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1.11 Test Realm Patch Notes


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I've tried numerous times, even before an Onyxia raid where it wouldnt be a detour as its in the same region, but still nothing. When it came to the calling it was ok, as its classed as helping with raid progression. Doing Weavil only really helps me and not the guild as a whole, so as a result no-ones interested :D

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I think it'll balance out to be about the same over the full duration, but yeah.

But no. Numbers shamelessly stolen from someone who could be bothered to do some comparisons.

ZHC	ToEP	DIE	ZHC
-------------------------
280 175 100 200
245 175 100 175
210 175 100 150
175 175 100 125
140 175 100 100
105 175 100 75
75 0 0 50
35 0 0 25
________________________
1260 1050 600 900

You can see another reason for changing it there though - considering guilds go to ZG to prepare for MC, it's a bit strange that the turn-in quest reward for an item that always drops in the smaller instance gives more damage over its full duration than a super-rare drop from the bigger one. It's more in line with what you might expect now, although it's taken a pretty big hit to get it there.

Still gives slightly better burst on the first hit than ToEP - provided the spell isn't resisted - but has a longer cooldown than any of the others.

ToEP: 1:30

DIE: 1:15

ZHC: 2:00

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http://casterfriendly.com/newitems/

Various items supposedly from Naxxramas, including a dementedly powerful crossbow, the -25 Stamina Corrupted Ashbringer, the wonderful Wraith ('I shit Mageblades and Silithid Femurs') Blade, some lovely wands and a strange Death Knight's(?) Garb for Priests, Mages and Warlocks that has about 20 Int, 40 Stam and sod all else...

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http://casterfriendly.com/newitems/

Various items supposedly from Naxxramas, including a dementedly powerful crossbow, the -25 Stamina Corrupted Ashbringer, the wonderful Wraith ('I shit Mageblades and Silithid Femurs') Blade, some lovely wands and a strange Death Knight's(?) Garb for Priests, Mages and Warlocks that has about 20 Int, 40 Stam and sod all else...

Brimstone Staff

:D:rolleyes: Need!

(or, for those blade-and-offhand freaks ... how about Midnight Haze and Gem of Nerubis? /drool)

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I've tried numerous times, even before an Onyxia raid where it wouldnt be a detour as its in the same region, but still nothing. When it came to the calling it was ok, as its classed as helping with raid progression. Doing Weavil only really helps me and not the guild as a whole, so as a result no-ones interested :rolleyes:

Build a case around getting the epic cooking recipe

Massive extra stam for tanks

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Aye, the annoying thing is that when they do hit nuetral, they'll expect the same help I need. Silly really, as only one person can loot Weavil at any one time, so why we're delaying that based on rep is ridiculous.

The reward I want most however is that nature resist necklace. Saves a lot of healers rolling on that neck that drops of Sartura, which also means DPS classes could get a NR neck too.

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But no. Numbers shamelessly stolen from someone who could be bothered to do some comparisons.

ZHC	ToEP	DIE	ZHC
-------------------------
280 175 100 200
245 175 100 175
210 175 100 150
175 175 100 125
140 175 100 100
105 175 100 75
75 0 0 50
35 0 0 25
________________________
1260 1050 600 900

You can see another reason for changing it there though - considering guilds go to ZG to prepare for MC, it's a bit strange that the turn-in quest reward for an item that always drops in the smaller instance gives more damage over its full duration than a super-rare drop from the bigger one. It's more in line with what you might expect now, although it's taken a pretty big hit to get it there.

Still gives slightly better burst on the first hit than ToEP - provided the spell isn't resisted - but has a longer cooldown than any of the others.

ToEP: 1:30

DIE: 1:15

ZHC: 2:00

Ah so it's a fairly massive nerf then- what's the duration (charges?) of TOEP? Can you get the full amount out of it easily?

I guess they're strictly equal now for burst damage, if we call 'burst' the first 3 casts, which is probably about fair. Except of course ToEP has a 90 second cooldown (!).

Shame we haven't had any at all yet !

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a strange Death Knight's(?) Garb for Priests, Mages and Warlocks that has about 20 Int, 40 Stam and sod all else...

It's 45 stam and 25 int. And nearly as much armor as mail chestpieces (well, blue mail chestpieces, anyway).

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Warlock tanking!

Noessssss! Damn it, Jim, I'm an unstoppable engine of shadow bolt spamming, not a tank!

I lie, I really like the idea of doing it in the Twin Emperors fight. There better be some guy with Improved in the group to give me uber Blood Pact, though. And an 1440 stone too. Yeah, I could definitely go for this tank lark.

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Serious issue found in testing: [bug] ? Santa Hat + ZG Enchant ...

Oh, and I got on the test realms for the first time last night. Tried this build for about half an hour, blasting away at some undead things around a shard in Azshara. Shatter and scorch is absolutely sweet, you can stack ignite a few times before a) the nova breaks or B) the mob dies. Of course, my test mage has almost double the +dmg gear that Jai does, so it's hard to tell exactly how the build will play for me on live, but it seems to have the right kind of synergy. Next time I get on I'll sign up for some PvP and play around with that. (And maybe do the Poly Pig quest, although the Archmage guy went laggy when I tried to pick it up.)

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Hehe, I've been pretty lucky accessing the PvE testrealm this week. I wouldn't be surprised if it is released next week, things seem pretty good as far as I can tell.

Helped to take down a Necrotic Shard today - I realised later that most of the others there had been mages (of both factions), rounding things up and AOEing them down, with only one priest. Mages = teh win.

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Hehe, I've been pretty lucky accessing the PvE testrealm this week. I wouldn't be surprised if it is released next week, things seem pretty good as far as I can tell.

Helped to take down a Necrotic Shard today - I realised later that most of the others there had been mages (of both factions), rounding things up and AOEing them down, with only one priest. Mages = teh win.

How do you get on the PvE realm? Any character I copy goes to the PvP.

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I got onto the pvp one, got to lights hope chapel and it was just a wasteland of corpses and guards running amok trying to kill the ganking players.

I don't get the pvp test servers. Fair enough if people want to play on a pvp server I can understand that, but in a patch thats mainly new pve content why waste peoples time with a server that just going to attract all the idiots and reduce the amount of decent testing thats done?

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So that everyone else can test on the PvE server? :(

Actually, I realise that isn't the case - a good bunch of people on PvE PTR seem to just want to duel outside Orgrimmar, spam LFG with utter drivel and try to form raids for the sole purpose of raiding Darnassus, and Light's Hope is still covered in corpses - but maybe it would be if they let people choose which realm they wanted to copy to...

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