Blizzard clarifies combat resurrections for Cataclysm

- These limitations affect raid content only.
- One combat resurrection is allowed per boss attempt in 10-man raids (Rebirth or Soulstone).
- Three combat resurrections are allowed per boss attempt in 25-man raids (any combination of Rebirth and Soulstone).
- Accepting a combat resurrection is what counts towards the total accrued, not the cast.
- Create Soulstone has a 15-minute cooldown.
- Rebirth has a 10-minute cooldown.
The full blue posts are after the jump.
The design for combat resurrection effects has changed a good deal for Cataclysm, and we want to make sure players are clear on how spells like Rebirth and Create Soulstone now function. Rebirth has a 10-minute cooldown and Create Soulstone has a 15-minute cooldown. On raid boss encounters, you can only use one of these combat resurrection spells (so one Rebirth or one Soulstone) per attempt for 10-player raids. For 25-player raids you can use three forms of combat resurrection per raid boss attempt (so three of any combination of Rebirth and Soulstone). The count is incremented as soon as a player accepts a resurrection, so one can always choose not to accept if he or she wants someone else to get the resurrection instead. There is no equivalent of the Sated debuff (which tracks Bloodlust/Heroism usage), but you will get an error message if you try to resurrect too many players, and we might add tracking to our raid interface if there is demand for it. Outside of raid content, you can use as many battle resurrections as you have available.
For those of you currently participating in the World of Warcraft: Cataclysm beta test, please note that this functionality may not be fully implemented as of yet. If you notice combat resurrections are not currently functioning as explained here, this is just a heads-up about the updated design intent behind them.
For those of you currently participating in the World of Warcraft: Cataclysm beta test, please note that this functionality may not be fully implemented as of yet. If you notice combat resurrections are not currently functioning as explained here, this is just a heads-up about the updated design intent behind them.
Quote:
Unless Soulstone is being changed, why does the harder to use combat rez (that being Soulstone, since you have to predict ahead of time who to Soulstone) have the longer cooldown?
Unless Soulstone is being changed, why does the harder to use combat rez (that being Soulstone, since you have to predict ahead of time who to Soulstone) have the longer cooldown?
One thing we're considering with Soulstone is making it possible, in addition to its current functionality, to be cast on a dead player to give them the option of joining the living again.
Quote:
Any word on whether this also applies to ankh, Zarhym? Or is it just rebirth and soulstone?
Any word on whether this also applies to ankh, Zarhym? Or is it just rebirth and soulstone?
I'll... get back to you on that.
*Backs out of thread slowly*
World of Warcraft: Cataclysm will destroy Azeroth as we know it; nothing will be the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion (available Dec. 7, 2010), from brand new races to revamped quests and zones. Visit our Cataclysm news category for the most recent posts having to do with the Cataclysm expansion.





Reader Comments (Page 2 of 5)
Tirrimas Nov 5th 2010 1:12PM
I'm glad they lowered the cooldown on Rebirth and have limited the restrictions to raid situations. The limit as is it exists now is a serious handicap in heroic dungeon runs while learning content as a healer.
benbettis Nov 5th 2010 1:13PM
Whew, poor Zarhym. I can see the tar and feathers now.
This seems to just be blizzard tightening the reigns on a mechanic that's easy to exploit. Not that anyone I know is stacking druids right now... but I see their point I guess. Hopefully they decide to not have this affect Reincarnate, since I'd think that's less of an issue.
Faith Trust Nov 5th 2010 1:18PM
Guess they just don't want to have a 25 man raid full of druids, since ..they can pretty much cover all roles.
Man a pack of wolfs that big would be sweet...
Minos Nov 5th 2010 1:37PM
A little while back, I did an all-druid Naxx10. We only scraped together 6 of us, and half were fresh 80s. There were Rebirths flying left and right!
Fingal Nov 5th 2010 1:21PM
As a Shaman this makes me pretty angry.. Am I irrationally angry?
I'll... get back to you on that.
*Backs out of thread slowly*
Firestyle Nov 5th 2010 2:58PM
I think the issue is that reincarnation isn't as robust as rebirth and soulstone. It's certainly more reliable than soulstone, but definately not robust since it can't be cast on others. With their proposed changes to make soulstones useable on corpses, reincarnation is weak compared to rebirth and soulstones.
That being said, they are likely considering making reincarnation function similar to rebirth (yes, homogenization). But, that's a huge change to the shaman class since I doubt they'd keep the ability to self-res, while making it castable on others.
