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2010/04/28

World of Warcarft Cataclysm:Goblin racials in WoW Cataclysm

These traits will allow them to jump from nothing to being one of the most powerful World of Warcraft races in the game. Goblins have always been known for their number one racial ability, making money. They are also famous for their engineering skills – like gnomes they own their own branch of World of Warcraft engineering (Goblin Engineering) and have some of the most amazing inventions in the game.

What else can we expect from the Goblin racials? Let’s analyse each one in depth:
Goblin racials

Best Deals Anywhere – Always receive best discount regardless of faction.

Goblins like to make money, so what better racial talent than the ability to save gold? They will always receive good discounts, regardless of the faction of the vendor. Magic for the bank!

Pack Hobgoblin – Calls your personal servant allowing you bank access for 1 minute. 30 mins cooldown.

Your personal assistant, meaning almost unlimited bag space and those long farming missions will become like a dream for miners, herbalists and other grinders. Fill your bags for 30 minutes and then empty them in your Cataclysm bank!

Better Living Through Chemistry – Alchemy skill increased by 15.

Alchemists should rejoice – the Goblins are coming to create potions, flasks and more. Combined with their ability to call up the bank for unlimited access to their herbs etc, this looks like a lockdown for the wow Cataclysm profession choice of goblins.

Rocket Barrage – Launches your belt rockets an an enemy, dealing fire damage. 2 min cooldown.

Depending on the power of this rocket, it could be a gamechanger for new rolling Goblins. Can this rocket be used while stunned? Can it be used while sapped? We wait for World of Warcraft Cataclysm’s release to find out.

Rocket Jump – Activates your rocket belt to jump forward. 2 min cooldown.

This is just like the rocket barrage – if it’s powerful or useful then this could almost be an imba racial for the goblins in World of Warcraft Cataclysm. Otherwise it could be just another wasted racial. We’ll see.

Time is Money – 1% increased attack and casting speed.

Not a game changer, but a welcome boost for all casting Goblins – a 1% inceased cast speed (or even attack speed for melee Goblins) could prove a nice DPS increase in raids.

Cataclysm: Warrior Changes Preview

Kicking things off today is a preview of the changes coming to the Warrior class in Cataclysm. We’ve already heard about the Rage normalization changes, but what else is coming for the Warrior?

New Warrior Abilities

Inner Rage (Level 81)
: Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time. This is a passive ability so it won’t need to be activated by the player. The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don’t want warriors to feel like they’re supposed to pool Rage and do nothing until they hit 100, so we’ll be closely monitoring how this plays out during the beta testing, and making adjustments as needed.

Gushing Wound (Level 83):
This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.

Heroic Leap (Level 85):
This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land. Heroic Leap will be usable in Battle Stance and shares a cooldown with Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to be used in any stance and possibly while in combat. The cooldown for this ability might be longer than the Charge ability, but it will also apply a stun effect so you can make sure the target will still be there when you land.

Changes to Abilities and Mechanics

In addition to learning new abilities, you’ll see changes to other abilities and mechanics with which you’re already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

Heroic Strike will no longer be an “on next swing” attack, as we are removing this mechanic in Cataclysm. To keep the niche of Heroic Strike as a Rage dump, it will become an instant attack, but will cost between 10 and 30 Rage. This ability will not be usable until you have 10 Rage, but if you have more than 10, it will consume up to 30, adding additional damage for each point of Rage consumed above the base 10. Other abilities, such as Cleave, Execute, and Maul (for druids) will work similarly. The goal is to provide players with an option where if you can’t afford the Rage, you don’t push the button, but if you have excess Rage, you can push it a lot.

Battle Shout, Commanding Shout, and possibly Demoralizing Shout will work more like the death knight’s Horn of Winter ability. Specifically, these shouts will cost no resources, generate rage in addition to their current effects, and be on a short cooldown.

Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. The intent is for this ability to be used in multi-target scenarios and not on single targets.

Overall, heals cast by players in Cataclysm will be a lower number relative to players’ health than the current game. So to make the Mortal Strike debuff less mandatory but still useful in PvP, Mortal Strike will reduce healing by only 20%. All equivalent debuffs, including the Shadow priest and Frost mage debuffs, will be for 20% less healing. At the moment we aren’t considering giving this debuff to anyone else, though we will certainly consider PvP utility for historically under-represented specs that use other mechanics.

Sunder Armor will be reduced to three stacks instead of five, and still provide only a 4% reduction in armor per stack. We want to make this debuff easier to apply and less of a damage swing when it falls off.

New Talents and Talent Changes

The Furious Sundering talent in the Fury tree will make the Sunder Armor ability cause 25/50% weapon damage and reduce the threat generated by 50/100%.

The Mace and Poleaxe Specialization talents in the Arms tree will be removed. These provided just passive stats, which are not the kinds of talents we want to design in the future. We will keep the Sword Specialization talent, but it will be changed to a talent that applies to all types of weapons.

As a Fury talent, Booming Voice will increase the Rage generated by shouts.

While we like how Titan’s Grip plays, we recognize some warriors liked the Fury tree because of the really fast swings that dual-wielding one-handed weapons could provide. Therefore, we’re planning to try out a talent called Single-Minded Fury that is parallel to Titan’s Grip and will provide a large boost to the damage of a pair of one-handed weapons.

Several talents that reduce the Rage cost of abilities will be changed to focus on increased damage for those abilities instead.

The new Arms talent called Disarming Nature will make successful disarms cause the target to cower in fear for 5/10 seconds.

Another new Arms talent called Blitz will make the Charge ability hit for extra damage. The amount will possibly vary depending on the distance travelled.

Improved Pummel, a Fury talent, will cause a successful interrupt to generate 10/20 Rage.

Mastery Passive Talent Tree Bonuses

Arms
Melee Damage
Armor Penetration
Bonus Swing

Fury
Melee Damage
Melee Haste
Enrage Intensity

Protection
Damage Reduction
Vengeance
Critical Block Chance

Bonus Swing: This is similar to the Sword Specialization talent that is currently in the game, but Bonus Swing will work on all attacks and with all weapons. You have a chance to proc a free, instant weapon swing that hits for 50% damage.

Enrage Intensity: Every benefit of being enraged is increased. This includes doing more damage/healing/ etc. from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.

Critical Block Chance: As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing’s damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing’s damage instead. There will likely be talents available to push the amount blocked even higher.

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won’t see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.

We hope you enjoyed this preview, and we’re looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

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