
Patch 7.2 - Rogue Class Mount
Today we are taking a look at the Rogue class mount!
Patch 7.1.5 Hotfixes - February 21
Originally Posted by Blizzard (Blue Tracker
/ Official Forums
)
Classes
- Virulent Plague damage-over-time damage increased 67%.
- Summon Gargoyle-- Gargoyle Strike damage increased 50%.
- Dark Arbiter-- Val'kyr Strike damage increased 16%.
- Death Grip should no longer ignore Grounding Totem.
- Virulent Plague damage-over-time damage increased 67%.
- (Marksmanship) Piercing Shot will no longer deal less potential damage when the Focus-cost-reduction effect of the Eagletalon Battlegear (4-piece) is active.
- The Light Saves now triggers when the Beacon of Faith target’s health drops below 50%.
- Shadow Mend now deals appropriate damage to low-level players.
- Shadow Word: Pain (with the Misery talent) is now properly applied to the target when out of range.
- Shadow Mend now deals appropriate damage to low-level players.
Items
- (Hotfix in testing) Skardyn's Grace: The duration of the on-use effect of item has been increased from 20 seconds to 35 seconds, and the amount of Mastery it rewards has been reduced proportionately.
Player versus Player
- Dark Simulacrum's cooldown has been reduced to 25 seconds (was 30 seconds).
- Blood
- Blood Death Knights no longer deal reduced damage in PvP situations (was a reduction of 10%).
- Unholy
- Crypt Fever's damage has been reduced by 15%.
- Damage of Virulent Plague, Summon Gargoyle, and Dark Arbiter has been reduced to offset the baseline increases above, leaving these abilities unchanged in PvP.
- Crypt Fever's damage has been reduced by 15%.
- Dark Simulacrum's cooldown has been reduced to 25 seconds (was 30 seconds).
- Restoration
- Nourish now reduces the cast time of Healing Touch by 0.2 seconds (was 0.5 seconds).
- Nourish will now only apply Regrowth's heal over time effect (was both the initial heal and the heal over time effect).
- Abundance now reduces the cast time of Healing Touch by 5% per Rejuvenation active in PvP situations (was 10%).
- Fixed a bug that caused Nature's Essence to fail to heal on Wild Growths cast in PvP if the Druid had the Nourish or Overgrowth Honor Talents.
- Nourish now reduces the cast time of Healing Touch by 0.2 seconds (was 0.5 seconds).
- Restoration
- Survival
- Caltrops now deals 20% less damage in PvP, and reduces movement speed by 50% (was 70% speed).
- Survival Hunter's PvP Template Agility has been reduced by 2.5%.
- Caltrops now deals 20% less damage in PvP, and reduces movement speed by 50% (was 70% speed).
- Marksmanship
- Healing Shell now heals for its full value in PvP.
- Aimed Shot now deals an additional 5% damage in PvP situations.
- Marksmanship Hunter's PvP Template Agility has been increased by 5%.
- Marksmanship Hunter's PvP Template now has 150% Haste (was 175%), 100% Mastery (was 75%), and 120% Armor (was 100%).
- Healing Shell now heals for its full value in PvP.
- Beast Mastery
- Beast Mastery Hunter's PvP Template Agility has been increased by 5%.
- Beast Mastery Hunter's PvP Template now has 130% Haste (was 100%).
- Beast Mastery Hunter's PvP Template now has 125% Versatility (was 100%).
- Beast Mastery Hunter's PvP Template now has 75% Mastery (was 100%).
- Beast Mastery Hunter's PvP Template now has 70% Critical Strike (was 100%).
- Beast Mastery Hunter's PvP Template now has 120% Armor (was 100%).
- Beast Mastery Hunter's PvP Template Agility has been increased by 5%.
- Survival
- Fire
- Cauterizing Blink's heal has been reduced by 33% in PvP situations.
- Fire Mage's PvP Template Stamina and Intellect have been reduced by 5%.
- Cauterizing Blink's heal has been reduced by 33% in PvP situations.
- Fire
- Holy
- Avenging Crusader once again ignores line of sight when healing.
- Avenging Crusader will now cause Judgment and Crusader Strike to heal even if their damage is absorbed.
- Fixed a bug that caused Spreading the Word to make Blessing of Freedom trigger Cleanse's cooldown.
- Avenging Crusader once again ignores line of sight when healing.
- Retribution
- Retribution Paladin PvP template now has an additional 3% Strength.
- Holy
- Discipline
- Inner Renewal now causes Power Word: Radiance to refund 25% of its mana cost when self-cast (was 50%).
- Discipline
- Assassination
- Fixed a bug that caused Deadly Brew's additional free Wound Poison effect to increase to Kingsbane's damage.
- Poison Bomb's damage has been reduced by 30% in PvP.
- Wound Poison's healing reduction effect has been reduced to 20% in PvP (24% with Master Poisoner).
