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Mage Changes 1.11

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  • Business & Finance Moderators, Entertainment Moderators Posts: 32,387 Mod ✭✭✭✭DeVore


    I signed up for a Wizard, a magician, a glass cannon who was fragile but who could immolate a room in seconds. The threat attraction is ok by me, I´ll deal with it but the DPS is pants. We´re rocket launchers, thats all.

    What about a familiar? Doesnt have to be a pet but could add int and have a harmful side affect if it dies (with low hit points so it couldnt tank).
    What about a reverse blink, the ability to bring objects close to yourself. What about flight? Even EQ gave us that!
    What about a bit of imagination and colour. I´m not looking for something to improve my 35.46% hit rate against 56% resistant mobs in MC (ngggh nerdism).... I´m looking for something a bit more colourful and NON combatative. Its not all about killing things you know!

    As for my guild and the AOE rule... too many wipes in SM and ST when a mage got frustrated with point and shoot and decided to stretch his power only to find it bought the wanderers and linked mobs crashing down on their heads.

    This respec is like reorganising the deckchairs on the titanic imho. In fact it seems on the balance of things to be yet another nerf overall. Stunningly poor handling by Blizz too, shoved to the end of the reviews, done with another class too and then palmed off to IGN to announce. I´ve ditched my mage now and rerolled a Tauren druid which seems a lot more versatile and challenging.

    DeV.


  • Registered Users Posts: 14,181 ✭✭✭✭Jim


    Warriors, Rogues, Warlocks all haven't had their review yet, so it wasn't pushed to the end.


  • Registered Users Posts: 6,810 ✭✭✭DRakE


    Shatter affecting all spells is a major buff..

    cant wait to do my elemental build! no pom for the lose tho :(


  • Business & Finance Moderators, Entertainment Moderators Posts: 32,387 Mod ✭✭✭✭DeVore


    They give with one hand and take with the other. The new review details they have released look better to be fair but its still deckchairs on the titanic.

    The mage has little or no real PURPOSE as such. We dont tank, we dont heal, most classes can CC, we dont DPS as well as locks, wars, rogues, shamens.
    As one of the posters said "I wanted a glass cannon, not the manager of a McDonalds!" regarding the water and food vending.

    Evocation will help a lot though, at least it will allow us to go nuclear occasionally and do some damage before we get horsed out of it by the threat we can produce. In fact, thats the most useful thing I do in guild instances, I produce threat and can pull the mobs to me while the tank gets healed etc.
    Pyroblast, BW, CoC and a few instants and just about any mob will be on me like **** on a blanket. Spam mana shield and wave bye to my mates usually :) but at least it can prevent a wipe if the tanks are getting walloped and\or the healer is being chewed on. Since my character is called Poket, we refer to the move as Poket Roket Goes Defcon 1 :)

    I DO like my mage, but after a while you begin to feel like you are along to fill a spot with some DPS and added sheep. And for the portal home at the end :)

    Giving us a 200 armour buff just tells me the devs dont understand the mage char at all. I dont want armour at all, I´m perfectly happy with the idea that if the mob gets to me I´m dead in melee and 200 armour isnt going to do **** about that.
    give me something like being able to create 4 mirror clones of myself each being dispelled with they take damage.... anything other then ooooh a 3% plus to our DPS....great!! I´m a f*cking mage, make me magical yeah? :)

    DeV.


  • Registered Users Posts: 14,181 ✭✭✭✭Jim


    You have loads of different uses, not 1 specific one though.

    You have probably the best CC out of any classes, plus the best AE. You can dps if you push yourself and play it right (I have seen mages being top of the dmg meter in raids). Plus the dispensing thing....but we know they're not a big fan of that.

    You're probably more usefull than hunters and in some cases locks. But yes I do agree that the patch kinda sucks.


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  • Legal Moderators, Society & Culture Moderators Posts: 5,400 Mod ✭✭✭✭Maximilian


    What I would love would be some kind of suicide bomb spell. Maybe call it "Cataclysm of Hogger".


  • Registered Users Posts: 4,560 ✭✭✭Ivan


    Full 1.11 patch notes. Translated from chinese apparently. Not sure high reliable they are...

    http://www.myextralife.com/forum/viewtopic.php?id=5098
    1.11 Patch Notes from a leak on a Chinese site. May or may not be real... take with a grain of salt.


