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A new addition to the PvP mount family is the Vicious War Fox. The mount can be purchased for 1 Vicious Saddle in Orgrimmar or Stormwind.
Alliance players can purchase Vicious War Fox from Necrolord Sipe in Stormwind City for 1 Vicious Saddle.
Horde players can purchase Vicious War Fox from Deathguard Netharian in Orgrimmar for 1 Vicious Saddle.
A first look at upcoming Antoran mounts from the new raid.
Two new Antoran hounds were added in Patch 7.3 and they're sharing models with the Hounds of Sargeras boss encounter in Antorus the Burning Throne raid.
Sargeras' own hound was maybe once a felstalker, but over the years the Dark Titan reforged and reshaped his companion into something much more powerful. When, at last, he was pleased with his creation, he set about creating more of the hounds, and imbuing them with shadow and flame.
Antoran Charhound looks like Shatug and Antoran Gloomhound looks like Fharg.
Images taken from our 7.3 boss models thread
The mounts (or at least one of them) might have a low drop chance from Sargeras's dogs encounter in Antorus, just like Abyss Worm from Mistress Sass'zine.
Shackled Ur'zul received a new color tint ever since we looked at Patch 7.3 mounts. The mount will be a 100% drop from Mythic Argus the Unmaker until next expansion.
The 100% drop chance of Mythic mounts is always drastically reduced when a new expansion's released and the raid becomes trivial.
Im Tsn, guildmaster of Divided.
We are looking to take the next step and expand our guild.
Server: The Maelstrom
We consist of a group of casual players who faction changed from the alliance and loves to play the game together. Most of our players have played the game for a long time, and some of us were there when it started back in vanilla.
Many of us have experienced endgame raid content and still look for that great feeling you get when you down a new boss!
As of now, we look to get new mature individuals: both for raiding to finish of our mythic content rosterand laid back socials of any levels.
What we do:
Occational social events and contests
Raids/pugs /alt raids
What are we looking for:
* Friendly mature people above the age of 18.
* Dedicated and active players for raiding and social events.
* Interactive players, we all like to have a chat both in game and on voice.
Progress: 10/10 NH HC, 8/9 ToS HC.
Raid times: Wednesday & Saturday: 19.30-22.30 (server time)
We are recruiting all classes, with particular interest in and dps,.(prefferably ranged)
We are a community that puts time and effort into our characters, and we will expect that from you too. We want you to be updated on the current content we progress.
We currently have Nighthold Heroic on farm, and are doing our very best to expand into mythic content.
Simply add either of us on battle net and we can discuss everything further.
For further questions please contact:
Tsn - Sebastian#23194
Bish - Bishbash#2483
Nueva - Nuevah#2856
Elemental Shamans will receive changes in a future 7.3 PTR build next week and Windwalker Monk discussion about scaling continues.
Elemental Shaman Changes
Next PTR will have a small set of Elemental changes meant to focus on a couple specific problems. Mastery capping
Mastery: Elemental Overload does 85% of base damage (from 75%) and proc rate reduced 17% Totem Mastery-Storm Totem bonus 5% (from 10%) Elemental Blast gives 2000 stats at level 110 (from 2400) All damage abilities increased 3%
Some of the power of mastery is shifted from proc rate into damage. The nerfs to Totem Mastery and Elemental Blast don't require talent rebalancing, since they are minor and those are talents are already generally favored. The slight total DPS loss from those changes is counteracted in the baseline spec. With both talents, the mastery cap (with all these changes) would increase from 10400 rating to 15067. Chain Lightning dominating Earthquake
Chain Lightning is so strong that Earthquake is often not attractive to cast. There are also secondary issues such as the importance of Lightning Rod procs and resource overflow in AoE. Chain Lightning damage reduced 12% and generates 4 Maelstrom (from 6) Earthquake damage increased 29% Earth Shock damage increased 13%
Damage is shifted from Chain Lightning into Earthquake, and Earthquake is further increased to account for generating less Maelstrom (which helps the overflow issues, including on Static Overload procs). The Earth Shock buff helps stave off the potential for Earthquake to get too close to it again, and a buff to Earth Shock was pretty reasonable generally.
