is a PvP burst risk as well. We're not against the idea in theory and might try it at a future date once we have more information about what the 5.2 changes do to Elemental overall.
I also bet you did not test both Titan's Grip and SMF, since both do substantially different in Raids.
We treat SMF and TG (and also DW and 2H Frost) as separate specs for purposes of our testing. Nowhere do we see
Hinrichten
anywhere close to the percentage of damage you're suggesting.
That said, several warriors have asked us to nerf Execute instead of the numbers we did hit. We might still do that, but Execute damage is a scary thing to mess with at this stage because it can cause relatively-hard-to-predict changes to priorities and damage between TG and SMF. We'll consider it though.
Yeah, that's whining, STOP MESSING UP OUR CLASS!!!
Our only recourse after we've asked you not to whine is to ban you. Sorry.
The fact that the reason behind the nerf was totally false.
You're conflating two issues. Stampede had a bug causing it to do too much damage, which we eventually found and fixed. At the same time, we also wanted to tone down all of the "because I'm immune to everything I'm going to come beat your face in" cooldowns. We deeply regret having so many "I'm immune to everything" mechanics. We don't think they are good for PvP overall, even though it can be fun to beat someone's face in while they have no recourse.
Anything uncounterable is probably something we are trying to phase out in PvP.
Blizzard seems to be unable to admit that having
as baseline for Paladins was a mistake.
Sorry, we just don't think it was a mistake. If you go back and look at a lot of the feedback about haste for paladins, many players like how haste feels. They like how well it ties into their active mitigation. We don't think there was any mistake here. We just have to make sure (long-term) that avoidance still has some role for tanks. We reduced the proc chance of
Oberster Kreuzfahrer
because we also allowed it to be caused from dodge and parry, which helps to make those stats somewhat more attractive.
There are numerous, serious issues with multiple different healer specs/classes. All of them are essentially being brushed under the rug so 5.2 can go live on schedule.
If we, the developers, though there were numerous, serious issues with multiple specs, we would delay the patch. We are fortunately in a position where we can do that and we do it all the time (heck, with almost every product we release). There are some players out there with concerns, and that is their prerogative, but it's also pretty par for the course for any of our major patches or expansions. We think things are pretty close.
with buffs to warriors/dks/rogues I only see the gap between us and other melee getting even larger.
We need evidence to evaluate claims like that. Unfortunately, as I've said, 5.1 evidence isn't super useful at this point.
If they make our cooldowns lower, damage without cooldowns becomes less of a concern
Yep. There is nothing inherently stronger about sustained damage than burst damage, provided the end result is the same (and often the opposite is true). There are encounter specifics that throw that out of kilter, such as the frequency of burst windows and the length of the fight, but in general we like those complexities because they help prevent every class from behaving exactly the same way. When CDs are too long, then the risk of things getting out of kilter are increased - consider the example of a 10 minute cooldown, that will rarely ever get used more than once per fight. We think a 2 min CD solves the problem sufficiently. Your DPS at any given second won't be the same as everyone else's -- this is a good thing -- but integrated over the course of a fight it will be close, again taking into consideration that we like variation among encounters.
Even including the 4-piece T15 bonus and boosted stats, I'm simming that 2/2 upgraded T14 gear is outperforming T15 gear of equivalent difficulty levels because of the reduced CD on an incredibly buffed
Sühne
. This is an issue.
We have considered nerfing the priest T14 set bonus to 1 sec off of Penance (under the argument that Penance is more powerful now) and just reducing
Sühne
by 1 sec baseline. That undoes a little bit of the first part of my argument, but
Sühne
is a fun spell and a single-target one at that.
Tiriél is also correct that partially it's just a comparison between upgraded heroic 5.0 gear and normal 5.2 gear ilevels.
No. I can reproduce this consistently (100% of the time) on the live server. Steps to reproduce (at least on live, I will verify whether this still exists on PTR):
Okay, that sounds like it is just the tooltip and not the damage itself, but we'll still check it out. Tooltips can only be so accurate since so many things affect spell points these days.
Know Thy Enemy: Portrait of a Thunder King
Nethaera
Pandaria is a land rife with both a tragic and inspiring history. Its denizens have overcome many trials and tribulations rising beyond it to become masters of their own destiny. But, destiny has a way of changing and history is always in the making. As Pandaria emerges into a changed Azeroth, the surviving mogu stir and begin their plans anew. They crave the domain they once held, and, to regain it, they will sweep usurpers and invaders alike into the dust.
In the upcoming patch, a threat the pandaren had thought long buried will reemerge in the form of the once powerful mogu leader, Lei Shen. Joined with the power of the Zandalari, the mogu seek to once more exert their dominance over Pandaria. It falls to the heroes of the Alliance and the Horde to lend their aid in stopping the newly resurrected tyrant and his Zandalari allies.
