Cambiamenti alle classi 7.2.5.
  • grallenMost Valuable Poster 10 aprile 2017, 11:08 grallen
    BattleTag: Grallen#2521
    Messaggi: 6275

    Dal caos si crea l'ordine e dell'ordine si genera il caos.
    Nonostante sia appena uscita la 7.2, già si parla della patch 7.2.5., in particolare quali classi e specializzazioni saranno riviste.

    Dagli interventi dei blue nel forum vediamo alcune idee e direzioni, in particolare hanno per ora parlato di come vogliono cambiare l'abilità del cacciatore Richiamo Selvaggio/Wild Call:

    Seph ha scritto
    In 7.2.5, we are changing Wild Call from a cooldown reset mechanic to a cooldown reduction mechanic.

    The base proc chance will be doubled and the cooldown reduction per proc will be 3.0 sec (affected by haste), roughly half the average expected value of current live Wild Call procs. Baseline, the amount of total Dire Beast casts and Dire Beast uptime should be roughly the same as on live, except the changes should result in smoother Focus regeneration from more well-paced Dire Beast casts.

    Additionally, these changes have the desired side effect of bringing the power level of The Mantle of Command more in line with other legendaries

    C'è stato un lungo intervento sullo Stregone Distruzione/Destruction Warlock e di come verranno cambiate le sue risorse in battaglia:

    Seph ha scritto
    As we've mentioned before, we’re making a number of changes to the resource model for Destruction Warlocks in the next patch. The goal is to create smoother, more granular, less random Soul Shard generation and make Chaos Bolt casts feel more impactful.

    First, for Destruction Warlocks, Soul Shards are being split into parts of 10, which we’re currently calling Soul Shard Fragments. Mechanically, this will be similar to the Mists of Pandaria resource system of Burning Embers, except we want to go with a consistent Soul Shard visual, updated Soul Shard UI (work in progress), and name for the resource across all 3 Warlock specs. Some relevant spell changes:

    Incinerate generates 1 Soul Shard Fragment. Doubled on critical strikes. Fire and Brimstone (talent) will cause Incinerate to generate 1 Soul Shard Fragment per target hit, also doubled on critical strikes.
    Immolate periodic damage has a 50% chance to generate 1 Soul Shard Fragment. 100% chance on critical strikes.
    Conflagrate generates 6 Soul Shard Fragments.
    Dimensional Rift (artifact active) generates 3 Soul Shard Fragments.

    The net result of these changes is that every baseline rotational damage spell will contribute to Soul Shard generation, pushing your resource forward at a steady pace.

    Second, Soul Shard generation/refund rate is being reduced overall, mainly for the single-target rotation. However, this is coupled with major damage increases to both Soul Shard spenders - Chaos Bolt and Rain of Fire. Combined, this means that Chaos Bolts will be cast less frequently, but they will hit much harder:

    Soul Shard refund chance of Soul Conduit (talent) reduced to 12%. Soulsnatcher (artifact bronze trait) reduced to 3% per point.
    Chaos Bolt damage increased by 40%. Rain of Fire damage increased by 25%.

    For the AOE rotation, Fire and Brimstone (talent) will cause Incinerate to generate Soul Shard Fragments per target hit, which would largely push Immolate out of the AOE rotation with enough targets. Alternately, if you want to go down the route of maintaining Immolate on all targets in a clumped AOE situation, Cataclysm (talent) will have reduced cooldown (30 sec) and slightly reduced cast time, making it easier for you to do so.

    As usual, everything discussed here will continue to be iterated on during 7.2.5 PTR and may change based on further playtesting and feedback.

    Any chance you can tell us whats happening with Wreak Havoc? It's probably holding destro back more than almost anything else. It has way too much power in it.
    We generally agree with this.

    In 7.2.5, Wreak Havoc will no longer remove the cooldown of Havoc - it will only increase Havoc's duration to 20 sec. Havoc baseline will have a 10 sec duration, 45 sec cooldown (subject to tuning).

    Havoc's cooldown has gradually crept down over the years, resulting in very high uptime, and culminating in 100% uptime via Wreak Havoc. This has made Havoc a pretty forgettable button in a multi-target situation. You take Wreak Havoc, apply Havoc once every 20 seconds, then go about your single-target rotation as usual. Instead of being an important actual cooldown that you planned your casts around, it became a button you always had to just apply first, in order to start doing your rotation.

    With Havoc not having 100% uptime, gameplay-wise Destruction will care more about when you generate Soul Shards, how you bank them, and how you prepare to spend them with Havoc coming off cooldown. Additionally, with Chaos Bolt casts becoming relatively rarer but dealing more damage, those times when you do have Havoc available will be even more meaningful.