- Assassination Rogue's PvP Template Agility has been reduced by 5%.
- Fixed a bug that caused Deadly Brew's additional free Wound Poison effect to increase to Kingsbane's damage.
- Assassination
- Elemental
- Elemental Shaman's PvP Template Intellect and Stamina have been increased by 5%.
- Enhancement
- Enhancement Shaman's PvP Template Agility has been increased by 10%, and Stamina has been increased by 5%.
- Stormstrike deals 20% less damage in PvP (was 15% less damage).
- Enhancement Shaman's PvP Template Agility has been increased by 10%, and Stamina has been increased by 5%.
- Restoration
- Restoration Shaman's PvP Template now has 130% Versatility (was 100%).
- Elemental
- Arms
- Arms Warrior PvP template now has an additional 5% Strength, 5% Stamina, and 10% Armor.
- Arms Warrior PvP template now has 150% Versatility (was 125%).
- Arms Warrior PvP template now has an additional 5% Strength, 5% Stamina, and 10% Armor.
- Fury
- Endless Rage now increases the duration of Enrage by 1 second (was 2 seconds).
- Arms
- Destruction
- Chaos Bolt's damage has been increased by 25% in PvP situations.
- Reverse Entropy reduces the cast time of Chaos Bolt by 0.25 seconds in PvP situations (was 0.5 seconds).
- Backdraft reduces the cast time of Chaos Bolt and Rain of Fire by 15% in PvP situations (was 30%).
- Chaos Bolt's damage has been increased by 25% in PvP situations.
- Demonology
- Demonology Warlock's PvP Template Intellect has been increased by 5%.
- Demonology Warlock's PvP Template now has 150% Haste (was 100%), 75% Versatility (was 100%), and 75% Mastery (was 100%).
- Demonology Warlock's PvP Template Intellect has been increased by 5%.
- Destruction
Blue Tweets
Originally Posted by Blizzard Entertainment
PvE
have there been any ideas to make galakras in SoO skippable so we can actually solo it. Much like the valithria encounter in icc
Have you tried it recently? Patch 7.1 should have let you bring the drake down with a single cannon. (WatcherDev)
Reputation / Questing
No highmountain tribes in over a week yet we've had the dreamweavers twice, why is this system so screwed up?
In a system with 7 entries, some fortnights you can have the cycle be ABCDEFG|EDFCGBA, A being Highmountain. Because math. (Muffinus)
It would be better to have emissaries set as days to ensure rep dispersion across the factions than having no emissary for a week+
This system already ensures even distribution of all emissaries over time. (Muffinus)
Misc
We have riding mounts, flying mounts and swimming ones. Have you guys ever thought about a new type? Climbing? Leaping?
mounts should be able to roll affixes like items, so you can get a leaping white stallion or a vicious frolicking war turtle (Muffinus)
Ghostcrawler Tweets
Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
What makes wow the best? What is it about wow that no other MMORPG got right?
The biggest challenge in my mind for MMO design is being able to create stuff for players to do faster than they can consume it.
Even WoW can’t solve that problem completely, but it was the closest I have ever seen. WoW always gave players a ton of things to do. Not only were there dozens of quest zones, but you could actually go do them all without having to find a group first. In previous MMOs, you’d hit the point where you’re intended to just go slaughter frogs or whatever to gain the next level. WoW never hit those dry points.
On the other hand, if you did find a group, there were dungeons to run or BGs to jump into. At launch, just looking behind waterfalls or trying to get up cliffs where we weren’t supposed to go was fairly entertaining.
A lot of people, including me, like to point out the ridiculous level of polish that Blizzard puts into games, and I definitely think that is part of WoW’s secret sauce. But for me, the reason I kept playing, is that after Redridge, there was Stranglethorn to explore, and after I got tired of my hunter, there as a priest to try, and after I was sick of UBRS, I could try my hand at LBRS. And then I discovered raiding, and whole new ways to play were on the table. And when I wasn’t raiding, I needed to farm flasks and Whipper Root Tubers or see if I could get the shield to drop in UBRS. Or I could work on my engineering or I could consider grinding factions. Or I could see if there was any PvP happening around Tyr’s Hand. Or try Dire Maul. And just when I was sick of wiping to Naxxramas, an expansion was announced.
Like a lot of players, my WoW-playing started to shift from just logging on to see what was happening to logging on only for raid nights or the like. But I don’t think I would have developed those friendships if I hadn’t already been spending so much time in the game before that point.
I played a lot of games like Civilization, XCOM and Diablo before I discovered WoW, but I felt like I had seen everything there was to see in those games pretty quickly, even though I stuck with them. With WoW, there was always the sense that I was going to discover a new troll ruin or a new rare drop or see some rare spawn for the first time. I also didn’t want to miss out if I heard about my friends seeing all of that stuff the one night I chose not to log in. (Source)
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