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Posted on by Yliinia
Published on : #5.4 PTR

Arena teams are now gone from the UI, allowing you to group with whoever you want, similar to the rated battleground system. This will also come with region wide matchmaking, allowing you to be matched with anyone in your region, not just your battlegroup. There will be a blog post that fully explains the changes on Monday.

MMO-Champion

NO more arena teams!

One single BG hopefully coming too.

01/07/2013 Update:

Big changes are coming to World of Warcraft’s Arenas that will make participating more convenient and competitive than ever before, and some of those changes may begin appearing on the PTR very soon.

Today, competition is limited to the realms within your Battlegroup, and your ability to participate in the Arena system requires having a static team with friends on the same realm. In the upcoming Patch 5.4, we’re building on technological improvements we’ve made over time (such as region-wide matchmaking) to expand the pool of competitors and improve the Arena experience for all World of Warcraft players.

One of the first things you’ll notice in Patch 5.4 is that you’ll no longer need to join or create an Arena team to compete. Instead, queuing will work much as it does for Rated Battlegrounds: you can queue for an Arena battle in a party of the appropriate size (still 2v2, 3v3, and 5v5), and your opponents will be selected based on the average Match Making Rating of your party.

For the most part, the mechanics of Arena will remain the same. You’ll still gain and lose personal rating based on your wins and losses, though your Conquest Point cap will now be based on your Personal Rating. The rating requirements to purchase items will also be based on your Personal Rating.

The change will confer a few advantages over the old static-team-based system:


You’ll no longer need to worry about invitations, joining, or leaving an Arena team. Now you can play with who you want, when you want.
You’ll be able to join a cross-realm group and queue for Arena matches with friends from other realms.
The Arena ladder will no longer be sorted according to Battlegroup. Just like Rated Battlegrounds and normal Battlegrounds, now all Arenas will be region-wide. You’ll be competing with a field of opponents that includes every Arena player in your region.




As before, at the end of an Arena season, the top players will still earn titles and mounts.

We’re excited for these changes, and we’re eagerly looking forward to hearing your feedback. Please join us on the PTR when these updates go live to check them out for yourself.

Battle.net

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Posted on by Yliinia
Published on : #5.4 PTR
5.4 PTR updates War

Big changes for warrior, as some legacy gameplay gets completely removed, in the form of shield requirements.

Here for the warrior notes :

General
Enrage now also triggers on critical hits from Devastate and Shield Slam.
Shattering Throw no longer costs rage.
Talents
Enraged Regeneration now instantly heals the warrior for 10% of their total health (up from 5%), and an additional 10% over 5 seconds (up from 5%).
Vigilance no longer transfers damage to the Warrior. The talent now reduces amount of damage the target takes by 30% for 12 seconds.
Arms
Slam now does an additional 10% damage to targets affected by the warrior’s Colossus Smash.
Fury
Titan’s Grip now works with polearms.

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General
Blood and Thunder now also increases the damage of Thunder Clap by 50%.
Hamstring is no longer on a global cooldown.
Riposte is a new passive ability learned at level 76. When the Warrior dodges or parries any attack, they gain 50% of their Parry and Dodge as an additional bonus to Critical Strike for 20 seconds.
Shield Wall no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.
Spell Reflection no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.
Talents
Impending Victory now heals the Warrior for 20% of their maximum health at all times (up from 15% on attack and 20% on kills that yield experience or honor).
Storm Bolt now also has an off-hand attack for Fury Warriors.
Warbringer now roots the target for 4 seconds instead of stunning them for 3 seconds. The 50% reduction to movement speed snare effect for 8 seconds remains unchanged. Glyph of Blitz will now cause Warbringer to root an additional 2 nearby targets.
Arms
Seasoned Soldier now also reduces the cost of Thunder Clap by 10 Rage.
Sweeping Strikes now causes melee attacks to strike an additional nearby target for 75% of the initial damage (up from 50%).
Protection
Ultimatum now activates from critical hits with Shield Slam instead of a flat 20% chance, and the ability will make the next Heroic Strike or Cleave be a critical hit in addition to costing no Rage.