    Despite these changes to Havoc, I want to state that we still want Destruction to stay among the top several 2-target specs. Destruction has a clear niche of being great at 2-targets, especially 2-target spread out (which some specs can't handle as well) and we don't intend to disrupt that.

    Ed importanti cambiamenti alla forma Orso/Guardian del druido

    Sigma ha scritto
    n my earlier post on this thread, I mentioned we were already considering what the right changes to Guardian would be going into Tomb, but that it was likely going to be for 7.2.5 and not 7.2. In the first 7.2.5 PTR, you can expect to see the following changes to Guardian:

    --Mark of Ursol removed
    --Maul costs 30 Rage (from 20), is now on the GCD, can now proc Gore, and damage increased by 400%.

    I imagine the first change is most pertinent to those focused on the broader issue of tank balance. It may seem rather extreme, and that's part of why doing it mid-tier wasn't the plan we went with. But two factors that were important were 1) Mark of Ursol's design (trade your physical AM for a magical AM) was somewhat incompatible with any use of magic damage other than an occasional threatening spike, and 2) Druids had little in the way of identifiable weaknesses or things that potentially scare them. Even without Mark of Ursol, they have a mastery that's fully effective against magic, multiple medium to long cooldowns, Frenzied Regeneration, and some passives like Adaptive Fur. While we'll be continuing to watch this in 7.2.5 development, our expectation is that they will not struggle to complete content that involves magic damage--which the clearest test of why a button that allows them to mitigate it so much further is not needed at all.

    Che ne pensate? Quali classi e specializzazioni andrebberro riviste per voi con la prossima patch?
  • tazeel 11 aprile 2017, 10:23 tazeel
    BattleTag: tazeel#2894
    Messaggi: 444

    Iscritto il: 13 ottobre 2015, 16:13
    Ma fare le cose a metà la blizzard mai eh?

    Ok i druidi erano davvero OP, ma potevano semplicemente buffare le altre classi. Invece no. Se in ToS i danni magici saranno pesanti come in NH, i druidi perderanno ogni utilità... e già questo nerf è una mazzata devastante.

    Non voglio sapere cosa succederà in 7.3 e 7.3.5. Faranno in modo che tutti Tank facciano schifo? Almeno così ci sarebbe parità
  • grallenMost Valuable Poster 11 aprile 2017, 10:37 grallen
    BattleTag: Grallen#2521
    Messaggi: 6275

    Dal caos si crea l'ordine e dell'ordine si genera il caos.

    Si parla ancora di una direzione e non è definitiva, di certo i feedback nella ptr ed in questo momento possono essere ascoltati :good:
  • grallenMost Valuable Poster 11 aprile 2017, 11:20 grallen
    BattleTag: Grallen#2521
    Messaggi: 6275

    Dal caos si crea l'ordine e dell'ordine si genera il caos.
    Un nuovo commento e questa volta riguarda il monaco

    Celestalon ha scritto
    Continuing to iterate...

    Special Delivery already fills the role of giving an offensive value to Brew charges, but not in a reliable way. Instead of the Purifying Brew -> Breath of Fire buff, we're going to try making Special Delivery reliable. If you're the type of player that dislikes Brew charges being wasted when not tanking, Special Delivery already is attractive, and we're just going to make that feel better by being reliable.

    FYI, the first datamineable PTR build likely won't have this change.

    EDIT: "Reliable" meaning 100% proc chance, damage per keg reduced to compensate.
  • tazeel 11 aprile 2017, 19:39 tazeel
    BattleTag: tazeel#2894
    Messaggi: 444

    Iscritto il: 13 ottobre 2015, 16:13
    @grallen speriamo... il bilanciamento dei tank lascia molti scontenti, come i blood dk, che direi sono in una brutta situazione e la blizzard li ignora..... 0
  • grallenMost Valuable Poster 14 aprile 2017, 10:34 grallen
    BattleTag: Grallen#2521
    Messaggi: 6275

    Dal caos si crea l'ordine e dell'ordine si genera il caos.
    Nuovi interventi dei blue per quanto riguarda il monaco tank e sciamano potenziamento

    Celestalon ha scritto
    As you can imagine, the numbers for Blackout Strike's cooldown and the CDR from Tiger Palm are very important to get right on this; we'll tweak them and try a few things. We started out with the 4-beat cycle for PTR; we may also try the 3-beat cycle soon and see how that feels.

    One extremely important thing to evaluating the feel of this is what talents you were using. For example, Rushing Jade Wind + Spitfire feel totally different from Eye of the Tiger + Special Delivery, especially when it comes to GCD utilization. Please let us know which talents you're using when giving rotation feel feedback!


    The reason I would think most people use eott is that it is the highest dps AND it doesn't intrude on the already tight rotation for BoC, so there is no opportunity cost in using it.

