WoTLK Beta opt In.

All raids will have 10man settings need I say more...
Blizz finally felt sorry for me being on dial-up.. :)
And I'm still waiting to here from Blizz about WoTLK beta opt-in.
 
Did they do invites?

I'm staying with WoW until Stargate Worlds, and if thats good I'm move to a sci fi mmo... needed a good one for some time
 
All trash, AO was aweful when it came out left a bad taste in my mouth. Eve.... LOL, the game that takes like 3 months to make a ship... LOL... TR was a HUGE failure, it;s a FPS, I really dislike FPS
 
**** SPOILERS AHEAD ****




Played through the DK starting quests last night. Death Knight is a very very bad dude. Doesn't seem like he/she is Horde or Alliance, but truly born of the Scourge. So in a strange way, they started a new faction or made the existing one playable. I guess this isn't completely accurate as depending on your current server alignment you will be friendly with the major horde or alliance cities as your character starts. Some of the early quests disturbed me in their content due to the moral vaccuum which is the death knight. Things change though throughout the course of the starting quests. By the time you hit 57, things are looking normal.

Startoff with a full set of bags and gear. And after your first quest you can do Runeforging which enchants your weapon (self-enchanting?) with various buffs. The cool thing is each runeforge enchant has its own animation.


Starting quests will give extra talent points as well as experience, which makes up for the 55 lvls the character was fast-forwarded. The area is semi-instanced, but not instanced. The surroundings and mobs change as you progress through the story, but everyone else is there as well. I almost wonder if they see what you see and visa versa.

You get a free rez (first-time you die) and then you have to run back the 2nd time. Almost like an shammie insto-rez, but w/o the cooldown (only the runback)
 
So... someone in the Beta PLEASE do me a huge favor and put my mind at ease about something.

Currently I have to bring stacks of mana pots everywhere and drink them non-stop to keep enough mana to sustain DPS on boss fights. With the changes to the Ret tree and the new talent below I would like to know if the mana return is better. Also if someone could clarify the text of the talent and let me know if it means it takes the total damage and splits the mana return between 3 people OR if each of the 3 people get the full 60% of the dmg in mana. I'm already happy about the fact that the mana return will scale with gear and that I could possibly be more useful to the raid but I'd really like to be able to DPS without the NEED of pots. Most other DPS classes have a large mana return ability or don't even use mana.

Judgements of the Wise
Your Judgement spells restore mana to up to 3 group or raid members totalling 60% of the damage caused.

Also if someone could verify Blizzards claim that they have folded the extra dmg bonus of Judgement of the Crusader into "all relevant abilitys". Basically... Does Seal of Command have a higher damage range listed in the tooltip then live? For this to be accurate you'd have to NOT take the "sheath of light" talent. That talent is amazing but it would totally defeat the point of my question which is to find out if in fact Blizzard did increase base dmg values for our attacks. You could also look at nearly any other spell, IE holy shock to see if the base spell does more damage then live. Instant spells should be increased by about 88 base damage if their claim is true.

Patch Notes said:
Seal of the Crusader has been removed. The effects of Judgement of the Crusader have been folded into all relevant abilities.

*Edit* Disregard - I have verified this :)

Example

Consecration (Rank 6) - LIVE
660 Mana
Instant cast 8 sec cooldown
Consecrates the land beneath the Paladin, doing 512 Holy damage over 8 sec to enemies who enter the area.

Consecration (Rank 6) - BETA
660 Mana
Instant cast 8 sec cooldown
Consecrates the land beneath the Paladin, doing 600 Holy damage over 8 sec to enemies who enter the area.
 
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Yes, Pallies are the most OP right now in the Beta. Here is a video someone made shows some of the standard "glitching" behavior of the wotlk ret system. (Disregard the silly intro)

http://www.youtube.com/watch?v=2EjQor6oio8

As for a healadin, Infusion of Light is amazing. You basically get a instant cast Holy Light every time you crit a Holy Shock. And.... it works while you are moving which is crazy. Last night HS crits were hitting for close to 4k in Utgarde Keep and then HL for 8k. So this means that a pally can on a good day heal for 12k+ in a second while moving. Its pretty crazy.

Not having blessing of salvation is weird , but the replacement grows on you. Its nice to be to have hand of salv and kings or BoW at the same time with one pally. I'm glad they seperated it because most of the time salvation is useless unless someone is in danger of pulling aggro. Hand of Salvation seems to work like priest's Fade, but for any target in the party. As someone starts to draw too much aggro you can choose to hand of salvation (doesn't overwrite their current blessing) which decreases threat by 2% every sec for 10 secs. This slowly draws their threat down and helps the tank aggro again. Its pretty handy.

SS from Utgarde. I had to rename when I copied.
http://i75.photobucket.com/albums/i298/josephs2877/WoWScrnShot_072608_004241.jpg
 
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SICK! WowwowwEwow Though everyone is saying that there is a bug that's causing the extra damage. Would be nice though /evil

I'm as giddy as a schoolgirl :) LOL... Now that's not right.
 
It appears that the large judgements in beta are working as intended. They should probably increase the proc chance of Art of War to 30% and reduce the damage modifier to 1.5x instead of 2x.

The new JoC is, 30% weapon damage + 50% Holy spell damage. Plus the damage of the old JoC is grandfathered in. So it starts off at max rank JoC + max rank JotC, at what would have been level 80, dealing a piddly 600 or so damage. Then you add 30% of weapon damage, and a Paladin buffed to the hilt could easily get this to 600 as well. So, our uber-buffed Paladin is going to have roughly 4000 attack power = 1200 spell damage for *another* 600. That's 1800 base, for those keeping score.

1800 * 8 = 14400
14400*1.02*1.03*1.2*1.15*1.075 = 22443

Broken as intended. We can only hope they fix the out of control multipliers rather than castrating the base damage and wrecking Judgements of the Wise in the process.

I could easily see paladins getting over 4k attack power at 80 since you can hit over 3k raid buffed now.

1.02 damage multiplier from improved Ret aura

1.03 damage multiplier from crusade

1.2 damage multiplier from Avenging Wrath or "Wings"

1.15 damage multiplier from new 15% extra crit damage talent "Righteous Vengance"

1.075? I'm not sure where he's getting this 7.5% extra damage. If you take it out it's 20,877 damage. *Edit* I might have figured it out but I think it would be 15% damage not 7.5%. It would come from Vengance.

The chances of all these things happening isn't very high but I'm happy that I could possibly one shot someone LOL.
 
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