MMO-Champion

At the moment those are big changes for arms warrior in PvP.

Shield Wall and Spell Reflect both no longer require a shield, that's a really big change, as this was the last mechanics requiring weapon swap, and it now won't.

Hamstring is out of the GCD, that's pretty awesome, you will no longer have a target escaping because of a global.

Warbringer changeis great, it means you can take Stormbolt or Shockwave without dring the stun, and keeping some utility, 4 sec root + 8 sec snare is pretty great for tunneling things down, the glyph update is really good too.

Shattering Throw : Well no more waiting or sitting around when a block or a bubble pops.


More damage with Slam when colossus smash is up.

More damage with Thunderclap (+50%), and it also costs less rage (-10).

Both talents on the second line have been upgraded. Enraged regeneration has been doubled, Impending victory has been upped by 5% from 15 to 20% health. Note that both are multiplied by PvP power, meaning +14% in current gear, but it's also reduced by battle fatigue.

Finally I really like the update on Sweeping Strike, I'm using it more when I've high rage, it's gonna be even more interesting.

Slam now does 35% of base damage as a cleave to nearby targets.

MMO-Champion

Small cleave / aoe dps buff.

Apparently Hamstring duration has been increased to 15 sec, but it now has a 1 sec cooldown. Don't know if the duration is gonna stand in pvp though.

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Posted on by Yliinia
Published on : #5.4 PTR
5.4 PTR updates Druid

I wanted to concentrate Ptr notes, because everytime, as new patchs get released on the ptr you lose sight of early changes.

I'll also give you my sight / opinion on those changes.

This post will be kept updated in the future (goes as well for the War and SP ones).

Druid (Forums / Skills / Talent Calculator) -
5.4 PTR Build 17056

General
Innervate now causes the target to gain mana equal to 50% of the casting Druid’s Spirit every second for 10 seconds.
Wild Mushroom Restoration version of the ability now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing. A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.
Wrath has its mana cost increased by 50%.
Talents
Dream of Cenarius has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now varies by specialization.
Balance: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch increases the damage bonus of the Druid's next Eclipse by 10%.
Feral: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch causes the Druid's next Rip to deal 15% increased damage.
Guardian: Increases the amount healed by Healing Touch by 20%. Mangle (Bear) critical strikes have a 20% chance to make the next Healing Touch or Rebirth instant, free, and castable in all forms.
Restoration: Causes Wrath to deal 20% more damage and heals a nearby friendly target for 100% of the damage done.
Heart of the Wild when activated, now also provides a 25% bonus to healing for Restoration Druids.
Mass Entanglement no longer has a limit on the number of targets that could be affected, up from 5.
Nature's Swiftness is no longer a talent, and is now an ability learned by Restoration Druids at level 30.
Nature’s Vigil when activated, causes healing spells now trigger an additional heal on a nearby ally for 25% of the amount healed. This is in addition to the existing effect where it damages a nearby enemy target for 25% of the healing done.
Soul of the Forest has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.
Balance: Wrath, Starfire, and Starsurge casts have a 8% chance to cause the next Astral Communion to instantly advance the Druid to the next Eclipse.
Guardian: Increases Rage generation from Mangle (Bear) by 20% instead of 30%, but the bonus now also applies to Rage generated by Primal Fury.
Restoration: Now causes the Druid to gain 100% haste (up from 75%) on their next spell after casting Swiftmend.
Ysera's Gift, a new talent healing the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead. This talent fills the spot vacated by Nature's Swiftness.
Glyphs
New Glyph: Glyph of Efflorescence increases the healing done by Swiftmend by 20%, causes the Efflorescence healing effect to be triggered by Wild Mushroom instead of Swiftmend, and lasts as long as the Wild Mushroom is active.
Glyph of Innervate now causes Innervate to give both the Druid and the target 60% of the normal effect of the spell if it's cast on a target other than the Druid.
Balance
Eclipse now energizes the Druid for 50% of their maximum mana when triggered, up from 35%.
Moonkin Form no longer reduces all damage taken by 15%.
Starfire has its mana cost increased by 50%.
Starsurge has its mana cost increased by 50%.
Restoration
Genesis is a new Restoration spell learned at level 88. Genesis targets all party or raid members within 60 yards and accelerates the casting Druid's Rejuvenation effects, causing them to heal and expire at 400% of the normal rate. Costs the same amount of mana to cast as Rejuvenation.
Swiftmend area-of-effect healing effect is now called Efflorescence.
Wild Mushroom: Bloom is no longer capable of critical strikes, and accumulates overhealing done by Rejuvenation by 100%, down from 150%. Overhealing bonus no longer benefits from Naturalist or Mastery: Harmony.