    Celestalon ha scritto
    Right; Eye of the Tiger is currently taken primarily because it doesn't take up any GCDs. We're trying to open that up a bit so that you have room to take abilities like Chi Wave and Spitfire (or theoretically Chi Burst), or Rushing Jade Wind, in your rotation.

    The common Blackout Combo-driven rotation right now is, in a way, not GCD locked, because it spends a significant amount of its time off GCD, but in practice it feels more like GCD locked, because that time is in between every few GCDs with little empty half-GCDs, adding a stutter to your rotation that we're trying to clean up.


    Sigma ha scritto
    Thanks for all the feedback. There are a lot of issues being discussed here, but a few stand out as core rotational problems we'd like to address. There's not a specific final plan yet, so be warned there may be works in progress in upcoming PTR builds.

    1) Boulderfist. During 7.1.5 iteration, we agreed with a lot of feedback that Boulderfist gave the most fun version of the basic rotation (as opposed to the spammable Rockbiter, or the slower Boulderfist we tried for a time on 7.1.5 PTR). Furthermore, a lot of the talent balancing and related issues on the spec are caused by flipping between the GCD-filled Rockbiter rotation and the charge-driven Boulderfist rotation.

    We are planning to make Boulderfist baseline (possibly with the name Rockbiter). The choice would likely be to take a passive talent on L15 that leaves the gameplay identical to using Boulderfist now, or use Windsong/ Hot Hand but still have a generator with a 6s recharge time.

    2) Tempest and Stormbringer. Tempest has been a bit of a thorn in the side of Enhancement pacing throughout this expansion. A proc that has you press a major spender twice is already at risk of having that feast-or-famine feel. The talent making you press Stormstrike three times in order to get it back on cooldown is an even bigger culprit. At every passing moment, you either don't get a proc, or you do get one and suddenly have to spend 3 GCDs and 80 Maelstrom to deal with it (not to mention that Stormstrike has a reasonable chance of proccing Stormbringer yet again, especially as mastery increases).

    We're deciding how much of this we can or should unwind in a patch, but redesigning Tempest may be a somewhat surgical way to get at this problem. Namely, the problem of the button priority and resource usage being overrun by frequent (but not predictable) endless chain Stormstrikes. We tend not to like totally reworking popular talents, but Tempest has no good way to gradually tune it down. And in any case, amplifying the difference caused by getting vs. not getting Stormbringer procs is a result we want to avoid.

    Usual reminder that these two changes will likely have a significant impact on DPS tuning, that we'll evaluate when we decide the details of the designs.
  • calcymon 14 aprile 2017, 12:24 calcymon
    BattleTag: Calcymon#2683
    Messaggi: 1478

    Iscritto il: 16 settembre 2011, 10:31
    Shaman (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
    Earth Elemental has 600% of the Shaman's armor (was 400%) and 150% HP (was 100%).
    Earth Elemental has 6% melee crit reduction.

    beh in effetti che buffs
  • grallenMost Valuable Poster 19 aprile 2017, 11:14 grallen
    BattleTag: Grallen#2521
    Messaggi: 6275

    Dal caos si crea l'ordine e dell'ordine si genera il caos.
    Nuovi ed interessanti interventi per quanto riguardano le classi del sacerdote disciplina, monaco mastro birraio e sciamano potenziamento.

    Grossi cambiamenti al sacerdote disciplina

    Blizzard ha scritto
    As with other specs, we'd like to get some discussion early in the PTR process about our goals for any significant changes, so that people giving feedback have context for what we're expecting.

    First, some problems with live Discipline:
    --The mana cost mechanic on Plea is clumsy and makes the spell require a complex evaluation to use at all.
    --Relatedly, PW:Radiance is a no-cooldown Atonement applicator that is better than Plea in almost every way, and is basically limited only by total mana.
    --So the spec is now balanced around very high Atonement count in raids (from using Radiance as much as possible) being the only time Discipline is strong. High-end players have gotten used to this as a playstyle as well.
    --The spec is very dependent on mana, since more mana turning into more Radiances is virtually the only thing constraining your healing.

    We understand that toppling any aspect of this situation gives alarm to high-end raiders, mainly related to power level of the spec. There was one way to make the spec "work" in raids, and the dedicated Discipline players have learned to optimize it to get good performance. And we can probably start assuaging some concerns by saying: without using all nearly your mana on concentrated Radiance usage, and without using focused Innervates to push that even further, we understand the power level of the spec would be clearly impacted absent other changes.

    It is our intention to have fewer average Atonements out in raids after the patch, which will likely involve an increase to either Atonement transfer or simply to damage dealt. This, among other results, should result in an increase in power in all situations other than mass spread raid healing. And even in that situation, there's no overall reduction in power intended, other than perhaps in extreme cases of Innervate stacking. Ideally, Discipline will more regularly and stably be near that level of performance through a normal playstyle.