It’s been a long journey since we first stepped foot in Pandaria. We’ve met the formidable and resourceful pandaren, made friends (or enemies) with the hozen and jinyu; we’ve faced the threat of the mantid, and unleashed long buried horrors upon the land in the form of the sha. But, amidst all of this, there was an even more insidious threat to take notice of. Layers upon layers of conflict can be found on the continent, including the situation involving the mogu and their once and perhaps (more frighteningly) future emperor, Lei Shen.
THE FIRST EMPEROR: LEI SHEN
There is much to be said of the ways of the mogu. They are a race that covets power and their history is written in the blood of their enemies. In the past, warring clans and kingdoms fought for dominion over parcels of land, each looking to gain the upper hand against their neighbors. At least, this was the way of the mogu until Lei Shen, who through his own power and cunning became the greatest of the mogu. Born during the Age of a Hundred Kings, Lei Shen was the son of a warlord and possessed a strength that commanded respect from the other mogu. He went on to do what many thought impossible; he united the mogu kings beneath him and declared himself emperor.
Once united, the mogu swept across Pandaria, conquering and subjugating all of the other races—until he encountered the mantid. Knowing the mantid would never bow to his authority, it was Lei Shen who ordered the building of the Serpent Spine to span the length of the empire. The Lorewalkers have been diligent in chronicling the history of Pandaria and have this text on record:
THE THUNDER KING
It has been written that when the great Lei Shen first looked upon the lands of the mantid, he did not feel fear, but inspiration.
As he began to unify his people under a single banner and subjugate the other races of Pandaria, he knew that the mantid would never succumb to his authority. They spoke his language, the language of strength. He commanded his slaves to construct the Serpent's Spine, a magnificent wall that spanned the length of the empire.
It would take many generations to build. But Lei Shen knew how to motivate his subjects. Fear. Fear of the mantid moved mountains, raised armies, secured his empire, and built his wall.
It was also Lei Shen who unified the language and built the awe-inspiring structures found throughout Pandaria, including the extravagant palaces in the Vale of Eternal Blossoms.
THE FUTURE THREAT FOUND IN THE PAST
There is much more to be learned of this great enemy. Even now, the
Golden Lotus
works to ensure the safety of the
Vale of Eternal Blossoms
. Heroes who have fought with the Zandalari in Kun-Lai’s
Valley of Emperors
know first-hand that Lei Shen has been risen. The former tyrant lives again and seeks to reclaim his former glory. If you wish to know more, travel to
Kun-Lai Summit
, speak with the Golden Lotus, brave
Mogu’shan Vaults
, and keep an eye on the ongoing research of the
Lorewalkers
. Arm yourselves with knowledge of your enemy, and you’re sure to rise up victorious, because if you fall, all of Pandaria may fall with you.
See also: The Tomb of Secrets in Kun-Lai Summit-
Breaking the Emperor’s Shield
on Wowhead and
WoWpedia
-
Know Your Lore: Who is the Thunder King
on
WoW Insider
. (May contain spoilers.)
*Danielle “Nethaera” Vanderlip is a Community Manager for World of Warcraft, and easily gets lost indoors (even when she has a map). Dungeon Finder runners, you have been warned.
PTR Raid Testing
Watcher
On Thursday, February 21, through Monday, February 25, we will be testing the 25-player Normal raid encounters in the Throne of Thunder.
Each encounter should be available at approximately the listed times below for all Public Test Realms.
Thursday, February 21
Jin'rokh the Breaker - 25 Player Normal
11:00 PST (14:00 EST, 20:00 CET)
Tortos - 25 Player Normal
13:30 PST (16:30 EST, 22:30 CET)
Ji-Kun - 25 Player Normal
15:00 PST (18:00 EST, 00:00 CET)
Durumu the Forgotten - 25 Player Normal
16:30 PST (19:30 EST, 01:30 CET)
Friday, February 22
Council of Elders - 25 Player Normal
11:00 PST (14:00 EST, 20:00 CET)
Megaera - 25 Player Normal
13:30 PST (16:30 EST, 22:30 CET)
Primordius - 25 Player Normal
15:00 PST (18:00 EST, 00:00 CET)
Dark Animus - 25 Player Normal
17:00 PST (20:00 EST, 02:00 CET)
Monday, February 25
Horridon - 25 Player Normal
11:00 PST (14:00 EST, 20:00 CET)
Iron Qon - 25 Player Normal
13:30 PST (16:30 EST, 22:30 CET)
Twin Consorts - 25 Player Normal
15:00 PST (18:00 EST, 00:00 CET)
Lei Shen - 25 Player Normal
16:30 PST (19:30 EST, 01:30 CET)
As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session, change the boss being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.
Important Testing Notes
Q: How do I get into the raid zone?
A: At the northeastern edge of the swamp on the Thunder King's island, there is a Shado-Pan camp in a small cave. A sewer grate in this cave will take you directly to the zone-in point for the raid zone. (As more of the island unlocks, players will be able to access the main gate directly.)
Q: What gear do I use to test the raid?
A: As we did for Beta raid testing, we will be scaling players' gear inside the raid in order to facilitate testing. Gear will be scaled (up or down, as appropriate) for the purposes of testing the encounters, depending on difficulty and their location within the zone.
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