LeChango said:Ok so PVE wise, I know miss chances are calculated even higher with dual-wield, but I'm not sure if that chance is already calculated for rogues at level 1 considering they are a dual-wield class.
Anyhoo I'm wondering if I wasted all my time and money on my paladin tank, I'm not sure I will be able to hold threat come 3.3, I guess I better hurry up and try to get some more people and actually do something, If I just had 2 more DPS I think I could go for a 20+ elite.
beefy said:So i just noticed that the daze stuff mentioned is only from creatures, not players. Check wow.com's 3.3 ptr test notes.
This makes me a sad beefy.
Players below level 10 may not join raids.
Anyhoo I'm wondering if I wasted all my time and money on my paladin tank, I'm not sure I will be able to hold threat come 3.3
# Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon.
# Glancing Blows: The mage, warlock, and priest classes no longer have an increased chance for their melee attacks to be glancing blows; and the damage penalty due to their glancing blows is the same as for other classes.
# Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player's level increases, the regeneration rates gradually reduce, returning to normal rates at level 15.
# Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.
Racial Attribute Bonuses: These bonuses have been recalibrated to even out the amount of starting health on the various races. All races start with a standardized level of stamina, except for orcs, dwarves, and tauren who now start with 1 extra point of stamina. For each class, bonuses and penalties to all attributes have been adjusted so that each race has an equal attribute total.
chubs said:I think I don't like that much
Is he a healadin tank? Cause I think that his heal TPS will still outweigh a rogue because of hit % and ability to heal more with less mana.
From WoW -> Test Realm Patch Notes
and..
I think these things combined will allow for more Healer Tank scenarios in PVE and may help make a caster PVP a little more viable?
Players below level 10 may not join raids
One of the worst experiences a new player to WoW can have is to get invited to a raid. It immediately shuts off their ability to complete quests. Yes there are ways around that, but when you're talking about a legitimately new player who may not even have the support of friends teaching them how to play, it can just kill any progress flat. Without the starting quests, the player has no direction, no sense of their role in the game and no reasonable way to gain XP. It's even worse when done maliciously, by inviting a bunch of noobs to a raid and then dropping out. Sad
I am assuming many of you are like me and played games for years before trying WoW. But WoW has been around a long time now and some of the players picking up the game now don't necessarily have that experience to draw from. Beginning players these days might have come from consoles or handheld games or maybe WoW is even the first real game they've tried. These type of players need a little more direction. You'll see a lot of changes in 3.3 to support this, and then even more in Cataclysm.
We realize it affects the legitimate (if niche) lowbie raid case so we hope this is only a temporary solution until we implement something a little more bullet proof.
[...] If we removed the quest penalty from raids, I am fairly confident that your experience upon competing say Howling Fjord and moving into Grizzly Hills would be to spam general with "Hey, invite me to the raid!" And there would be one. Even if you didn't technically cooperate with the folks in the zone, why not splash the XP all around a bit?
Like I said, there are solutions but none of them are of the "Just flip this bit and everything will be fine" variety. They take a little thought and work.
We realize it affects the legitimate (if niche) lowbie raid case so we hope this is only a temporary solution until we implement something a little more bullet proof.
chubs said:LOL ... that's a blast from the past:
"That's the second biggest monkey head I've ever seen!"
One of my favscan't fit it into RP purposes in WoW though I don't think...
For Day of the Dead I'm thinking about dawning the [ITEM]Dalaran Nurse's Gown[/ITEM] ... being a Belf rogue it looks good and has the "oops i couldn't save him" thought...
either that or find some pants that look good with the [ITEM]Antiseptic-Soaked Dressing[/ITEM] or [ITEM]Wound Dressing[/ITEM]
I haven't decided yet...any thoughts?
EDIT: you could also farm the Red Defias Mask if you don't have already for your Defias Set