    Because the spec is so complex, there will surely a lot of tuning of mana costs and damage amounts and the like throughout PTR, to get everything into the right place. But for some further goals on the changes that are in so far:
    --The damage increase is on Smite (I believe this PTR build only has a small damage increase, but the internal build has a much larger one) moreso than Penance. So that your incentive is not to spam out as many Atonements as possible and then convert them to healing with Penance. A decision of more Atonements vs. more damage should be more relevant than it is now, when more Atonements are essentially always right.
    --For similar reasons, reducing mana costs to free up overall mana on the spec was done to Smite rather than Plea. Smite should never feel wrong to cast, whereas shifting to cast a heal spell is an expenditure of mana to get an Atonement, very similar to any heal on a typical healer.
    --PW:R going to more, shorter Atonements rather than fewer, longer Atonements is to allow a quick payoff on a lot of targets (5 or 10) through a Penance and some Smites. Cases such as group damage in dungeon healing should have a tool that's a smoother fit for them now.

    These details are very much open to feedback like anything else, but the main point at the outset is: we're very aware we're poking at the one trick of a spec that is a bit of a one-trick pony in raids. And that requires making sure that all the other parts of the toolkit are up to snuff in the same process. Our hope is that it's not only a clear upgrade for everyone outside the high-end raid setting, but also that those players have a less degenerate and more varied rotation while still performing at the right level.

    Thanks for the post. Any thoughts on making penance heal untalented again? IMO the spec is way hard to play in most situations for the average player. I found myself having a hard time keeping up tanks spike damage in 5 mans, even when out gearing the content.

    Blizzard ha scritto
    This is in the current PTR build--Penance can be used in either mode baseline.

    Also, the problem of the time used to apply Radiances is an issue, because the casting time has to be considered into how long you actually get to make use of those Atonements.

    Blizzard ha scritto
    Yes, the current cast time and duration might be a little constrained--both are potential things to look at as we see how it plays out. The payoff from a PWR shouldn't feel like it's overly conditioned on getting an exact sequence of a few spells with no interruption.

    Yeah, sure, makes sense, except one crucial point... you removed the Smite absorb per-cast. That was the one feature about the spell that actually favored having fewer Atonements. A Smite that heals 5 people now does actually even less healing than before, and while it's nice and all that it costs almost no mana, it's the time constraint on Disc now to actually cast Smite that creates a problem.

    Blizzard ha scritto
    It's true that works against lower-Atonement healing somewhat. Overall this effect should work as a talent since it's somewhat situational in a way that contrasts nicely to Castigation, but there could be something different here if it becomes a problem. The Penitent is definitely better baseline since it's an option that is rarely a net power increase to use, but allows some important convenience/flexibility in some cases.

    Lack of mana is not why Smite is not cast. Smite is not cast because by the time you're done doing everything else in the spec that costs a GCD, nobody with Atonement is still damaged unless you're on a fight that has literally constant damage every second from start to finish or your fellow healers are really, really bad at the game.

    Blizzard ha scritto
    If nobody in the raid is damaged, then basically no healer has anything to do other than 1) set up something like a HoT (analogy: apply an Atonement), or 2) do some damage. So that's not unusual, and favors making sure that Smite is near-free or free and the mana decisions are on applying the heals (Atonements).

    Monaco mastro birraio

    Blizzard ha scritto
    Today's PTR build has Blackout Strike reduced to a 12sec cooldown, so that two Tiger Palms are enough to reset it, speeding things up noticeably. Please give that a try (in a variety of talent builds if you can), and let us know how that feels.

    EDIT: Oh, and today's build also has Rushing Jade Wind's duration increased to 9sec/Haste for Brewmasters, making it more flexible on your GCDs, and less swingy on GCD utilization.


    And continuing the curtain backpulling (Is that a word? It is now.), here's where our thoughts are right now:

    We hear the feedback that the Tiger Palm -> Blackout Strike CDR mechanic isn't adding interactivity so much as restrictiveness and complexity, even if we get the tuning of it right. I last mentioned that we were considering a design that required (1 Tiger Palm + 1 Anything) between Blackout Strikes. That's still an option, but we're actually planning to try (2 Anything), between Blackout Strikes for next build, i.e. back to just a plain 3sec CD but unaffected by Haste.

    We're also considering letting Blackout Combo reduce the CD of Blackout Strike even further, along with buffing the other talents on that row to compensate. There's some hesitance with that, due to how much power that would put in that row, but it's not totally unreasonable.

    EDIT: Oh, and we're also leaning towards Spitfire replacing Chi Wave instead of Chi Burst. If you love Chi Wave, please speak up now!

    Again, none of this is set in stone at all, and your feedback is really helping; keep up the focused and constructive posts!

