Changes concerning lvl 1s in 3.3

Figured I'd just throw them into a list here since a lot of people seem to not know more about 3.3 than DW for rogues. So here we go:



*Dazed: Creatures attacking a player from behind can no longer cause players level 1-5 to be dazed, and have a reduced chance to cause players level 6-10 to be dazed.



^This is epic when in fooling around in Elwynn for example. I know I would love this change.



*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.



^This will increase the viability of casters and this is so lovable for healers. I'm not sure if this is just for spirit or for mp5 as well. My guess is that it's just for spirit. So 20 spirit on wep will be a pretty nice enchant in this patch.





*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.



^I'm pretty sure I saw somewhere that all lvl 1 heals costs less mana now. Not sure about shadowbolts, fireballs etc.



*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.



^ I guess this is a good change since now all you have to worry about when rolling a twink is racial abilities and passive abbilities. Unless you care so much about 1 stam.



*Dual Wield: Rogues now know this ability upon logging into the game at level 1.

^Obvious upgrade.



*Stealth: This ability no longer has multiple ranks. While active, the single rank of this ability (available at level 1) allows rogues to move at 70% movement speed.



^20% faster now.



*Summon Imp: This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn.



^Just easier to get the pet now.



*Enchant Weapon - Unholy: This enchantment now inflicts Shadow damage in addition to its original effect.



^ Now does 45-55 dmg I believe + the old effect. WTB calculations/info about unholy procc chance.





Let me know if I left out something. I hope this was useful for some of you. I believe this is one of the best lvl 1 patches in a while, if you ignore 3.2. It's not a gear upgrade, besides DW for rogues and unholy. But I love the mana cost reduction and 200% regen increase. I'm so looking forward to see how lvl 1 casters will be in 3.3. Healers should be able to heal for ages with mp5 gear in 3.3 also.
 
They also talked about upgrading starter armor, which could prove to be better than some of the armor we have now.
 
Really? didn't see anything about that. Anyways I hope that will bring something new. Always nice just to change the usual. I hope we'll get better boots or bracers seeing them are from the vendor. FOr leather this is. Cloth and mail are almost nothing but vendor gear. So hope they'll get a lot of new gear.

Maybe even weapons better than Keen for non boas?



I guess they'll just load us with iLevel 5 gear, which is as good as the vendor gear.
 
They said they were going to standardize the starting armor, like warriors don't start with a chest, but they will now.



Things like that.
 
unholy will be nice for lvl 1 twink tanks, the proc dmg is great for aggro and the debuff is good too, also does anyone know if the unholy debuff still stacks if 2 people have unholy proc on the same mob?
 
from what i have seen on the PTR the cost of spells at lvl 1 have been roughly halved, smite on live is 18 mana for lvl 1 on ptr it is 9 mana. great news for caster twinks.



oh btw i haven't noticed a change in armor on PTR, but the weapons have been changed in some cases such as rogues having 2 daggers, shammies having a mace and shield and priests get a staff.. basic stuff like that.
 
same as others i guess, i only tested mages and priests before servers went down but lesser heal is about 17 mana on PTR down from 39(if i remember correctly).
 
awesome. That's over a 50% reduction. Won't need as many healers now then. Check the regen please when u get back on if u do so.
 
level 1 mana cost changes, Live 3.2/PTR 3.3.



priests:

smite 18/9

lesser heal 39/17

power word fortitude 33/29



mages:

fireball 23/8

frost armor 29/24

arcane intellect 37/31



warlocks:

shadow bolt 20/9

demon skin 37/27

summon imp (will cost 95c to learn) 57/57

immolate 20/15



druids:

wrath 6/4

healing touch 19/8

mark of the wild 13/12



shaman:

lightning bolt 7/3(say hello to never oom dps shammies)

healing wave 17/7

rockbiter weapon 4/4



paladins:

seal of righteousness 8/8

holy light 20/17



hunters:

raptor strike 3/2



on ptr my lock lvl 1 had 30 mana regen per 5 while not casting up from about 10mp5 while not casting on live servers... so yeah 200% increase.
 
leetone said:
level 1 mana cost changes, live 3.2/ptr 3.3.



Priests:

smite 18/9

lesser heal 39/17

power word fortitude 33/29



mages:

fireball 23/8

frost armor 29/24

arcane intellect 37/31



warlocks:

shadow bolt 20/9

demon skin 37/27

summon imp (will cost 95c to learn) 57/57

immolate 20/15



druids:

Wrath 6/4

healing touch 19/8

mark of the wild 13/12



shaman:

lightning bolt 7/3(say hello to never oom dps shammies)

healing wave 17/7

rockbiter weapon 4/4



paladins:

Seal of righteousness 8/8

holy light 20/17



hunters:

Raptor strike 3/2



on ptr my lock lvl 1 had 30 mana regen per 5 out of combat.



holy shit. Casters will never be oom no matter how fast they cast.



edit: I miscalculated. They'll lose mana at a rate of .2 mana per second. Close enough. lolol.
 
shaman will not oom as caster twinks with all mp5 enchants making them an ideal caster for long raid encounters. others still can oom though they will just last about twice as long.



so priest and pallies have the same mana cost for their heals now, those who want to know the difference here it is:



pally - holy light = 50-60, 2.5 sec cast.

priest - lesser heal = 46-56 1.5 sec cast.



so 4 health isn't gonna make much of a difference compared to the 1 sec faster cast imo.
 
Yeah well slower heal = better effect from SP + paladins has shield for mp5. So it's not completly worthless.



So what will be the best healer now?
 
shaman maybe? i know their heals aren't as big but it would take them forever to go oom.



even with all mana regen enchants you still have room to throw on some dps ones like +3 agil on cloak, +15 agil on gloves and +7 agil to boots and you probably won't need the 22 intel enchant that much anymore except on really long fights you could even get fiery/LS/+15 agil on your weapon to get some dps going while you aren't healing.
 
wouldn't this is also a huge buff to healidin tanking ... you can short your shield MP5 and go felsteel, sta, or furbolg
 
Discussing this is so odd for me because most people are talking about healers dpsing and shit, but what I've used to is a healer who's busy most of the time healing. 2 manning and shit there's usually no time for dpsing and you don't want any extra threat from dpsing + if you do dps, you will never get out of combat again. If you only heal and never attack the mob you're able to drink up if you wait til you get out of combat.
 
i would think that unless you are like bog and rosk and you 2 man everything and threat isnt really an issue ( only 1 person is dpsing and generating threat), than a healadin wudn't make a good tank, as it wudnt generate good enough threat. Rogues are good for keeping up threat due to constant, high dps; warriors generate the MOST threat via heroic strike (the ONLY level 1 attack that adds bonus threat). Bye Bye pally healers. I'm curious is Bogadin will stay, or if Boglund will reroll a priest?
 

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