Re: 4.2 patchnotes



On Wed, 29 Jun 2011 12:18:39 +0100, Catriona R wrote:
On 29 Jun 2011 09:54:05 GMT, Urbin <urbin@xxxxxxxxxxxxxxx> wrote:

However, if a visible player gets too close to the target creature, the
creature will remember and attack the player when the crowd control
effect wears off.

Does this mean that you can proximity pull a CCed mob? I read this as "you
walk by the sheep, it will come after you when cc breaks". Or does it just
mean that sheeping a mob will not make it forget who it attacked before
being sheeped.

It sound to me the same way as you're reading it, I'll have a play
once I'm on live servers and see if it's so. Makes sense if so, it'll
be kinda like Sap then.

Ah, I hadn't realised a sapped mob would still aggro on people walking past
it. I had assumed it would go for the rogue who had sapped it, like a broken
sheep typically heads for the mage.

Death knights, paladins, and warriors no longer receive any bonus to
their chance to dodge from Agility. Their base chance to dodge is now a
fixed 5%.
Death knights, paladins, and warriors now receive 27% of their Strength
bonuses as parry rating, up from 25%. This conversion still only applies
to Strength above and beyond their base Strength.

Does this make Agi totally useless for those classes? Or are there gains
other then dodge these classes get from agi?

I believe they still get crit from agi? It's certainly a very weak
stat for them, but would have uses at low levels where there isn't
much crit rating gear... the odd "of the Tiger" piece would be useful
then.

Yeah, I'll take agi when it's on a Str piece but I certainly won't replace
Str with Agi.

Innervate now grants an ally target 5% of his or her maximum
mana over 10 seconds, but still grants 20% of the druid's maximum mana
over 10 seconds when self-cast.

That sounds like a major innervate nerf for others, or am I misreading this?

It may be a buff, depends if 5% of the target's maximum mana beats 20%
of the druid's base mana

Why do you say "base mana", the sentence above clearly states that it
returns 20% of the druids maximum mana. Or am I misunderstanding something?

which is pitiful, frankly! I suspect in the
case of many healers, yes, it will. My bear has 23996 mana with
obviously no int gear

Yes, for a feral druid base mana and max mana would obviously be fairly
similar, so in those cases, it may well be a buff for a healer. But a resto
or moonkin druid likely has a mana pool of similar size to that of other
casters.

so 20% of that would be about 4800 mana.
4800*20 = 96k, so any target with over 96k mana, it's a buff. Very
rough maths there, probably missing something lol :-P

No, I think for a feral druid your calculation is right. But do tanks break
out of bearform to innervate a caster often? They'd lose all rage and be
pretty vulnerable until they shifted back... of course when the healer is
OOM this may be the lesser evil compared to getting no more heals.

On my bear tank I'd usually use innervate on the healer in between fights so
I can pull the next group without us having to wait for the healer to drink.
Of course he is only 65 so most fights don't last long enough for the healer
to go OOM during a fight.

Feral

Bear damage abilities were scaling too fast with higher gear levels
compared to other tanks, so the following balance changes have been made.

Right, nerf bear tanks :-(

Reading the details, it's a buff for lowgeared ones, since the base
damage on every ability is increased, and the attack power scaling
decreased. I'm suspecting my bear in his blues and greens will gain
from this :-)

You are right. Though the question is at what level/item level the "break
even" point is. Very low level druids will certainly profit. Will my level
65 bear or a level 85 in questing greens/blues get more with the old or new
system? I can't tell.

Keys which may still be of use to players will be transferred to regular
inventory space.

Why, oh why. They could have just removed the icon from the menu bar but
left the keyring in the game with a keybind to open it. As if we had bag
space to spare :( And now I'll have to remember to fetch the appropriate key
from the bank if I want to visit some of the old dungeons.

Apparently all dungeons will no longer require keys, it's just stuff
like ethereal prison keys, coffers keys in BRD and the like

I recall a list of keys that would remain and I seem to remember that there
were a number of keys for BRD that were not "consume on use" like the coffer
keys, but I might be wrong. On second thought, one I remember was the bar
key and that *is* consumed when you open the door with it.

so it won't hurt when you want to go to a dungeon, just be a nuisance at
the lost space for stuff I keep for old times sake.

Ah well, I've thrown out so many keepsakes that I won't cry over keys that I
don't need to get into somewhere, I'll readily throw them out.

Cheers
Urbin
--
Dun Morogh-EU (PvE) | Juran (65), Druid
Urbin (85), Hunter | Surana (75), Mage | Greeta (65), Rogue
Mymule (85), Warlock | Kordosch (75), Deathknight | Gera (26), Paladin
Sunh (80), Priest | Taalas (85), Shaman | Vargal (42), Warrior
.



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