Some Quick Bullet Points I Found Noteworthy.

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Some Quick Bullet Points I Found Noteworthy.

Post  Myth/Oli/Phil on Tue Oct 14, 2014 9:12 pm

NEW SECONDARY STATS:
•All specializations now receive a 5% bonus to specific secondary stat bonuses received from all sources. This bonus is granted through new passive abilities or additional effects added to existing passive abilities.

•Death Knight
•Blood: Multistrike
•Frost: Haste
•Unholy: Multistrike

•Druid
•Balance: Mastery
•Feral: Critical Strike
•Guardian: Mastery
•Restoration: Haste

•Hunter
•Beast Mastery: Mastery
•Marksmanship: Critical Strike
•Survival: Multistrike

•Mage
•Arcane: Mastery
•Fire: Critical Strike
•Frost: Multistrike

•Monk
•Brewmaster: Critical Strike
•Mistweaver: Multistrike
•Windwalker: Multistrike

•Paladin
•Holy: Critical Strike
•Protection: Haste
•Retribution: Mastery

•Priest
•Discipline: Critical Strike
•Holy: Multistrike
•Shadow: Haste

•Rogue
•Assassination: Mastery
•Combat: Haste
•Subtlety: Multistrike

•Shaman •Elemental: Multistrike
•Enhancement: Haste
•Restoration: Mastery

•Warlock
•Affliction: Haste
•Demonology: Mastery
•Destruction: Critical Strike

•Warrior
•Arms: Mastery
•Fury: Critical Strike
•Protection: Mastery




HEALING EFFICIENCY:
•Druid Higher Efficiency: Healing Touch, Rejuvenation, Efflorescence
•Druid Higher Throughput: Regrowth, Wild Growth

•Monk Higher Efficiency: Soothing Mist, Renewing Mist
•Monk Higher Throughput: Surging Mist, Spinning Crane Kick

•Paladin Higher Efficiency: Holy Light, Holy Shock, Word of Glory, Light of Dawn
•Paladin Higher Throughput: Flash of Light, Holy Radiance

•Priest Higher Efficiency: Greater Heal, Circle of Heal, Prayer of Mend, Holy Nova (new Disc-only version), Penance
•Priest Higher Throughput: Flash Heal, Prayer of Healing

•Shaman Higher Efficiency: Healing Wave, Riptide, Healing Rain
•Shaman Higher Throughput: Healing Surge, Chain Heal




RACIALS:
Blood Elf
•Arcane Acuity is a new racial passive ability that increases Critical Strike chance by 1%.
•Arcane Torrent now restores 20 Runic Power for Death Knights (up from 15 Runic Power), 1 Holy Power for Paladins, or 3% of mana for Mages, Priests, and Warlocks (up from 2% of Mana). Other parts of the ability remain unchanged.

Draenei
•Gift of the Naaru now heals for the same amount over 5 seconds (down from 15 seconds).
•Heroic Presence has been redesigned. It no longer increases Hit by 1%, and instead increases Strength, Agility, and Intellect, scaling with character level.

Dwarf
•Crack Shot has been removed (was 1% Expertise with ranged weapons).
•Mace Specialization (was 1% Expertise with maces) has been replaced with Might of the Mountain.
•Might of the Mountain is a new racial passive ability that increases Critical Strike bonus damage and healing dealt by 2%.
•Stoneform now also removes magic and curse effects in addition to poison, disease, bleed effects, and reduces physical damage taken by 10% for 8 seconds (down from all damage taken). It remains unusable while the Dwarf is under the effects of crowd control.

Gnome
•Expansive Mind now increases maximum mana, energy, rage, and Runic Power by 5% instead of only increasing maximum mana.
•Escape Artist’s cooldown has been reduced to 1 minute (down from 1.5 minutes).
•Nimble Fingers is a new racial passive ability that increases Haste by 1%.
•Shortblade Specialization (was 1% Expertise with one-handed swords and daggers) has been replaced with Nimble Fingers.

Goblin
•Time is Money now grants a 1% increase to Haste (up from only attack speed and spell haste).

Human
•Mace Specialization has been removed (was 1% Expertise with maces).
•Sword Specialization has been removed (was 1% Expertise with swords).
•The Human Spirit has been redesigned. It now increases Versatility, scaling with character level.

Night Elf
•Quickness now also increases movement speed by 2% in addition to increasing Dodge chance by 2%.
•Touch of Elune is a new passive ability which increases Haste by 1% at night, and Critical Strike chance by 1% during the day.

Orc
•Axe Specialization has been removed (was 1% Expertise with axes).
•Command now increases pet damage by 1% (down from 2%).
•Hardiness now reduces the duration of Stun effects by 10% (down from 15%).

Tauren
•Brawn is a new racial passive ability that increases Critical Strike bonus damage and healing done by 2%.
•Endurance now increases Stamina by an amount scaling with character level, instead of increasing Base Health by 5%.

Troll
•Berserking now increases Haste by 15% (down from 20%).
•Beast Slaying now increases XP earned from killing Beasts by 20%, instead of increasing damage dealt versus Beasts by 5%.
•Dead Eye has been removed (was 1% Expertise with ranged weapons).

Undead
•Will of the Forsaken’s cooldown has been increased to 3 minutes (up from 2 minutes).
•Undead can now breathe underwater indefinitely.




CC CHANGES:
•Removed Silence effects from all Interrupts. Silences still exist, but are never attached to an Interrupt.
•Removed all Disarms.

•Reduced the number of Diminishing Returns (DR) categories.
•All Roots now share the same DR category. •Exception: Roots on 'Charge' types of abilities have no DR category, but have a very short duration instead.
•All Stuns now share the same DR category.
•All Incapacitate ("Mesmerize") effects now share the same DR category, and have been merged with the Horror DR category.

•Removed the ability to make crowd-control spells with cast-times into instant-cast with a cooldown.

•Removed many crowd-control spells entirely, and increased the cooldowns and restrictions on others.
•Pet-cast CC is more limited and often removed.
•Cyclone can now be dispelled by Immunity effects and Mass Dispel.
•PvP trinkets now grant immunity to reapplication of an effect from the same spell cast when they break abilities with persistent effects like Solar Beam.
•Long fears are now shorter in PvP, to account for the target also needing to run back afterward.




DOTS:
•Recasting periodic damage over time and healing over time effects that are already on the target now extends those effects to up to 130% of the normal duration of the effect.




COMBAT REZs:
•During a boss encounter, all combat resurrection spells now share a single raid-wide pool of charges that’s visible on the action bar button.

•Upon engaging a boss, all combat resurrection spells will have their cooldowns reset and begin with 1 charge. Charges will accumulate at a rate of 1 per (90/RaidSize) minutes.
•Example 1: A 10-player raid will accumulate 1 charge every 9 minutes (90/10 = 9).
•Example 2: A 20-player raid will accumulate 1 charge every 4.5 minutes (90/20 = 4.5).

•A charge will only be deducted when a combat resurrection is successful (when the target accepts the resurrection).
•Raid frames now show a debuff indicating that a dead player has a pending combat resurrection available.

•Outside of raid boss encounters, combat resurrection spells retain their normal cooldown behavior.
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Myth/Oli/Phil

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Re: Some Quick Bullet Points I Found Noteworthy.

Post  Fitsi on Wed Oct 15, 2014 7:21 am

BULLET POINTS ARE SERIOUS!!

  • SERIOUS
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Re: Some Quick Bullet Points I Found Noteworthy.

Post  Slimegullet on Wed Oct 15, 2014 7:26 pm

thanks , good info

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Re: Some Quick Bullet Points I Found Noteworthy.

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