Warlords of Draenor Changes for F2P

Nothing like this really matters as long as they can't do higher level content because they will just miss everything. Healing won't be of much help in this case.

A few misses here and there does nothing wrong, only makes this more realistic.

Check out my Hard Modé videos, I have no hit rating and I've managed to down Ettin
 
Updated the main post. Sorry about the delay, I've been on vacation for the past ~2 weeks so I had some catching up to do. If anyone notices something I've missed, please feel free to point it out and I'll get it up there.
 
[*]Mental Quickness (Enhancement) no longer increases spell power by 65% of attack power, nor does it reduce the mana cost of instant spells and totems.

Does this mean we go back to getting SP from normal sources and DW Devout Hammer will be bis for strong heals and other offensive spells.?
 
Does this mean we go back to getting SP from normal sources and DW Devout Hammer will be bis for strong heals and other offensive spells.?

I suspect Enhance will still get Spell Power from Attack Power somehow, maybe from a separate passive or something. Their passives seem kind of broken right now on the Wowhead talent calculator and will probably change for release. I'd be surprised if Blizzard were to encourage dual Aurastones or other SP gearing options for Enhance since they seem to have gone away from that sort of thing.
 
Is anyone looking forward to seeing both stag and cheetahs running around mid...20-29s bring back memories. Although most of them are unpleasant. :/
 
Arms Warriors now generate Rage from taking auto-attack damage. Each 1% of health taken as damage will generate 1 Rage, up to 5 Rage per hit.
more rage. they sure need it
 
So far looking awesome. I'm loving the Warrior changes (Obviously, as my F2P is a warrior, and I twink warriors on my P2P along with maining a warrior.......), But hey, the whole thing just looks great.
 

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