    Blizzard ha scritto
    One point of confusion that I've seen about the new RJW change: The tooltip isn't showing its increased damage, but the total damage per cast has gone up. The damage per tick didn't change. We'll get the tooltip fixed for the next build.

    Sciamano Potenziamento

    Blizzard ha scritto
    That was an error in today's PTR build. Landslide should be in the third slot in L15 (as the patch notes described).
  • grallenMost Valuable Poster 19 aprile 2017, 11:29 grallen
    BattleTag: Grallen#2521
    Messaggi: 6275

    Dal caos si crea l'ordine e dell'ordine si genera il caos.
    Ed ecco tutte le novità dell'ultima ptr patch 7.2.5. e dei vari cambiamenti alle classi

    Blizzard ha scritto
    All New Story Scenario

    In this new scenario, you’ll use the time-twisting powers of the Bronze Dragonflight to help Chromie prevent her own assassination.

    New Events

    The Trial of Style

    The Blood Elves have teamed up with the Ethereal transmogrifiers to put on a grand Azerothian fashion tournament. Compete against five other players to determine who’s the best dresser. On the public test realm, speak to Flaskataur in Dalaran to queue for this extraordinary runway experience.

    Moonkin Festival

    A wondrous celebration of all things moonkin is happening in Moonglade. Stop by and see what you can learn!

    Auction House Dance Studio

    The main auction houses in Orgrimmar and Stormwind have been cleaned out and turned into dance parties for the day. Crowd on in and show some faction pride!

    The Great Gnomeregan Race

    More details coming soon


    Demon Hunter

    Prepared now generates 100 Fury over 10 seconds (was 40 Fury over 5 seconds).


    Cone of Cold damage increased by 170%.


    Breath of Fire now has a 20 second cooldown (was 15 seconds).

    Rushing Jade Wind's duration has been increased by 50% for Brewmasters only.

    Spitfire chance reduced to 20% (was 30%).


    Light's Hammer cost reduced by 20%.



    Developers’ notes: One of our goals for 7.2.5 is to give Plea and Power Word: Radiance a more straightforward purpose and allow for more opportunities to use both based on the situation. Radiance allowing an immediate Penance heal on more targets more quickly should help with some of Discipline’s difficulties in responding promptly to damage. Plea being an always-available Atonement applicator without having to constantly evaluate the mana cost should help with overall flow of the spec.

    Divine Star cost reduced by 20%.

    Halo cost reduced by 25%.

    Plea now costs 2% of base mana (was 0.36%), but no longer costs additional mana per Atonement.

    Power Word: Barrier mana cost reduced by 37% and radius increased by 23%.

    Power Word: Radiance now has 2 charges and a 15 second recharge.

    Power Word: Radiance now applies 5 Atonements (was 3) at 50% normal duration (was 100%).

    Smite damage increased by 11%.

    Smite now costs 0.5% of base mana (was 1.0%).

    The Penitent’s effects have been made baseline.

    The absorb effect from Smite (Rank 2) has been removed and reworked into a new Level 15 talent: Sanctuary. The amount absorbed has been increased by 33%.


    Circle of Healing healing increased by 15% and cost reduced by 20%.

    Divine Star cost reduced by 20%.

    Halo cost reduced by 25%.

    Smite damage increased by 11%.



    All damage increased by 8%.

    Ambush damage increased by 33%.

    Curse of the Dreadblades (Artifact trait) now works with Ambush


    Dark Shadow is a new talent at level 90: While Shadow Dance is active, all damage you deal is increased by 30%.

    Energetic Stabbing (Artifact trait) now has an increased proc chance of 50% (was 25%), now refunds 2 Energy per point (was 5), and now also works with Backstab.

    Etched in Shadow (Artifact trait) is now named Weak Point: Increases the critical strike damage of Backstab and Shadowstrike by 5% per point.

    Gloomblade damage increased by 33%.

    Master of Shadows moved to level 90 row: Gain 40 Energy over 4 seconds when you enter Stealth or Shadow Dance.

    Developers’ notes: Pooling energy going into a Shadow Dance has long been the way to play Subtlety, and we’d like to bring that back. This design still gives you more energy for a Shadow Dance, but in a way that allows the Rogue to fully utilize pooling gameplay.

    Nightblade now increases your damage dealt to the target by 15%, with damage over time component reduced by 35%.

    Developers’ notes: Further pushes Subtlety away from maintaining Nightblade on all secondary targets and instead into focusing their damage into 1 target. Additionally, gives Nightblade a mechanical interaction with the rest of the core rotation that fulfills the “setup” feel of Subtlety.

    Premeditation moved to level 100 row.

    Relentless Strikes now causes your finishing moves to generate 5 Energy per combo point spent.

    Developers’ notes: This improves Energy capping situations and an issue where with Deeper Stratagem (talent), you would sometimes get 80 Energy back on a 6-combo point finisher.

