Dead Men Walking

Forum Archive 2023 => dMw Gaming => Gaming Archive => World of Warcraft - Dead Men Raiding => Topic started by: Legolei on April 23, 2011, 12:21:08 PM

Title: Patch 4.1: Rise of the Zandalari Features
Post by: Legolei on April 23, 2011, 12:21:08 PM
It's coming soon since the patch notes (http://eu.battle.net/wow/en/blog/2200060) are published.

My personal hightlights:
QuoteMulti-Shot damage has been increased by 250%

Magmaw will become easier :)
and
QuoteRighteous Fury now persists through death

What's your highlight?
Title: Patch 4.1: Rise of the Zandalari Features
Post by: Twyst on April 23, 2011, 01:11:29 PM
All non-damaging interrupts off the global cooldown will now always hit the target.
Tanks can reforge all hit into avoidance or mastery now :)

Raise Ally has been redesigned to be a battle resurrection.
We always seem to have a druid in our group, but having a spare rezzer is always a help.

Death Strike self-healing no longer generates threat.
Makes tanking Victoooooooooooooor easier in P1. Still, I cannot use RuneTap or HS but at least my mainstay self heals and blood shield can be used without fear.
Aside from that it's technically a nerf.
Title: Patch 4.1: Rise of the Zandalari Features
Post by: Grimnar on April 23, 2011, 01:21:25 PM
Cat aoe:
QuoteSwipe (Cat) damage has been doubled.

Could be handy:
QuoteBerserk is no longer on the global cooldown.

And yes my fav:
QuoteDruids should no longer have UI issues after leaving a vehicle.

 
I will love this one for raiding:
QuoteAll non-damaging interrupts off the global cooldown will now always hit the target.
Title: Patch 4.1: Rise of the Zandalari Features
Post by: TeaLeaf on April 23, 2011, 04:23:01 PM
Quote from: GeneralA dead player can now be resurrected by targeting them using the Party or Raid Frame even if they have released. No more hunting for corpses.
Finally, this is history.  I think have totalled up 3 days played just looking for corpses.

Quote from: MagesArcane Blast cast time has been reduced to 2.0 seconds, down from 2.35 seconds. In addition, the stacking effect of Arcane Blast now increases the damage done by Arcane Explosion, and Arcane Explosion does not consume that effect.
Arcane Explosion damage has been increased by 30%.
Arcane Missiles damage has been increased by 13%.
Blizzard damage has been increased by 70%.
Arcane is back and Blizzard (the spell) has finally got some teeth again (think Ez-Cho'Gall).

Quote from: PriestsPriests now innately have 100% pushback protection from damage while channeling Divine Hymn and Hymn of Hope.
Atonement now works with Holy Fire in addition to Smite.
Hymn change is a great one as it is such a long channel time and so often interrupted.  The atonement change is a nice buff.
Title: Patch 4.1: Rise of the Zandalari Features
Post by: TeaLeaf on April 23, 2011, 04:46:09 PM
Hmm, just noticed this one too:
Quote from: WarlocksSoulstone can now be used in combat to resurrect a targeted dead player.
Title: Patch 4.1: Rise of the Zandalari Features
Post by: Azunai on April 24, 2011, 10:11:41 AM
Bout time. So many abilities similar in function have been given to multiple classes, I was suprised battle rez wasn't one of them.
Title: Patch 4.1: Rise of the Zandalari Features
Post by: Azunai on April 24, 2011, 10:14:55 AM
Also, is it me or is that Call To Arms an incredibly easy way for tanks like me to get free goodies? Given the fact I get <10 second queue pretty much always, I guess tank will be the CtA role most of the time?
Title: Patch 4.1: Rise of the Zandalari Features
Post by: Slush on April 24, 2011, 02:14:25 PM
My highlight, lego.. Wil absolutely be:

QuotePlayers will now get bonus rewards 7 times per week (while earning less than 980 Valor Points) instead of once a day when using Dungeon Finder.

This makes it so much easier to be casual. Hope they keep it up for the forthcoming tiers.

Havent been much fuzz around these, but good for alts:
QuoteTwo new custom guild tabards have been added as Guild Rewards. The tabards are account bound and offer a bonus to gaining guild reputation.
Title: Patch 4.1: Rise of the Zandalari Features
Post by: sheepy on April 24, 2011, 03:02:54 PM
damn. looks like im going arcane / frost then....... shame really but i think that arcane mages will be back to top dps closely followed by frost now, with fire only being of limited use
Title: Patch 4.1: Rise of the Zandalari Features
Post by: Legolei on April 26, 2011, 05:17:35 PM
At first I thought that the 4.1 patch was a patch to update content that was too late for Cataclysm itself, but seeing this trailer, I have to adjust that view. It promises a lot of instance fun.