MMO-Champion

Druid (Forums / Skills / Talent Calculator)

General
Cyclone no longer has a 20-second cooldown for Feral Druids.
Faerie Fire now has a duration of 20 seconds while in PvP combat (down from 40 seconds).
Innervate now causes the target to gain mana equal to 50% of the casting Druid’s Spirit every second for 10 seconds. The total mana gained from this ability can never be less than 8% of the casting Druid's maximum mana, and the amount gained is unaffected by Mana Tide Totem.
Talents
Dream of Cenarius has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now vary by specialization.
Feral: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch increases the damage for the Druid's next two melee abilities by 25%. causes the Druid's next Rip to deal 15% increased damage.
Guardian: Increases the amount healed by Healing Touch by 20%. Mangle (Bear) critical strikes have a 20% chance to make the next Healing Touch or Rebirth instant, free, and castable in all forms. Instant cast version of Healing Touch now benefits from Attack Power instead of Spell Power.
Force of Nature Treant summoned by the Feral version of this talent will now cast Entangling Roots instead of Bash.
Soul of the Forest has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.
Restoration: Now causes the Druid to gain 100% haste (up from 75%) on their next spell after casting Swiftmend.
Glyphs
Glyph of Ferocious Bite now causes Ferocious Bite to heal the Druid for 2% of their maximum health for each 10 Energy used (up from 1%).
Glyph of the Master Shapeshifter now reduces the mana cost of all shapeshifts by 100% (up from 90%).
Glyph of Pounce now increases the range of Pounce by 8 yards (up from 3 yards).
Glyph of Skull Bash now increases the duration of Skull Bash interrupt by 2 seconds, and increasing the cooldown by 5 seconds (down from a 4 second interrupt and 10 second increase to cooldown).
Balance
Moonkin Form now increases the Druid's armor by 60%, but no longer reduces all damage taken by 15%.
Feral
Predatory Swiftness no longer has a chance to make Cyclone instant, free, and castable in all forms.
Restoration
Living Seed effects can now stack, up to 50% of the casting Druid's maximum health.

MMO-Champion

Growl now also increases threat that you generate against the target by 200% for 3 sec.

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As you can see DoC change was reverted for feral.

Huge change with PS, you now can't use PS procs for cyclone, and as NS is removed for ferals & moonkins, it means you'll be left to cast it.

As I like that the cooldown is removed, I'm not sure about the complete removal of instant cyclone, as you probably never be free to cast them, I already cast a lot of cyclones, I mean try casting them because I'm most of the time getting interrupted in some way (kicks, gouge, stuns...).

Treants nerf seems harsh, with cyclone being off PS, I don't think extra roots are usefull, meaning Incarnation remains the king on that line.

Moonkin Form gets a 60% armor increase instead of the 15% dmg reduction, (as Shadowform, it's nowhere near enough, especially since most classes do mixed damage (Ret, Dk, Rogue), or simply ignore part of armor (Warrior, Rogue, Feral).