    Shadow’s Whisper (Artifact trait) now increases Energy gain by 8 (was 5).

    Shuriken Combo is a new passive talent available at level 70: Shuriken Storm increases the damage of your next Eviscerate by 10% for each enemy hit beyond the first. Stacks up to 5 times.

    Developers’ notes: This aims to remove maintaining Nightblade on every target from your AOE rotation on 4+ targets. Instead, Subtlety will deal increased damage during AOE by focusing it into one target.

    Sprint now allows Subtlety Rogues to run over water. This is only possible when running forward.



    Rockbiter damage increased by 77% and Maelstrom generation increased to 25 (was 20).

    Rockbiter now has 2 charges, with a recharge time of 6 seconds.

    Landslide moved to level 15 talent row, replacing Boulderfist.


    Wellspring cost reduced by 43%.



    Malefic Grasp damage bonus reduced to 40% (was 70%).

    Haunt now costs 1 Soul Shard, and no longer costs Mana.

    Haunt instant damage increased by 25%, and cooldown reduced to 20 seconds (was 30 seconds).


    Hand of Gul’dan impact damage increased by 180%.

    Infernal Furnace (Artifact trait) damage increase per point reduced to 8% (was 10%).


    Developers’ Notes: Soul Shards are now divided into 10 Soul Shard Fragments for Destruction Warlocks, in order to provide more reliable, granular Soul Shard generation, prevent random overcapping of resources, rein in Soul Shard generation slightly, and reduce the number of Chaos Bolts being cast.

    All damage increased by 10%.

    Cataclysm cooldown reduced to 30 seconds (was 45 seconds), cast time reduced to 2.5 seconds (was 3 seconds), and damage reduced by 25%.

    Channel Demonfire damage increased by 56%, and cooldown increased to 25 seconds (was 15 seconds).

    Eradication’s damage bonus increased to 15% (was 12%), and duration increased to 7 seconds (was 6 seconds).

    Fire and Brimstone now causes Incinerate to generate 1 Soul Shard Fragment per target.

    Immolate’s periodic damage critical strikes have a 100% chance to generate 1 Soul Shard
    Fragment (was: periodic damage critical strikes have a 30% chance to generate 1 Soul Shard).

    Immolate’s periodic damage has a 50% chance to generate 1 Soul Shard Fragment (was: periodic damage has a 15% chance to generate 1 Soul Shard).

    Rain of Fire’s damage increased by 25%.

    Reverse Entropy redesigned slightly: Chaos Bolt and Rain of Fire restore 35% of your maximum mana and deal 5% increased damage.

    Shadowburn now generates 6 Soul Shard Fragments and an additional 6 if the target dies within 5 seconds.

    Soul Conduit now causes every Soul Shard you spend to have a 12% (was 20%) chance to be refunded.

    Soulsnatcher (Artifact trait) now causes Chaos Bolt to have a 3% (was 5%) chance per rank to refund 1 Soul Shard.

    Wreak Havoc now reduces the cooldown of Havoc by 20 seconds, and no longer increases its duration.



    All abilities damage increased by 10%, in addition to any damage changes below.

    The effect of Mastery has been reduced by 20%.

    Anger Management now spends 20 Rage per 1 second of cooldown reduction (was 10 Rage per 1 second), and now also reduces the cooldown of Bladestorm.

    Cleave damage increased by 20%.

    Colossus Smash cooldown reduced to 20 seconds (was 30 seconds), and damage increased by 10%.

    Dauntless cost reduction is now 10% (was 20%).

    Execute damage increased by 25%.

    Fervor of Battle damage bonus increased to 80% (was 45%).

    Focused Rage now costs 20 Rage (was 15 Rage).

    In For The Kill now refunds 40 Rage (was 30 Rage).

    Mortal Strike damage increased by 20%.

    Overpower no longer costs Rage, no longer procs from auto-attacks, and may not proc itself.
    Precise Strikes (Artifact trait) reduced to 10% cost reduction per rank (was 15%).

    Rend cost increased to 20 Rage (was 10 Rage).

    Rend’s first hit now deals 280% weapon damage.

    Slam damage increased by 35%.

    Titanic Might now increases the duration of Colossus Smash by 8 seconds (was 16 seconds), and now also reduces the cooldown of Colossus Smash by 8 seconds.

    Void Cleave (Artifact trait) damage increased by 100%.

    Whirlwind damage increased by 20%.

    Will of the First King (Artifact trait) increased to 2 Rage per critical strike (was 1 Rage).

    Player versus Player


    Burst of Cold damage bonus to Cone of Cold reduced to 400% (was 800%).



    Added Nomi Snacks, a new item that can be used to complete the next 5 Nomi recipe researches instantly. Nomi Snacks can be obtained from any Nomi research, and it is tradeable.


