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Thread: 3.2 Patch Notes     submit to reddit submit to twitter

  1. #61
    Coke of Vanilla
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    Eclipse change is interesting. Time to look through my haste/crit for some possible modifications.

  2. #62
    Bagel
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    on the topic on Pallies...

    Will mana return nerf redefine how pallies stack stats? less crits and more SP for higher FoL hots?
    Also, time to go Holy/Prot and enhance SS to make it last longer, work better, etc, even more with the new FoL effect?


    Prot Pallies.. it looks like the simply want them to be the best paladin spec ever. Buffs and tunings all the time, and now they can HoT themselves.. wow

  3. #63
    King Bitcher of Bitchington
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    Quote Originally Posted by Tomino View Post
    on the topic on Pallies...

    Will mana return nerf redefine how pallies stack stats? less crits and more SP for higher FoL hots?
    Also, time to go Holy/Prot and enhance SS to make it last longer, work better, etc, even more with the new FoL effect?
    I'm not too sure. 30% mana return is pretty pitiful if you ask me. It just pisses me off because pally gear seems to have sp/mp5/crit or haste instead of crit. Unless they want holy pallies to focus mp5 and have shit crit/shit haste....

    I guess they probably want holy pallies to not be as cookie-cutter? I don't know. I'll try and work on a mp5/haste set-up before this hits. which sucks cause I have like 2 pieces of gear that's mp5 lol

  4. #64
    Relic Horn
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    I was complaining about WSG rep being slow as hell the other day, but I'm not happy with the short 20 minute time limit. The long 2-2 games with last second FC kills to stay alive were the best.

    The new time limit should preserve some of those moments, and maybe add some new ones. I don't think it'll mean as much in a short game compared to a longer one though. It's the change that I'd most like to see not go live. WSG is my favorite instanced PvP in the game.

  5. #65
    Ridill
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    Quote Originally Posted by Kurp View Post
    I was complaining about WSG rep being slow as hell the other day, but I'm not happy with the short 20 minute time limit. The long 2-2 games with last second FC kills to stay alive were the best.

    The new time limit should preserve some of those moments, and maybe add some new ones. I don't think it'll mean as much in a short game compared to a longer one though. It's the change that I'd most like to see not go live. WSG is my favorite instanced PvP in the game.
    I will forever believe the best battleground game I ever had was in a wsg.

    Basically on my server, ally dominated for a long time, then horde took over for a while, then ally took back over.

    One time, in that 3rd section where ally was dominating again, pretty much all of the best Horde from the time they had dominated came into a game, they had 3 or 4 people that were already HWL (including a drood), and at least 2 more that eventually got it.


    We won 3-2 in about... 9 minutes. That shit was insane, most intense bg I've ever seen, and nobody trying to pull stupid turtle bullshit.

    Hopefully, this will create a whole lot more of that kind of thing.



    Also, any healer nerfs at this point are just way the fuck beyond retarded.

  6. #66
    Sea Torques
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    Quote Originally Posted by Mirelle View Post
    Wtf was the reason to even give us the glyph of Penance if all they were gonna do is just increase the cd up by 2 secs again D:
    Seriously. -_- If the problem is it's being cast *too* much (and why wouldn't we use it all the time? It's a bad ass spell, and the bread and butter of any Disc Priest- well, aside from PW:S everything that breathes sometimes) then seriously, remove the gdamn cooldown change in glyph like they originally were going to in 3.1 and replace it with the +% Crit to Penance. This just seems retarded.

    I ditched my PoH glyph last night and put back the PW:S glyph. Been debating it for awhile anyway, meh.

  7. #67
    Nidhogg
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    Quote Originally Posted by Pendas View Post
    The Badge Change seems a bit drastic IMO.. they should change all Hero -> Valor and Valor -> Conquest to keep at least some kind of gear progression. I'm wondering what kind of goodies we will be getting with Emblems of Triumph though. Either way, now that Conquest is dropping like candy gear should be easier to get, I'm ganna need it after these tanking nerfs.
    I agree more with this. Even though I know Conquest badge gear is a little lackluster it still feels like a kick in the balls for people who try hard to get enough to buy their T8.5 in just the previous patch.

    One emblem jump isn't bad and I would agree is needed to get more people to do heroics, but the double jump to conquest is just... weird. And Triumph from dailies? Guess they're trying to make sure a bunch of people don't get left out when Icecrown comes along.