Either change it and count it, or leave it the same and don't count it.
silentk Nov 5th 2010 8:52PM
The issue here is not just about "bring the player, not the class". The issue is I have 10 raiders on my team, and they all play various classes for different reasons. No 10 man raid stacks druids. The frustration as a raid leader (and a shaman) is that players are unable to use their class tools because of homogenization.
Lets talk about some realities...
1) No top 50 guild takes 10 druids for the battle rez. No top 50 guild NEEDS to cast rebirth 10 times on a single encounter.
2) Casual guilds could TRY to take 10 druids and cast 10 rebirths... if it would help them defeat an encounter, it is not likely to help on realm firsts.
3) Raiders don't walk into encounters eager to die. (And no shaman likes to die for a threat-wipe.) The general idea when you pull is to stay out of fire and kill the boss the way Blizz intended. (We sacrifice a mage to please the wow gods occasionally.)
On the whole, I would be at ease with a higher number for both raid sizes. 2 for 10 man, so raids aren't punished for having a warlock and a druid. 4 for 25 man. Also... reincarnate is not a battle rez.. don't see why it should count. - Just my 2 copper though.
Derrek Nov 5th 2010 1:23PM
As a progression raider, all I have to say is "Bah, humbug!"
zzfive03 Nov 5th 2010 1:27PM
Well.. Obviously we rez spell nerf
So yall need to hide yo ankhs, hide yo battle rez, and hide yo soul stones cause
Aint nobody getting brought to life up in here
Lukeyo Nov 5th 2010 2:06PM
So you can run and tell that Hordeboy!
Ultranator Nov 5th 2010 4:02PM
http://www.youtube.com/watch?v=hMtZfW2z9dw
For the uninformed.
shade780 Nov 5th 2010 4:55PM
so dumb, so dumb, soo so dumb
haha, i died XD
N-train Nov 5th 2010 1:27PM
Just more "bring the player, not the class" that we've been seeing written all over Cata. With Battle-Rezes more limited in Cata, it means you don't have to feel so penalized not having a drood or lock in your raid.
Even so, 1 in a 10 man and 3 in a 25 doesn't seem terribly restrictive to me.
frugality Nov 5th 2010 2:13PM
agree 100%
woshiernog Nov 5th 2010 2:49PM
No matter what blizzard does, raiders will still try to "bring the class". I don't see that mentality going away any time soon.
Copey Nov 5th 2010 3:01PM
Realistically though, how well are you doing as a raid group if you need more than one B-rez (in a 10 man) in an encounter anyway? It’s more like they are just tightening up the skill requirement and making the whole group do better as a team, which is a good thing I think.
Firestyle Nov 5th 2010 4:05PM
I don't see it this way. Rather, I see it as homogenization and basically Bliz is limiting you. This means they are going to balance encounters around 1/3 battle rez per encounter. It reinforces the concept that they expect you to have a druid and/or lock in your raid - if they do it any other way, anyone who brings a druid and a lock has an advantage. You're going to need a druid or lock if you don't have one.
Huga Nov 5th 2010 4:20PM
This. I know the goal is to limit druid stacking - but really all it does it provide an incentive to stack a more useful healing class.
Cyrus Nov 5th 2010 1:27PM
Let me be the first here to join the irate hordes of people saying "Admittedly, this isn't all that huge a change, but it'll screw up something we have long become familiar with, an option which even if it doesn't get used much it's nice to have the chance, and there's no apparent reason for the change at all; why, Blizz?" (Well, I expect irate hordes to phrase it a lot more caustically and irrationally, but I think the message is the same.)
My first thought was that this would mainly matter, and might even be good, if raids include more insta-kill debuffs like Gorefiend's ghost-making thing or Deathbringer Saurfang's fallen champion debuff. But it's not needed there at all; Bliz can just have the debuff persist through death, like those examples do. But maybe they'll create a fight where you *want* one and only one person to die and get rezzed, or three and only three on 25-man - but they wouldn't do that either because it violates "bring the player not the class".
Maybe the whole point is to prevent people stacking druids/locks/shammies for the resurrection. That would be really weird. It's not like anyone does that now, is it?
Ahoni Nov 5th 2010 2:24PM
"there's no apparent reason for the change at all"
Contrary to forum belief, Blizzard doesn't make changes like this for no reason at all. They have a reason, and it goes something like this ...
If there is an ability available that will make the encounter easier, players will use it. If you don't limit the number of battle res available, SOME people will exploit that and stack people who have that ability. This would be a problem for two reasons.
1.) Once it is known that the encounter(s) can be beaten by stacking battle res, it isn't long until it is the accepted way to beat the encounter(s). Once that happens, Blizzard has to balance the encounter(s) around the assumption that you will always have a certain number of battle res.
2.) It goes against their stated philosophy of bring the player, not the class.