    Significantly increased the proc chance to start each of the rank 3 questlines.


    Significantly increased the drop/proc chance to start each of the rank 3 questlines.


    Significantly increased the drop chance to start each of the rank 3 questlines.
  • Broly 19 aprile 2017, 12:04 Broly
    Messaggi: 93

    Legends Never Die.


    Rockbiter damage increased by 77% and Maelstrom generation increased to 25 (was 20).

    Rockbiter now has 2 charges, with a recharge time of 6 seconds.

    Landslide moved to level 15 talent row, replacing Boulderfist.

  • calcymon 19 aprile 2017, 13:39 calcymon
    BattleTag: Calcymon#2683
    Messaggi: 1478

    Iscritto il: 16 settembre 2011, 10:31
    il terzo talento finale ancora a sorpresa, <3 incrociamo i totem 0
  • Broly 19 aprile 2017, 13:44 Broly
    Messaggi: 93

    Legends Never Die.
    calcymon ha scritto:il terzo talento finale ancora a sorpresa, <3 incrociamo i totem

    Cioè quindi vediamo se ho capito.
    Boulderfist se ne va in culo, e lo tolgono; al suo posto c'è Landslide nel tier 1.
    Al posto di Landslide non si sa bene che ci sarà.
  • calcymon 19 aprile 2017, 18:26 calcymon
    BattleTag: Calcymon#2683
    Messaggi: 1478

    Iscritto il: 16 settembre 2011, 10:31
    teoricamente cosi è scritto

    Boulderfist (New) Rockbiter enhances your weapons for 10 sec, increasing all damage you deal by 5%. Enhancement Shaman - Level 15 Talent.

    Landslide Rockbiter now also enhances your weapon, increasing your Agility by 8% for 10 sec. Elemental Shaman - Level 15 Talent.

    Landslide moved to level 15 talent row, replacing Boulderfist.

    anche se hanno scritto elemental rofl e l'hanno pure corretto loro in verde, sottolineo!

    qui manca il talento finale

    da ele gli hanno messo landslide XD al posto dei totem bohhhhh:

    siamo arrivati al punto che la blizzard ci bistratta cosi tanto che nemmeno sà che cosa fa la classe
  • IntoJH 19 aprile 2017, 20:38 IntoJH
    Messaggi: 138

    Chi gioca Ally puzza. :v
    Broly ha scritto:Cioè quindi vediamo se ho capito.
    Boulderfist se ne va in culo, e lo tolgono; al suo posto c'è Landslide nel tier 1.
    Al posto di Landslide non si sa bene che ci sarà.

    @Broly Boulderfist semplicemente è il nuovo Rockbitter, stesso identico CD e stesso maelstrom generato. Semplicemente hanno spostato Landslide al tier 15 assieme a hot hand e windsong, bisogna vedere cosa metteranno al 100 al posto di Landslide, ma spero vivamente che rendano finalmente viable l'Ascendance. Non mi pare così tragica, però è palese che la Blizzard non ha assolutamente idea di cosa fare con lo shamano enha
  • grallenMost Valuable Poster 20 aprile 2017, 12:17 grallen
    BattleTag: Grallen#2521
    Messaggi: 6275

    Dal caos si crea l'ordine e dell'ordine si genera il caos.
    Nuovi interventi su quanto riguarda il sacerdote disciplina e stavolta lo stregone afflizione

    Sacerdote disciplina

    Sigma ha scritto
    There are various things still being discussed, so it will be better to talk about it after some changes settle down more, but one good point of feedback was about the targeting on PW: Radiance. We're going to try smart targeting of some sort in the next PTR build. Details TBD, but potentially: "true smart" (lowest-HP) targeting while maintaining the current behavior of favoring targets without Atonement.

    Stregone Afflizione

    Seph ha scritto
    Hi Affliction Warlocks. Thanks for the posts and feedback so far. I'd like to talk a bit about the change to Malefic Grasp. In general, we agree that communication is warranted since we changed/nerfed a widely taken talent.

    Malefic Grasp is very powerful on live. With the current state of Affliction, the talent is taken on virtually every situation in Nighthold, from single-target to sustained multi-target boss fights. There are things about Affliction that we’re not entirely happy with, many of which the community has echoed, and the current feel of Affliction being a single-target spec that focuses its damage into one target rather than spreads its damage out over many targets more evenly, is generally one of them. Malefic Grasp at a high tuning value is a heavy contributor to that. It’s not ideal that even on a sustained multi-target fight right now, Malefic Grasp wins out over Writhe in Agony on the same row, when at first glance Writhe in Agony looks like it should be the go-to talent for sustained multi-target since its benefit scales up uniformly per additional target whereas Malefic Grasp reads as a single-target talent.