    Within Eastern Plaguelands, there will be a new 40 man instance. The entrance may be found deep within Stratholme. You will be able to find the gates to this new instance (which I can't translate the name to) on the left side of Baron Rivendare's Slaughterhouse. This new instance will be a city floating in the air.

    There will be 4 areas. A hatred zone, death magic zone, death rider zone, and a spider zone. There will be 18 monster bosses. Prepare your frost resistance.

    There will be a new set of epic gear for each class. By completing a series of quests for this new instance, players will have access to this 8 piece set.

    -All debuff removal spells will have the mana cost reduced. Lower rank skills will have less mana requirements than a higher rank of the same skill. However, lower rank skills may not remove higher level debuffs. For example, rank 1 of a priest's dispel magic ability can only remove buffs/debuffs that are up to level 50.
    -Fixed a bug where players will not be able to use their abilities after being MC'ed.
    -A lot of tool tips are updated.
    -Hakkar's sons no longer yield Zandalar Rep.
    -Fixed a bug where under special circumstances a spell is cast, if the target leaves the range of the spell, the spellcaster will be stuck in the spellcasting motion.
    -Damage from passive skills now generate the correct amount of threat and will receive the proper threat buffs from talents and items. (guessing they mean thorns)
    -The guards in Silithus will no longer put players who are ooc into combat when they use their aoe skills (i.e. cleave attack and demoralizing shout). Casting redemption, resurrection, etc. will no longer cause these guards to attack you.
    -All flightmasters throughout the world have been slightly buffed. The flightmaster's guardians can no longer be crowd controlled.
    -Totems will now correctly generate threat. A certain shaman skill will no longer cause the threat of totems to raise the shaman's threat.
    -Corrected certain water zones that allowed breathing despite not having air bubbles.

    PVP Battle Grounds
    The amount of honor acquired from winning or losing the game will greatly decrease. However, whenever a point is scored, the amount of honor gained will be greatly increased. If there aren't enough players for a game, there will be no rep or honor gain from this game at all.

    Druids
    Abolish Poison - Mana cost slightly decreased. But will no longer be able to cure poisons above level 50.
    Destroy - Fixed a bug where this move will be dodged, parried, or blocked. (no clue what this skill is - direct translation)

    Hunter
    Feign Death - Fixed a bug where a Damage of Time will cause the FD to be resisted
    Distracting Shot - This shot will not have a mocking effect as opposed to generating a high amount of threat.
    Viper Sting - Will now correctly receive a bonus from spell damage.
    Multi-Shot - Will now correctly receive a bonus from spell damage.
    Scatter Shot - Is now a skill available to all hunters at level 30.
    New Talent - Calm - will replace scatter shot. Using this skill will instantaneously reset the cooldown for aimed shot, multi-shot, and arcane-shot. 10 minute cooldown

    Mage - Due to the many changes, all talent points will be refunded. Evocation trainable at lvl 20.
    - Arcane explosion instant without talents, talent removed.
    - Mana shield redesigned, now reduces damage taken by the mage, but
    has a 30 charge limit. While mana shield is up, mage is not affected
    by mana burn or mana drain, but those attacks will destroy mana shield
    very fast.
    - Frost chills will now suffer from the 15 second diminishing effects.
    - Frost spells will now correctly receive damage bonus from curse of elements.
    - Lower ranks of polymorph will not affect higher level targets.
    - Counterspell cooldown lowered.
    - Flamestrike direct damage increased, DoT lowered, total damage
    remains the same.
    - Arcane power now creates a cooldown equal to its duration,
    preventing it from being used together with trinkets like ToEP and
    ZHC.
    - Dampen Magic and Amplify magic now will decrease or increase magic
    and healing effects by percentage.
    - Detect magic duration increased.
    - Ice armor wnow reduces all physical damage taken, increases frost
    resistance, and reduces damage taken from frost spells. While ice
    armor is in effect, chill effects on the mage is reduced, all melee
    attacks against the mage will cause the attacker's attack and movement
    speed to be reduced.
    - Mage armor now reduces all spell damage received, increases all
    magic resistances. While mage armor is up, all hostile spells have a
    chance to be reflected. Mage armor can't be dispelled or purged.
    - Fire ward will now absorb a higher amount of fire damage. While fire
    ward is up, mage will not be affected by impact or blastwave slowing
    effect.
    - Frost ward will now absorb a higher amount of damage. While frost
    ward is up, mage will not be affected by frost nova or frostbite, and
    will be immune to freeze traps.
    - Frostbolt's chill effect will now slow less, but will last longer.
    - Lower rank spells have a lower chance to proc frostbite, ice armor
    will no longer proc frostbite.
    - New spell: Steal magic. When activated, next non-AoE spell cast on
    the mage can be stolen, and its effects canceled, but if the spell is
    resisted, it can't be stolen. If the spell is stolen, the mage can
    cast that spell once, damage will be equal to damage received by the
    mage, not affected by damage gear or effects, but can be affected by
    arcane power. Holy spells can't be stolen.
    - Clearcasting can no longer be dispelled or purged. Fixed bug where
    clearcasting would not be used up.