[video=youtube;AfoCq-RssLk]http://www.youtube.com/watch?v=AfoCq-RssLk[/video]
Title: Patch 4.1: Rise of the Zandalari Features
Post by: Sneakytiger on April 27, 2011, 09:07:49 AM
yeah multishot damage up by 250% our crits will be massive
Title: Patch 4.1: Rise of the Zandalari Features
Post by: Slush on April 27, 2011, 09:30:42 AM
Back to the future part 1!

Druid:
# Swipe (Bear) cooldown has been reduced to 3 seconds, down from 6, and is now on trainable at level 18 (training cost has been reduced). In addition, the bonus threat from this ability has been removed and replaced with increased damage done.
# Swipe (Cat) damage has been doubled.
Hunter:
# Multi-Shot damage has been increased by 250%.
DK:
# Howling Blast damage has been increased by 20%. To compensate, the area-of-effect splash now does 50% of the single-target damage, down from 60%. The net result of this change leaves the area-of-effect damage roughly the same as 4.0.6 numbers. In addition, Howling Blast now has a facing requirement.
Mage:
Blizzard damage has been increased by 70%.
Paladin:
# Divine Storm now generates 1 point of Holy Power if it hits (i.e. successfully lands on) 4 or more targets.
Priest:
# Mind Sear damage has been doubled.
Warlock:
# Rain of Fire damage has been increased by 25%.
# Seed of Corruption damage has been increased by 20%.
Warrior:
# Whirlwind now has its cooldown reduced by 6 seconds when it deals damage to 4 or more targets. The Whirlwind effect caused by Bladestorm remains unchanged.
Shaman:
# Fire Nova has been redesigned and decoupled from shaman Fire totems. Instead, it now pulses the Fire Nova effect from each target that is afflicted by the shaman's own Flame Shock debuff. It now damages all enemies except the target hit by Flame Shock. The ability's cooldown has been reduced to 4 seconds, down from 10.

Well, hello there Mr. wotlk heroics.
Title: Patch 4.1: Rise of the Zandalari Features
Post by: Shadowsong on April 27, 2011, 08:39:25 PM
Patch highlights....ermmm. Dunno, haven't read all the notes except for balance nerf and the hunter part.

Guess the highlight is I no longer have to level all of my pets to 85 now, just pick em out of the stables and blam 85 :)
Though I must admit, leveling a pet was fun to do occasionally, gives a feeling of satisfaction when a big yellow light comes of your pet when it comes
running back at you happily.

I only totally misread the glyph change. I realy thought the (minor) glyph of mend pet was going to get changed to increase petsize, but instead it appeared to shrink the pet... Had to spend some gold to get rid of it lol (200G orso, minors are expensive and most of them useless too).

Haven't tried ZG or ZA because my iLvL is too low, but what I've heard it's quite heavy on the healers.

So far no hard feelings for this patch, which is quite rare for me (usualy I see nerfs to the classes I play the most, not realy this time).
Title: Patch 4.1: Rise of the Zandalari Features
Post by: TeaLeaf on April 28, 2011, 07:43:01 AM
Aye it can be super heavy on healers, I noticed I pumped out 16k hps on trash in ZA yesterday as an AA?Atonement disc priest which is pretty much the max sustainable amount of what my gear can do.  Fun tactics though, will make pugs very challenging in the short-term as not knowing will almost certainly wipe you.
Title: Patch 4.1: Rise of the Zandalari Features
Post by: Shadowsong on April 28, 2011, 04:59:53 PM
Are tactics a lot different than the level 60 version of ZG (or lvl 70 ZA for that matter)?

But then again, seen a lot of people who went like "Molten Core what's that?  Zul'Gurub? never heard of it! Blackwing what??!":roflmao: Those people are real killers in pugs when they've never had to deal with a certain encounter.
Title: Patch 4.1: Rise of the Zandalari Features
Post by: Whitey on April 29, 2011, 04:06:48 PM
I signed up on a random as tank on my Pally last night to see what it would be like having been through in a guild group.  I got ZG and some of the trash was already down but no bosses, 2 and a half hours later we were at the last boss (having had to go through tactics with the 3 people who hadn't been through it and numerous wipes on each boss).  After going thrhough 3 healers and a couple of dps changes I left at 3:03AM having still not downed the last boss (How hard can it be to stand next to a chain and dps down adds???) as I was nearly asleep.  So over 3 and a half hours with no clearance and no valour points, won't be trying that again for a while ;-)
Title: Patch 4.1: Rise of the Zandalari Features
Post by: Michelanio on April 29, 2011, 10:07:32 PM
haha I did tell you that you would spend all night in there ;)