Arcane is good in PvE atm but *!@#ty at PvP. Its only sucky PvP spec thats why it must be better in PvE. Fire 50/50 Frost 40/60 Arcane 80/20 PvE/PvP. So nerfs in PvE will destroy Arcane... This is fact. No one wants to play on broken spec...are you blind? take a look at the changes to arcane, they're DOUBLING the damage bonus from arcane charges, and you're whining?
Arcane Blast's damage has been reduced by 22.2% and mana cost has been increased to 1.66667% of base mana (was 1.5%). Arcane Missiles's damage has been reduced by 22.2%. Arcane Barrage's damage has been reduced by 13.6%. Arcane Charges now stacks up to 4 times (was 6), increases damage by 50% (was 25%), and increases mana cost by 150% (was 75%).Nerf to base damage... Huge mana cost... I think that is nerf rather then buff... Yes Im not blind I did see the charge buff... You will already ran out of mana at 3th charge... So I take that as a Nerf...
With the Summon Gargoyle for Unholy Death knights, will there shadow damage be increase by our Mastery: Dreadblade?
Why on earth would they switch reflection and sandstorm on the idol. This makes Stoneskin completely useless as sandstorm has the same result.
have they said anything about the release date?
There was a blue post last week that said they are planning for March 5th as the release date for when the 5.2 patch goes live... Given how bad my experience was in LFR, existing bugs for hunter not being addressed, and the much-hyped Direhorn pet family sucking so bad that there is basically no point to the family other than looking cool, I was actually hoping they'd postpone it until more of the kinks got worked out, but I guess they do have a schedule to keep and are probably telling themselves "We can always hotfix it later."... I didn't realize that they were adding 5.2 PvE patterns to LW/BS/tailoring, which is yet another thing for me to make a grumpy face about... LW has nearly 200% the number of new PvP patterns to learn as BS/tailoring will, PLUS PvE gear, all on a single daily cooldown? >_<;;; Wowhead search shows either 82-83 LW recipes gained thru discovery added in 5.2 (not sure how we learn the new leather bag and the discovery patterns themselves are world drops), so now leatherworkers have nearly 3 full months of daily research to do while the other professions (tailoring is getting 40, and BS only has to deal with 39 new patterns to discover) are around the 1.5 month range... At the very bare bones minimum, they need to unlink the two new CDs they are giving us so we can learn 2 patterns per day in order to make it fair. This doesn't even take into account that by gating the recipes this way that they've basically eliminated the possibility for the PvP stuff to have any bearing whatsoever since there will be up to a 3 month wait to learn any single specific pattern...
I had been hoping this patch would make Fire a competitive Mage spec again. Because Although it's spike damage is pretty epic, over the long haul it's pretty easy to be out dps'ed by an arcane mage in half the gear, and that gives me a sad. But, at least they took away scorch from non-Fire specs, which, sucks to be them. Maybe that in and of itself will make the difference, since they'll run out of mana pretty fast trying to maintain 6 stacks.
"Upon reaching level 20 and level 60, characters will automatically receive a new quest directing them to visit the racial riding trainer and mount vendors."Level 60? What about level 40?Cheers.Well you go to the same vendors and trainers and you do get a prompt when you level to 40 that you can get the next level of riding...I guess Blizzard thought that was sufficient?With the Summon Gargoyle for Unholy Death knights, will there shadow damage be increase by our Mastery: Dreadblade?Gonna go on a limb and say yes, if only because that seems to be the case for pets conjured by DKs (see: Gurthalak)
Arcane Blast's damage has been reduced by 22.2% and mana cost has been increased to 1.66667% of base mana (was 1.5%). Arcane Missiles's damage has been reduced by 22.2%. Arcane Barrage's damage has been reduced by 13.6%. Arcane Charges now stacks up to 4 times (was 6), increases damage by 50% (was 25%), and increases mana cost by 150% (was 75%).Nerf to base damage... Huge mana cost... I think that is nerf rather then buff... Yes Im not blind I did see the charge buff... You will already ran out of mana at 3th charge... So I take that as a Nerf...the 3rd charge is equal to the 6th charge before, so i dont really see the validity of your argument, and those changes are merely balancing the most powerful class in the game. if you want to QQ over a slight change, please take it to the official forums where people might actually agree with you.
Heroes can join the war effort and find transportation to Isle of Thunder by visiting the Shado-Pan Garrison in Townlong Steppes on the western shores of Pandaria.I wonder if you have to have Golden Lotus at Revered in order to take advantage of this transportation since Shado-Pan daily quests do not open until then.
like i needed more reasons to hate monks. and they sure as hell not better be able to use there cocoon on an FCWith the Summon Gargoyle for Unholy Death knights, will there shadow damage be increase by our Mastery: Dreadblade?^&*! yeah it is <3
like i needed more reasons to hate monks. and they sure as hell not better be able to use there cocoon on an FC Of course we can use our major healing cooldown on the vital target.
wauw! boomies getting better love to see that :)
wow talk about a big hit to the arcane mage
wow talk about a big hit to the arcane mageNothing new. A lot of these changes (nerfs) for Arcane have been around.(Also I guess this is the last patch note iteration...)
Why buff surv and MM so much? :< I enjoyed my BM with rare pets :( Now with those changes + trink from arch I'm forced to change my play style :(
No love for herbalists. :(I would love to see Golden Lotus operate more like Frost Lotus: Golden Lotus plants occur rarely, but there is a small chance to drop when picking other Pandaria herbs. Frequently, I find there is less and less incentive to actually go herbing any more. So many Green Tea Leaf, and so few Golden Lotus. Hardly worth the effort.We need some love!Suck it up princess. Be thankful it isn't like Wildvine. Rare spawn from limited plants in one zone. Now you have a chance to get a golden lotus from EVERY PLANT YOU PICK. Not just 5% chance to get one from an uncommon plant in one zone. Go farm Wildvine, then come back and cry about how hard golden lotus is to get.Why not just make golden lotus nodes the same as green tea nodes, that way they can sell for 20g a stack rather than 60-150g each. Then you can complain that you can't make any gold on the items you craft, like the +1000 stat for 1 hour flasks. Seriously, pretty much everything alchemy makes using herbs is a repeat sale. People always need health and mana and +stat flasks and elixirs. I carry at least 2 stacks of the +4k intel elixirs on my warlock, I have them macroed in with one of my other spells. I use one on pretty much every boss fight. Or maybe... They can add alchemy flasks from NPC vendors, like they did for gear in the various zones. Nothing like paying a ton of gold to level blacksmithing or tailoring, only to have people buying gear from NPC vendors. Unless you burn through hundreds of stacks of mats to process blue Ilev 415.In other words, the more common the materials are, the less they sell for and the less the crafted items sell for. Be happy that golden lotus isn't a common drop, it means less people will be undercutting your price when you go to sell.