  8. #68
    Relic Horn
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    Quote Originally Posted by Plow View Post
    We won 3-2 in about... 9 minutes. That shit was insane, most intense bg I've ever seen, and nobody trying to pull stupid turtle bullshit.
    Well, you don't need a turtle to pass 20 minutes. I was thinking of the matches where capping one flag was a huge ordeal and 2-2 took many attempts. I'm not a fan of games where the flags sit in the opposing bases while retards fight in the middle or when teams have 6 guys guarding the flag.

    If the new time limit promotes games like you described, then I won't be upset. We may see first cap and then turtle games though, which would be terrible. :\

  9. #69
    Ridill
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    Quote Originally Posted by Kurp View Post
    We may see first cap and then turtle games though, which would be terrible. :\
    I'm sure that will be the vast majority of scrub games.

    But, hey, cap one and turtle for 15 minutes is a *HELL* of a lot better than "get one capped on you and turtle for 2 hours."

  10. #70
    Relic Horn
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    You do have a point there. Most games I've played in the past month or so have been fairly quick, so maybe I'm making too much about the change.

    Are you still on Bloodlust?

  11. #71
    Ridill
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    I haven't logged on since april, rofl.

    Pally account canceled, actually updating atm to play around on mage tho.

  12. #72
    Relic Horn
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    Ahh, lol

  13. #73
    Ridill
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    My mage is on Blackrock too, so yeah still in bloodlust technically.

  14. #74
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    Quote Originally Posted by Bardlet View Post
    Seriously. -_- If the problem is it's being cast *too* much (and why wouldn't we use it all the time? It's a bad ass spell, and the bread and butter of any Disc Priest- well, aside from PW:S everything that breathes sometimes) then seriously, remove the gdamn cooldown change in glyph like they originally were going to in 3.1 and replace it with the +% Crit to Penance. This just seems retarded.

    I ditched my PoH glyph last night and put back the PW:S glyph. Been debating it for awhile anyway, meh.
    Because it's way to powerful in 2's and 3's. Disc priests that are equally rated as me (about 2k) with equal gear as me are pretty much impossible to 1v1 on my rogue. When I ran RM in 2's, we couldn't kill priests either. 2's have been eliminated by blizzard now, but in 3s it was difficult until we tried a shaman healer, with heroism we can kill a <22k health priest lol.

  15. #75
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    Quote Originally Posted by Boyiee View Post
    Because it's way to powerful in 2's and 3's. Disc priests that are equally rated as me (about 2k) with equal gear as me are pretty much impossible to 1v1 on my rogue. When I ran RM in 2's, we couldn't kill priests either. 2's have been eliminated by blizzard now, but in 3s it was difficult until we tried a shaman healer, with heroism we can kill a <22k health priest lol.
    To be quite honest, I couldn't give two shits about PvP bullcrap. My primary concern is how this is going to seriously fuck me up for raiding.

    I haven't touched Arena, nor do I have any plans to any time soon.

  16. #76
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    Quote Originally Posted by Boyiee View Post
    Because it's way to powerful in 2's and 3's. Disc priests that are equally rated as me (about 2k) with equal gear as me are pretty much impossible to 1v1 on my rogue. When I ran RM in 2's, we couldn't kill priests either. 2's have been eliminated by blizzard now, but in 3s it was difficult until we tried a shaman healer, with heroism we can kill a <22k health priest lol.
    So once again our utility gets nerfed in pve because of pvp issues; Seriously though instead of increasing the CD they should've just stuck to the original plan to change the glyph to crit instead of -2sec CD, problem solved. Blizzard stressed so much on the usefulness of bringing disc priests to Ulduar, then over time they nerf us again and again..

  17. #77
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    I can understand that, but the spell itself sucks in pvp. Kicking it seems useless and it's so fast and heals for so much. If they altered it in those aspects, you'd lose out even more in pve, so be glad this is all they did.

  18. #78
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    Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum.
    There is absolutely no way this will go live, right? The nerfs to DK tanking and now this really just make me cry a little inside. What an awesome ability, even more awesome if it doesn't reset threat.

  19. #79
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    Personally I'm looking forward to the chef's hat buff.

  20. #80
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    Quote Originally Posted by Maguspk View Post
    There is absolutely no way this will go live, right? The nerfs to DK tanking and now this really just make me cry a little inside. What an awesome ability, even more awesome if it doesn't reset threat.
    I don't really see it being OP. Currently paladins have 1 cooldown, that gives us a 2nd one. DK's still have two and can use them in a much more controlled way. In most instances being able to have 30% more health for a duration is better than one hit, example: mimiron plasma blast. In that encounter we'll essentially negate one attack, but it'll keep ticking and the next tick will kill us without heals. Whereas a DK just hits their 2nd cooldown and can survive the full duration.

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