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Dungeons in Cataclysm : Een tekst om te lezen !!

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Gast


Guest

So cataclysm is around the corner and if there is on consistent message from beta testers it is this: dungeons and especially heroics are about to get much more difficult. Not being a beta tester I haven’t tried these things myself but I’ve tried to keep up with the news on how fight mechanics are changing – and I’m going to try and sum up the basics here – in a quick and “be ready for it” kind of way.
Wrath made dungeons tactically simple. Tank pulls everything he can, DPS nukes AoE, Healers keep everyone at full health – none of this will apply in future. Cata is reviving the pre-wrath dungeon focus on tactics and skilled cooperation. Crowd-control is much more important than AoE and the rules are going back in many ways to where it once was. For starters – I am not planning to use the dungeon finder at all for pugs ever again – because frankly it will be a nightmare until most people have figured out that you simply cannot do what you did in Cata or expect what you got from it.

So how is this really changing – like I said- I will go over the general changes in design so I’ll go by roles.

Healers: The days of keeping everybody at full health are over. No healing class has nearly enough mana to do that. All healing specs however are getting talents that allow them to mana-free DPS (essentially talents where damage done lets you regain the mana spent to do it). Why give healers the ability to do damage without spending mana ? Well firstly it should make levelling a healer a much easier thing. In dungeons this is probably meant to allow healers to do their share of crowd control and occasionally provide a damage boost when there is a gap. There will be gaps – because keeping everybody at full health is no longer a priority, or in fact a possibility. Of course being out of spec abilities their efficacy is reduced but if a healer can do 40% of the damage a specialist does with an out-of-spec DPS attack – then suddenly raids have a lot more reason to consider perhaps a third healer who can DPS when raid-heal or OT-heal isn’t needed. Fundamentally though – as a healer you will get frustrated until DPS players learn to actually avoid damage again. One healer’s advice from beta-testing was “never heal anybody with more than 50% health”.
Tactical healing, with well-chosen spells and spell-levels will be crucial to success in cata.

Tanks: damage avoidance is becoming much bigger of an issue in Cata. You will have to spec for dodge rating. More importantly – the size of pulls even the best tank can handle is simply smaller. Tactical pulls, corner-pulls, selective pulls – they are all going to come back. The message from beta testers is “no tank can keep aggro on more than three mobs” – pull a fourth = wipe. I can tell you this. When I do start tanking again in Cataclysm – I am starting my dungeons by announcing in party chat: “Any player who says ‘pull more’ gets kicked on the grounds that you don’t know how to play cataclysm tactics. No exceptions’.

DPS: The days of mindless AoE is over – it’s sooo very over. Tactical DPS is going to be a major concern. Damage avoidance is going to be crucial. The days when “the guy who stands in the fire” died is over- now that guy will wipe the group. Avoid all damage you can – make life easier on your healers because it’s going to be hell for them. Talking of damage avoidance- we said tanks can’t handle four mobs at once- well it used to be that the rule was “if a DPS pulls aggro – everybody shouted at the DPS”. Aggro management is not the tanks job – it wasn’t in all of WoW until wrath and it won’t be after Cata. As DPS – it’s YOUR job to keep your aggro below the tank’s. That means sometimes holding back on damage, it means switching targets and sticking to the kill order -it means thinking and learning tactics – even on trash mobs.

In short Blizzard wants to encourage groups of friends and guildies to stick together and learn to play very well as a group before you can succeed. PUGS will be for stuff you are already overgreared for. I expect absolute havoc and a lot of QQ-ing when Cata comes out, some of which will be adjusted over time as numbers are tweaked (every expansion has that) to keep things challenging yet fair. But the old 15-minute HC runs are gone – this is going to be a time when dungeons are tough, taking skill, effort, time (we got lazy – remember how dead-mines used to take about 3 hours to run ?) and teamwork.
It’s going to be a hell of a lot of fun.


GuildRuns FTW

Incy

Incy
Admin

man man man wat een geluk.... ik kan echt alleen maar hopen dat cata effectief zo moeilijk gaat zijn!!
en kind van 8 kon WotLK raiden bij wijze van spreken.

https://ordomalificum.actieforum.com

Serras

Serras

Incy wrote:man man man wat een geluk.... ik kan echt alleen maar hopen dat cata effectief zo moeilijk gaat zijn!!
en kind van 8 kon WotLK raiden bij wijze van spreken.
idd, ma de heroics nu zijn wel pokke moeilijk ze ;d
wa ik dus eigenlijk wel zeer leuk vind :p
gebt zeker wel skills vandoen ;d

Gast


Guest

ik heb nu een itemlevel van 327 dus de heroics komen dichter.

