1 post in this topic
Recently Browsing 0 members
No registered users viewing this page.
Respawn is a guild who wish to progress relevant content in a non-toxic environment.Expect a laid back environment off-raid times.However,during progression our members are expected to have a great deal of knowledge regarding their class(including spec and offspec if need be) and have the obligation to research encounters on their own before the raid leader goes into detail about it.
-After joining you will be given the rank Trialist;trial period of 1-2 weeks,depending on performance and other things we may take into consideration.
We are currently looking for:
- Healer ( Monk,Shaman)
- Range ( Hunter,Mage,Boomkin,Spriest )
- Melee ( Paladin,DH,Rogue )
- all other classes will be considered if you prove to be exceptionally good at the class.
What to expect from the guild:
- A dedicated GM and officer team who are always there to help out and guide you
- A mindset to raid hardest content,with a healthy attitude towards the cause and your fellow guildies
What we expect from you-the raider:
- To be on Discord during raids,working mic isn't a necessity but it will be of great help in the future
- Being humble enough to accept that you can always improve and accept criticism if it's meant well.
- You have to be reliable – meaning attend most of the raids,especially during progress period
Raiding times: (progression times may be extended)
- Wednesday 19:30-22:30
- Thursday 19:30-22:30
- Monday 19:30-22:30
4/7M ( EN ) 3/3HC ( ToV ) 3/10M ( NH )
If you have any questions,feel free to whisper any of our officers or online members.
Tuning for Beast Mastery Hunters continues and Blizzard reverted changes made to Wild Call triggering. Dire Beast and Dire Frenzy will have two charges baseline The Mantle of Command (Legendary shoulders) will be changed to increase the proc chance of Wild Call.
Changes above should result in more Focus and a more fluid rotation for Beast Mastery Hunters.
Hi Beast Masters. We’ve been reading your feedback and trying different sets of changes for Beast Mastery Hunters internally and on PTR.
To start, we are reverting all 7.2.5 changes we’ve made so far to how Wild Call triggers. Instead, Dire Beast and Dire Frenzy will have 2 charges baseline. The Mantle of Command (legendary shoulders that currently add +1 charge to Dire Beast/Dire Frenzy) will be changed to instead further increase the proc chance of Wild Call.
Overall, this will result in more Focus for all Beast Mastery Hunters, resulting in a more active rotation. Additionally, this gives all Beast Mastery Hunters access to a Dire Beast/Dire Frenzy with 2 charges playstyle that is more engaging and fun, allowing you to make decisions on when to use the buttons, instead of feeling like you should most often simply push them on cooldown.
We’ve been trying other iterations of changes surrounding Dire Beast/Dire Frenzy and Wild Call, including increasing Dire Beast/Dire Frenzy Focus generation or versions that avoided changing the legendary shoulders drastically, but ultimately reached the conclusion that giving 2 charges to the abilities baseline, which many of you have asked for, was the best change for the spec at the current time. We appreciate your patience while we try different iterations on PTR.
We are also making a few other less major changes to the spec in the next PTR patch, including: Aspect of the Wild will reduce the global cooldowns of your damaging abilities by 0.2 seconds, allowing you to more reliably spend the Focus you’re generating while it's active, especially with Dire Beast/Dire Frenzy going off. Kill Command and Dire Frenzy will cause your pet/Hati to charge up to 40 yds (up from 25 yds) to the target, matching the max range of your ranged abilities. When your pet casts Dash, Hati will also gain Dash for the same duration.
Critical Experiment of Draenor EU - a late night raid guild
-The Nighthold 10/10H
-The Emerald Nightmare 3/7M
-Trial of Valor 3/3H
Current Recruitment can be found at : http://critexp.enjin.com/recruitment
-note: We will consider all good applications
-socials are welcome to join.
Critical Experiment is based on the Horde side of Draenor - est 2007. We are a late night raiding guild. We are looking for mature players with good knowledge of their class and role within a raid environment.
We raid after the usual hours (22.30-01.00 server time sometimes to 01:30) 2+1 days per week (Wednesday, Thursday and Sunday as a progress night). We are mature players who have other commitments at 'normal' raid times, so we take the opportunity to get together and play at a later hour.
What you can expect to get from us?
* A relaxed but firm raiding atmosphere.
* A group of skilled raiders who enjoy seeking progression in PvE raiding.
* A friendly home. Our members are sociable players and enjoy raiding old content, doing challenge mode, achievement runs and alts runs wherever possible. As such, a raiders friends/family are welcome in CE
* A semi-hardcore raiding guild whose aim is to use our limited hours in the best way that we can, maintaining progress with a decent atmosphere.
* We provide all "raiders" with free repairs from the Guild Bank 24/7. Members can also make use of the extensive mats available in the Guild Bank, all of which are provided for raiding.
What do we expect from you if you raid with us?
* Maturity in both age and attitude towards your fellow team mates (Don’t bother applying if you’re under the age of 17, we will most likely decline,)
* A solid internet connection and a solid gaming rig to raid on (You’re useless to us if your connection drops out every encounter or your system cannot handle the FPS)
* A high level of skill and sensible raiding. Know your role, class and the encounters.
* Punctuality - Showing up for raids in good time and being well prepared with flasks, food buffs, etc (though supplied by gb better be safe then sorry).
* Be active on the Guild forums. Engage in tactics discussion and socialise with the Guild.