Restoration & Balance

Nature's Swiftness is now a Resto and Balance spec spell.

MMO-Champion

Survavibility / utility buff for moonkins, hopefull NS will go baseline for ferals too.

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Posted on by Yliinia
Published on : #5.4 PTR
5.4 PTR General PvP updates

Few notes I hadn't mentioned yet.

PvP trinkets now form a 2pc set that reduces damage taken by 10%, not really sure how it will work, everything is not implemented yet, and especially for humans.

The anti-draw system is in my opinion quite well designed, will see.

Arenas are actually down on the ptr.

Arenas

For Arena matches lasting longer than 15 minutes, one of the teams will receive a buff called "The Crowd Chose You" that increases damage, critical strike chance, stealth detection, and reduces damage taken. The buff is awarded based on the following criteria.
Team with the largest number of players alive.
Team that brought an enemy player closest to death (lowest health).
Arena Rating scaling in the 2v2 bracket has been tuned to be consistent with the 3v3 bracket.

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Posted on by Yliinia
Published on : #5.4 PTR
5.4 PTR updates Priest

Some priest changes, I don't like the Shadowform change, especially since they justify it by PvE reason, which is quite unlogical, since there would be other ways to cancel that dmg reduction in pve.

The 60% Armor is probably not enough, since most classes do either mix damage, or ignore armor in some way.

VT Dispel no longer does an AOE horror.

I believe in this state it will be more interesting to get the PvE 4Pc.

Note : Shadowy recall is the Mastery Procs.

Item - Priest T16 Shadow 2P Bonus (New) Shadowy Recall effects have their critical damage bonus increased by 100%.
Item - Priest T16 Shadow 4P Bonus (New) Each Shadow Orb consumed for Devouring Plague increases the damage of your next Mind Blast, Shadow Word: Death, or Mind Spike cast within 12 sec by 20%.

General
Leap of Faith no longer has a facing requirement.
Talents
Angelic Feather now increases allies' movement speed by 80%, up from 60% and the feathers have a duration of 10 minutes, up from 5 minutes.
Divine Insight for Discipline Priests now has a 100% chance to activate its effect after using Penance, up from 40%.
Twist of Fate damage and healing threshold to activate has been increased to 35%, up from 20%.
Shadow
Shadowform no longer reduces all damage taken by 15%.
Class Armor
Restoration PvP 4-piece set bonus is no longer an area-of-effect and only affects the character that dispels Vampiric Touch.

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Talents
Divine Insight for Discipline Priests now has a 100% chance to activate its effect after using Penance (up from 40%), and now displays an effect in the UI when it's active.
From Darkness, Comes Light
Discipline, Holy: Now also has a chance to activate its effect on cast for these following spells; Penance, Circle of Healing, Prayer of Mending, and Prayer of Healing.
Shadow: Now has a 20% chance to activate its effect for Shadow Priests (up from a 15% chance).
Glyphs
Glyph of Purify now causes Purify to heal the target for 5% of their maximum health after successfully dispelling a magical effect or disease (up from 3%).
Glyph of Reflective Shield now causes Power Word: Shield to reflect 70% of the damage absorbed (up from 45%).
Holy
Serendipity no longer displays a spell effect when in the UI when it's active.
Shadow
Shadowform now increases the Priest's armor by 60%, but no longer reduces all damage taken by 15%.

MMO-Champion

Small up for feathers, im probably gonna be using them most of the time now.

Glyph of Reflective Shield, gonna be very strong with a 70% reflect.

The up to DI for disc priest is way too much.

In definitive Discs are going to be way too strong in the current state.

FDLC is being upped for both Shadows and Disc, it goes from 15 to 20% chance on VT ticks, and for disc the number of spells it can proc from is widden, it of courses works as well for holies.

Twist of fate also goes from 20 to 35%, definitely a up in pve, not sure in pvp, but the buff is pretty long so it can be a possibility.

Finally small change on Leap of Faith, but to be noted, basically less positioning requirement.

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