    Separately, we want to allow Haunt to be a viable Soul Shard spender talent. We’ve heard this from players and also want a Soul Shard spender other than Unstable Affliction in single-target situations. Ways to make Haunt as a Soul Shard spender competitive with a Malefic Grasp at the live value of 70% include dramatically increasing its instant nuke damage, drastically increasing its damage bonus %, or reducing its cooldown further – none of which would feel right on Affliction for a variety of reasons.

    Lastly, Affliction’s first talent tier is a really high-power talent tier compared to most talent tiers we have, with Malefic Grasp being over a 20% DPS increase as a single talent. Generally, we aim for talent tiers to be more in the 5-10% range. Very high values can both have distortive effects on the spec and make it hard to balance other talents on the same tier.

    That all said, in the next PTR patch, changes you should see are:

    All Affliction damage done increased by 15%
    Malefic Grasp will go down to a +25% damage increase (down from +70% on live)
    Writhe in Agony will be reduced to increase Agony’s max stacks by +5 (down from +10 on live)
    Haunt will stay as it currently is on PTR

    Based on our numbers, 1) this 15% damage buff negates the 70%->25% reduction to Malefic Grasp, coming out as neutral change DPS-wise for Affliction Warlocks using Malefic Grasp going from 7.2->7.2.5 and 2) brings the relative balance of the Level 15 talent tier much closer to each other. As usual, the numbers may change during PTR according to further playtesting and feedback.

    As a footnote, the most recent PTR patch with the current reduction to Malefic Grasp from 70%->40% that came with no other explanation or indication that further changes (compensatory buffs to the baseline spec, further relevant talent adjustments) were coming wasn’t ideal and we’ll try to be more mindful of that in future PTR cycles
  • Broly 20 aprile 2017, 13:19 Broly
    Messaggi: 93

    Legends Never Die.
    Se fai PvP (come me), per forza di cose devi usare la trasformazione, è troppo più forte.
    Dovrebbero mettere qualcosa affine a fatto che lo shamano è in comunione con natura e animali, magari una forma lupo, che ne so.
    Naturalmente metteranno una spell di merda, lo so.
  • calcymon 20 aprile 2017, 18:36 calcymon
    BattleTag: Calcymon#2683
    Messaggi: 1478

    Iscritto il: 16 settembre 2011, 10:31
    Broly ha scritto:Naturalmente metteranno una spell di merda, lo so.



    in attesa in hype
  • grallenMost Valuable Poster 21 aprile 2017, 10:17 grallen
    BattleTag: Grallen#2521
    Messaggi: 6275

    Dal caos si crea l'ordine e dell'ordine si genera il caos.
    Nuove informazioni sullo stregone Afflizione con la rimozione dell'abilità Soul Effigy con la prossima patch ptr e cambiamenti al bonus tier 20.

    Seph ha scritto
    We hear you all on Soul Effigy. We’re going to remove it in the next PTR patch. It’s concerning when the community sentiment towards a talent isn’t that it’s overpowered or underpowered, but that everyone is terrified they’re going to have to play that way if it becomes strong.

    It should be understandable how the original concept of Soul Effigy would seem fun in theory, despite it clearly not working out in practice. As an Affliction Warlock, I'm very happy to walk into a 2-target boss fight. At a basic level, you know you're going to get double value out of your DoTs. Walking into a 1-target fight with Soul Effigy just doesn't feel nearly the same. Mechanically, the gameplay of the two situations is very similar, but in the end Soul Effigy doesn't play out well. Could be any of a number of actors - the reduced damage transfer, feeling like the effigy is just there for increased soul shard generation, the usability issues, or the unnaturalness of it as a concept.

    Anyways, it’s gone. Replacement talent to come.

    Thanks for the comment Seph, can you clarify whether Affliction will be receiving the nerf to Soul Conduit or not? The notes said only demo was excluded from the SC nerf however on PTR the talent remains 20% for Aff (the tooltip at least, I have not tested the actual %).

    Seph ha scritto
    Soul Conduit should be unchanged for Affliction. Latest patch notes should reflect that.

    This is also further compounded by our current T20 set bonus, which puts a lot of emphasis on drain damage and complete drains - both of which are part of the MG play style, which was just effectively neutered.

    Seph ha scritto
    The Tier 20 set bonus for Affliction is changing soon. It won’t be so focused on Drain Soul.
  • Greymane 21 aprile 2017, 14:01 Greymane
    BattleTag: Urabrask#2263
    Messaggi: 6363

    “War is our sculptor. And we are prisoners to its design.”
    - Javik [Mass Effect 3]

    Effettivamente la Soul Effigy è un talento che mi ha sempre dato fastidio, lo trovavo...inusuale diciamo, sono curioso riguardo il talento che prenderà il suo posto