* Able to attend minimum 2/3 of raids scheduled raids per week (If not, we will remove your raider status or fail your trial if accepted to CE; progress night attendance is really important for the core)
* You’re able to take constructive criticism during raids and subsequently able to use that criticism to improve your level of skill, and play.
* We expect all members to be able to connect to "Discord". Mic is optional.
For questions, feel free to contact one of the current Officers of Crit exp in game or on our forums (Where you can also apply to Critical Experiment)
To make your apply go to "http://critexp.enjin.com/recruitment".
Volunteer Guard Day micro-holiday is here and Blizzard continues to discuss 7.2.5 Brewmaster Monk / Discipline Priest class changes.
Volunteer Guard Day
/Salute a guard to receive the Volunteer City Guard buff. You will be periodically attacked by City Invaders. The buff persists through death. More details are included in our preview here.
Patch 7.2.5 Class Discussion
Class discussions are ongoing for Brewmaster Monks & Discipline Priest. If you've missed the previous round you can find it here.
Lots of great feedback here on the latest build so far. Thanks.
Spitfire - It's a fun playstyle option for people, but having both defensive (even without it being an increase to Hot Blooded, it's still more Elusive Brawler stacks) and offensive value (more Breath of Fires for damage), it's hard to fit it anywhere in the talent tree, and it complicates artifact trait values. We're going to just cut if for now (may return at some point in the future when it fits in better). Niuzao will return, and will simply deal more damage to make him competitive with the row.
Blackout Combo - Yeah, the 2sec rotation is problematic. Some people like the frantic gameplay, but we think other talent combinations deliver on that better anyway. The main problems with it are that it invalidates a ton of other talent choices, actually *reduces* rotational choice because you just combo everything instead of having to choose what you combo, causes energy capping issues, is a massive buff to the talent potentially upsetting talent balance, and is too fast-paced without any other contribution. We're going to return it to 3sec, where you can pair it with other GCD-filling talents to create the frantic playstyle if you prefer, without causing the above issues.
Hot Blooded and Dragonfire Brew - Baseline, Hot Blooded is very strong. 1% DR per bronze trait is already on the extremely strong side. The Legendary chest was created with Hot Blooded in mind as its defensive benefit. But that gets a little out of hand when we added 4th points to Bronzes, and you min/max relics, increasing it to the massively-OP level of 7% DR for a legendary. Then the 7.2.5 changes also add more Elusive Brawler stacks to that. We're going to adjust these two traits in order to better balance trait and legendary values: Dragonfire Brew will also increase the duration of Breath of Fire's DoT by 100%, giving it defensive value. Hot Blooded will now be active the whole time, instead of ~half the time without the Chest, and so is changing to 1% DR per point to compensate.
EDIT: Overall Tuning - As always, overall tuning happens late in the process. Don't worry about overall power level of Brewmasters when giving feedback on these changes.
I have a feeling there's a disconnect between how much the monk community value those elusive brawler stack and how the Developers value them.
First off, as said many times, dodge doesn't do anything VS magic damage or VS any kind of boss threatening ability as they are undodgeable even if physical (ex: spellblade annihilate).
From a mythic raider point of view, those dodge stacks hardly do anything, as bosses auto-attack (the only thing that's dodgeable) are the least threatening form of damage we have to face.
From a M+ dungeon point of view, those stack comes and go so fast nobody will notice the buff... having 100% dodge chance for 1 auto-attack out of the 5+ weak mob training you hardly change anything...
It's also one of the reason people hardly, if ever, use blackout combo to empower purify.
We value it based upon its actual real world value, not a theoretical worst case that doesn't actually exist. You should too.
Yes, Elusive Brawler does nothing against Magic/undodgeable damage. However, apart from some extremely niche situations like Star Auger, it's not that piercing damage alone that kills you; it's the combination of those and other damage that is dodgeable. Nowhere is this more true than on Brewmasters, where there is no spike damage, only smoothed total damage (which is mostly auto attack damage). Mastery drastically reduces the total damage you take, which is the only thing scary to a Brewmaster anyway.
Thanks for all the feedback. As I mentioned last week, there was a lot of rapid iteration going on so it was hard to give any detailed updates. This build is a more complete set of changes that seems to be going in a good direction, though there are still some issues to work out.
--Talent balancing. In particular, Evangelism is an idea we like, but finding serious competition for it as a raid talent might be hard. It probably needs to be against heavier hitters like Power Infusion (especially if that helps it be less of a one-note cooldown stacking build). There will likely be further iteration on talent arrangement to better accommodate the new additions.
--Mana. The spell whose cost is most important for balance purposes is Plea, because it is now the most efficient way to convert excess mana into Atonements. We reduced the cost so it would make more sense when compared against Shadow Mend and Radiance, but have to keep an eye on whether that leaves mana as a reasonable limiter on how much Atonement you can spread over the course of an encounter.
--Overall Atonement count. The changes in the last build helped fix a lot of mechanical issues, but also added a lot of raw power to the spec, particularly in terms of Atonement spread/uptime. And particularly Evangelism returns a lot of the burst-Atonement coverage that currently dominates Disc raiding. That's not necessarily a problem if everything else about the spec is working well, and it's good to continue having a bit of a niche that Disc is used to in Legion. But as discussed in my first post, if it's as easy to blanket the raid as it is on live, that limits the spec somewhat.
While this is something we'll monitor throughout PTR, especially with more internal and external raid testing, there is definitely a worry that in order to balance the spec at this point, the Atonement transfer % would have to go down, which is the opposite of the stated goal. We don't want to be in that position at the end of PTR when it's harder to make other changes.