    Paladin
    Hammer of Justice - Effect upgraded, can no longer be resisted.
    Divine Favor - fixed a bug where the buff would not disappear
    Judgement of Crusader - Now properly receives bonus from spell damage
    Judgement - When a target is being judged, he cannot vanish or stealth. (WTF!!!!!!!!!!!!!)
    Redemption - You will no longer be able to use lower ranks of this skill once higher ranks are learned.
    Divine Intervention - Can no longer be used on MC'ed units (Razorgore???)

    Priest
    Touch of Weakness - Different ranks of this skill will no longer stack.
    Blessed Recovery will now 5/10/15% healed over time instead of the original 8/16/25%.
    Feedback - The shadow damage that this skill does will now slightly increase.
    Desperate Prayer - Will not properly receive bonus from +healing items and talents.
    Ressurection - You will no longer be able to use lower ranks of this skill once higher ranks are learned.
    Mind Control - When the target takes damage from the caster, there will be a chance that the mind control will break.

    Rogue
    Rupture - Fixed a bug where this skill was dodged, parried, or blocked.
    Sap - Fixed a bug where lightning shield will break stealth when the rogue casts sap.
    Blind - can now be properly resisted (WTF!!!)
    Adrenaline Rush - while the amount regenerated will not change, the matter of regeneration will change (meaning not 40 every tick).

    Shaman - Due to the many changes, all talent points will be refunded. Blah blah blah
    I'll do this later

    Warlock
    Summon - When the target is "too close" to the warlock, he/she may not be summoned
    Shadowburn - Fixed a bug where the warlock would not receive a soul shard when the target receives too much damage from shadowburn.
    Soul Link - When your pet takes damage, the warlock will now appropriately take a portion of the damage.

    Warrior
    Whirlwind - Corrected so that the next 3 attacks will receive the +hit bonus
    2h Specialization- Now increases the chance to hit by 1/1/2/2/3% and damage increased by 1/2/3/4/5%.
    Enrage - This talent has been redesigned. When enraged, the warrior's damage will increased by 8/16/24/32/40%. Each successful hit will reduce this by 1/2/3/4/5%. Effect lasts 12 seconds.
    Bloodrage - This talent has been redesigned. When the warrior is victim to a crushing blow, his maximum life will increase by 2/4/6%.
    Duel Wield Specialization - In addition to the damage gain, the warrior's chances to hit will also be increased by 1/2/3/4/5%.
    Charge - Fixed a bug where the warrior can charge a target who is out of range. In addition, charge will now remove all movement impairing effects on the warrior.
    Intercept - Fixed a bug where the warrior can intercept a target who is out of range. In addition, charge will now remove all movement impairing effects on the warrior.
    Berserker Rage - The warrior is immune to death coil but is still susceptible to damage
    Death Wish - The warrior is immune to death coil but is still susceptible to damage
    Recklessness - The warrior is immune to death coil but is still susceptible to damage
    Mortal Strike - Will now properly affect life-leeching abilities (i.e. shadow embrace).

    [edit]
    Apparently its a complete fake
    [/edit]


  • Registered Users Posts: 2,327 ✭✭✭NeoSlicerZ


    Complete fake.


  • Registered Users Posts: 5,982 ✭✭✭Caliden


    your reply is late by about 8 hours neo ^^


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