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Posts with tag 201

Totem Talk: Enhancement 201, spell selection

Rich Maloy is currently working on a distributed processing application called SimIt!@HOME which will calculate all possible enhancement shaman spell rotations for any possible situation given any gear combination. The application will also have an option to calculate all potential scenarios in which "sim it" is a half-a** answer but you should say it anyway.

If I told you the enhancement shaman basic spell rotation was: SR, FE, SW, MW5_LB, MT(0), LS(1), ES_SS, SS, FS, ES, LL, FN would you run away screaming?

What if I told you that was just for single target boss encounters and there's a different priority for boss fights that require changing targets, another priority for boss fights with heavy adds, and yet another priority for trash mobs. Scared yet?

It's OK. Please come back. This is what we Enhancers have bouncing around in our head. I'll make everything alright by breaking it down into a few easy-to-remember chunks. Because we all like chunks.

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Filed under: Shaman, (Shaman) Totem Talk

More "leaked" 2.1.0 patch notes

Update: aside from being a dupe post, these are definitely fake.

We posted recently about some potential patch notes for the upcoming 2.1.0 content patch, and now Ming's got vastly expanded "leaked" patch notes. I put "leaked" in quotations because these don't feel quite legit to me -- the language just doesn't scan like official Blizz language. Now for all I know they're less careful with wording for pre-release in-house notes, and these may be for real. They do agree with the previous allegedly leaked notes on most points, like armor for Tree Form and Feral Fire to be usable in feral forms without a talent. The moonkin aura boost, to allow mana regen from spell crits, is a talent in these notes ("Improved Moonkin Aura"). We also have again thread reduction from the "reach" talents ("Shadow Reach" and "Nature's Reach," both with 5%/10% threat reduction). If so, it would give some much-needed aggro control to both builds (boomkin and Shadow Priest).

There's one change that Ming emboldened and tagged with "WTF," and I'm going to have to agree with him on that. It's for Hunters: "'Improved Feign Death' has been changed to give "Feign Death" a 50/100% to remove all harmful effects." Depending on who you ask, Hunters may or may not have trouble in PvP, but this seems to be clearly overpowered, especially for a talent that's relatively early in the tree (requires 15 points). As a 41 point talent, I would still think it was a little overpowered: remember, Feign Death's CD is only 30 seconds. The rest of the Hunter changes are mostly needed Survival buffs, but this one...not so needed, in my opinion.

This also has some changes we knew were coming (Black Temple, BG gear matching), as well as some fixes for bugs that have annoyed us recently, including Surge of Light, player pet aggro on feign death, identical bonuses from items not stacking, and Cut Citrine, among others. Engineering has its expected overhaul, and, interestingly, a profession (presumably a secondary one) has been added to craft drinks that restore mana. The way it seems to work is you buy empty bottles from vendors, go to various places around the world, collect the water from there, and probably combine it with other reagents to craft your manajuice. This is a very welcome change for me; the disconnect between food being craftable and water being not craftable has always seemed odd.

At any rate, full "patch notes" are after the cut, and they're quite long. What do you think, once you've gotten done reading through them?

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Filed under: Patches, News items

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