Again, the goal is to address these issues in a relatively contained way. 7.3 is generally light on class changes, but we wanted to try to get at these known problems. As always, open to feedback on any complications that these look like they might introduce. --If Elemental Blast is actually behind after the small nerf, it should be relatively easy to correct by buffing its own damage. That said, the current set bonus pushes Primal Elementalist (and that sort of thing is generally acceptable for a tier), which means it's unsurprising if it's slightly ahead on its row for right now.
--We agree Earthquake should be more of a "finisher" out of the two, and this set of changes is trying to go in that direction. It should at least be used consistently in its intended role. It sounds a little odd that changing one spell's damage 45% relative to the other (plus the Maelstrom change) doesn't at all change the number of targets at which you'd use Earthquake, but we're happy to keep looking at any more detailed discussion of why that would be the case.
--The Maelstrom change would be a pacing change, but I think there are some advantages if we keep it and instead put value into buffing Earthquake (further than this if needed). It helps the above discussion of Earthquake actually being worth enough to stand out. The current version where, on average, each Chain Lightning pays for more than one Earthquake is a pretty weird builder/spender relationship--and is part of the answer to your question of why Earthquake isn't stronger. Also, Maelstrom overflow is a significant issue currently. In your example of Static Overload, it currently overflows in literally every case (on 5 targets). Pulling back on that and giving Earthquake much higher value cuts down on resource waste while making it more valuable when you spend it.
If the main problem is that the Earthquake buff here isn't enough to accomplish the goals as described, that's something we can review further (and of course welcome any further input on that question). Windwalker Monks Scaling
The concerns were previously raised during the reddit AMA.
I don't know if there's a better thread where this is being discussed, but this thread seems closely related to the work done in the post.
Restating something I'd already said to the author--stat scaling is a massively complicated problem, and basically any rigorous knowledge fed in about it is a helpful addition. The main impediment to discussion on such a large dataset being offered as feedback is having to go through the whole methodology--enough to be sure we're all on the same page as to exactly what it's showing. I expect something as ambitious as "make a chart of all stats for all DPS specs at once" is likely to wind up as a project of perpetual refinement rather than something you can just "do" one day.
Which is all to say: basically all I can do is start with scattered questions/comments as I go through, rather than any kind of grand conclusion.
The best chart to spent most time on is probably the "% DPS gained per 475 stats" one.
--Versatility clocks in at 1.00% (+/- 0.01) on nearly all specs. Does that mean that the profiles being used have 0 Versatility?
--More broadly, what "current" stats are being used to generate the weights? As explained above, that affects how stats look relative to each other when viewed as a % of total DPS. If the profiles aren't constructed in a uniform way, some might have more lopsided stat distributions than others.
--Given how few things remain that are left out of Versatility, it might be cleanest to bring them all in at this point. No promise yet.
--For specs that are significantly above 1.00%, are they double-dipping Versatility or is that a simulation artifact?
"I didn’t include Weapon DPS in the averages as there was no easy way to do so and be fair to all specs. If you come up with a way that works, let me know."
--I believe the correct way is to make a weighted sum of Primary and WDPS based on whatever ratio they exist at currently on typical gear (similar to the advice I gave for Stamina).
--The variation in primary stats is a bit curious--looking at casters, where there's no WDPS complication. If, on a caster, all DPS other than trinkets is proportional to Int, the value of Int on all of them should be nearly identical (again after correcting for special cases such as the portion of Demonology damage that scales with Stam). Maybe what I'm saying is: the variation in Int's value seems like a sort of "control"--one way of getting insight into the magnitude of systematic error in the model.
--Trinkets also throw a minor wrench in the works if they're not treated uniformly in the comparison. It seems like you'd have to either avoid RPPM-damage-proc trinkets on everybody (those don't scale with primary), or add another factor representing trinket ilvl and fold it into primary just as with Stam and WDPS.