Grim Batol vind ik tot nu toe de moeilijkste (vooral trash)
en the halls wel de tofste. (Uldum vond ik ook prachtig gedaan)

Enfin ik ben volop rep aan het grinden in dungeons voor wildhammer clan.
En nadien voor Earthen ring (mss die eerst doen om honored te zijn)

de professions beginnen zo wat te komen.
En wanneer ik eindelijk heroics zal kunnen doen, moogde mij altijd whisperen om eentje te doen


Serras

Serras

ik ben ook nu bezig me mijn profs (mining (500/525) en engineering (479/525)
en kben in Uldum bij die remkahen ofzoiets rep aan het farme voor mijn headenchant

Incy

Incy
Admin

professions zijn bij mij Mining 525 en leatherworking 500...(die laatste gaat mij nog veel geld kosten...)

https://ordomalificum.actieforum.com

Gast


Guest

Bij mij staat enchanting op 498.

en jewelcrafting op 513.

Incy

Incy
Admin

professions nu mining 525 en leatherworking 525

https://ordomalificum.actieforum.com

Gast


Guest

Enchanting 503
Jewelcrafting 525


Voor incy :

Kan jij die al maken : Charscale Leg Armor ?

Spanks

Spanks

Pffff... they are already reducing the difficulty for the HC instances. I'm glad I've done them all before this comes into play

Dungeons & Raids
Level 85 players can now choose any normal dungeon via the Dungeon Finder. Choosing Random Dungeon will still not add Blackrock Caverns or Throne of the Tides into the rotation.

Blackrock Caverns
Beauty now spawns with only two pups in Heroic difficulty. Not to worry though, the missing pup has been adopted by a wonderful, if not insane family.

Grim Batol
Faceless Corruptors now move 10% more slowly.
Players may still use spell and abilities while afflicted by Forgemaster Throngus's Impaling Slam.
Valiona's Devouring Flame damage has been reduced by 20%.

Halls of Origination
The duration of the Flame Wardens' Raging Inferno has been reduced by 80%.
Anraphet's Nemesis Strike now does 75% of weapon damage, up from 50%. In addition, the damage-over-time effect applied by this ability does 15,000 damage every 2 seconds, up from 9,000.
Earthrager Ptah's Flame Bolt now deals more damage per second on Heroic difficulty.
Setesh seeks a portal every 25 seconds, up from 20.

Lost City of the Tol'vir
Lockmaw no longer tolerates fighting in his treasure room.

Shadowfang Keep
Baron Ashbury
Sadly, in his hubris he has forgotten how to Mend Rotten Flesh.
Lord Walden
Conjure Poisonous Mixture now deals more initial damage.
Frost Mixture is now area-of-effect damage.
Toxic Catalyst now deals less damage over time.

The Stonecore
Stonecore Earthshapers' Dust Storm does slightly less damage.
Corborus
The warning time for Thrashing Charge has been increased by 1 second. In addition, Thrashing Charge now happens 4 times, down from 5.
The visual for Rock Borers spawning during the submersion phase is now different from the Thrashing Charge visual.
High Priestess Azil
She grew! She's now 175% the size of a human, up from 125%.
Gravity Wells should kill Devout Followers more quickly.
The cast time of Force Grip is now 1.5 seconds, up from 1.
The size of the warning visual for Seismic Shard has been increased to more accurately reflect the area it affects.
Slabhide
The ground phase lasts longer and has fewer stalactites.
Ozruk
There is now a precast visual on the ground to make it clear how far away a player must get to be clear of Shatter.
The cast time of Shatter has been increased to 3 seconds, up from 2.5.
Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result.
Bug Fixes
Fixed a bug that made Ozruk's Shatter knockback component 10-yard range while the damage had a 15-yard range. Both are 15 yards now.

Throne of the Tides
The damage done by Lady Naz'jatar's Shock Blast and Naz'jar Tempest Witch Chain Lightning has been reduced.
Tainted Sentries Swell damage has been reduced.
The damage of Blight of Ozumat has been reduced by 25% per stack.

The Vortex Pinnacle
Creatures
Desperate Speed cast by Temple Adepts has had its duration reduced significantly.
Altairus
The visual effects in this encounter have been adjusted to make the wind direction easier to read.
Cyclones now knock players straight up, and players hit by a cyclone cannot be hit again for a few seconds.
Asaad
Skyfall Stars are now summoned to help him defeat players.
Static Cling has had its cast time increased to 1.25 seconds, up from 1.
Grand Vizier Ertan
His health has been reduced slightly.
He now knocks away players standing too close to him when he retracts his Cyclone Shield, which now inflicts Nature damage if it touches players.

Source: http://www.mmo-champion.com/content/

Incy

Incy
Admin

like you and alot of others already i'm glad ive done all these things the hard way, the fun way, the interesting way!

https://ordomalificum.actieforum.com

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