This snatch of story has been stuck in my head, but only pelting me with pieces at a time. Never the same piece twice, too. Yeah, it’s small, but it’s been warped a bit from its original slices.
Xeny poked her head around the stone pillar. The Temple Gardens were one of her sister’s favorite places to go. Sometimes the elder druid would walk in the Temple of the Moon, since it was so quiet and peaceful, but many a feline nap was spent in the small grassy room off the Temple grounds.
Four stepping stones in knelt a night elf with pale blue skin and a long mane of dark blue hair. Beside her was a massive polearm wedged into the ground by its blade. The gold-trimmed weapon was easily as tall as the elf herself.
“Ama?” Xeny asked in a timid tone, unsure that it was her sister and not a meditating priestess.
The elf turned to look behind her and flashed the young druid a smile.
“AMA!” Xeny bounded in, soon covered in downy purple feathers. The blue night elf stood up, gripping the polearm around its shaft for support, to meet the moonchick. The familiar red shadow markings soon disappeared into her feathery girth. She soon heard a purring noise followed by a tickle directly on her tummy.
“PbbbbbbbbHAHAHAHAHAHAHAHA STOP IT AMAHAHAHAHAHAHAHAHA!”
The moonkin fell backwards and rolled around, trying in vain to get the black cat to stop tickling her. The cat continued to press her nose in and blow the feathers playfully back.
“HAHAHAHAHAAAAMMMMMMAAAAAAAA stop it! HEEHEEEHHEEEEEHEEEEEE!” The moonkin continued to curl up and giggle after the cat jumped off. The cat rolled over, belly-up and curled around backwards as she shifted out to face the moonkin. The long dark blue mane of elf hair splayed out over the soft garden grass.
“So, enjoying the winds?” The elder druid smiled and picked a flower off the ground. She brought it to her nose on top of her chest and breathed in the fragrance.
The moonkin’s laughter subsided and she too rolled onto her side.
“Flying? It’s…better now. I still prefer the ground, though.”
“I’d hoped I’d caught my verdant sister before she came back oaken strong.” The elder druid laughed, though came out more like a bark.
Xeny folded her feathery arms and tried hard to glare at her sister. A giggle escaped her beak and she clamped her hands to it, muffling the second and third chuckles.
“Come on, Moonchick! Let me see your boots.”
“Oh, these? They’re old and worn.”
“Good thing I brought you new ones, then.”
“New wo–” Xeny shifted out startled and jumped to her knees. She turned to see armor laid out on the grass where the elder druid had previously been kneeling. “Wait, no, Ama, I can’t! I don’t know how to heal yet!”
“Relax, moonchick. Don’t get your feathers in a spitswad just yet. Spells can come later. I’m just giving you new leather for it.”
Xeny spotted the boots lying in the middle of the armor set. Below the ankle they were black like tar, with an extra layer of dark gold leather over the toes for protection. Bulbous around the calves, the golden tops met her kneecaps. The golden design swirled around her shins on the black leather.
“Mmmm so was the friend who gave them to me. The old tabard matched better, though.”
Ama stood up and yanked the polearm out of the ground.
“Never mind. I just live in a different part of the forest now that I used to. That’s all.”
Xeny pulled out her set of frostweave bandages and tore off a scrap. She hocked up a swig of saliva from her throat and spat into the torn bandage. She then took the bandage in hand with the intent to clean the boots a bit better.
Xeny held the wet cloth back and looked up at her sister.
Ama bent and grabbed the gold and black boots with a hand. She peered at the dirtied gold design and smiled. Shaking her head she patted the boots and hoisted them up on a hip under her arm.
“Nah. You can use these ones instead.” She kicked at some newer knee-highs that were a tarnished color of gold. Xeny pulled one over with her four fingers and the heavy leather weight fell onto the grass. It looked quite brand new to her.
“But, Ama, you’ve barely worn these!” Xeny protested. She pulled up the boot by the shin and wiped off the soft soil.
“Yeah,” the feral druid replied. ”They just don’t have the same kick t’ ‘m as the old boots did.”
Eyonix has posted information about the stat changes in Cataclysm on the forums. I’m excited because it means totally revamping most or all of the theorycrafting formulae, so I finally get to see first-hand how these numbers and stat weights come about as we all try to do it again. I plan to spend somemore lurkage on Elitist Jerks to figure out how exactly the pros will figure this out.
However, I’m pretty sure most players don’t care about the math and really wish it would go away. That’s why they’re changing the stats, right? Math or no math, it’s going to affect how you play in Cataclysm versus how you play now in Wrath. So let’s go through these notes as fellow affliction warlocks. I’ve also included some of the blue posts further down the thread that I think are relevant points.
What you’ll see on gear
Stamina – Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.
More stamina means less dying to stupid mechanics like fall damage. Does anyone else remember having a health minimum (with Fortitude included) in order to do Malygos as a cloth-wearer because of the Vortex and its subsequent fall damage? Or, as everyone was just beginning to hit 80 and do the heroics, being the only clothy in an all-plate group (pally healers!) and being told to stay in on Loken’s Nova? More importantly, more stamina means more mana via life tap, and less chance to life tap yourself to death.
Spirit – Come Cataclysm, this stat should only be found on healing gear. Non-healing casters will have other systems in place to regenerate mana, and we are designing special solutions for Elemental shaman and Balance druids who often share gear with healers (more on this below). Raid buffs that currently boost Spirit (such as Blessing of Kings) will only boost the primary stats of Stamina, Strength, Agility, and Intellect. We are also likely changing the five-second rule and other quirks of the current regen system.
Any warlock worth their salt isn’t going to care really about the mp5 you get from Spirit. Why? Because we life tap. And what about life tap? Oh, it has a glyph. That scales with…spirit. Like Fel Armor.
Yes, but what about warlocks, who get a bonus to SP based on Spirit when they have the armor buff up? Will that spell and buff be reworked as well?
Eyonix: It seems so. I would remind players who are focusing on individual talents and abilities to remember that we’re going to be doing a major redesign on all talent trees. So fear not, these changes are meant to work in conjunction with the design of each class come Cataclysm.
But Blizz has us warlocks covered. I figured they would change the spirit scaling to something like intellect scaling, since intellect will be reigning over spellpower. But Eyonix goes further and reminds us that the talents will be majorly redone, so Life Tap and Fel Armor may not be what we currently know them as. Currently for affliction warlocks, Fel Armor is not affected through talents, and Life Tap’s only effect is whether you get 0/10/20% more mana return.
Will reforging become available when the stat changes come into effect? Or will my gear with spirit on it become trash until it does?
Eyonix: Your gear won’t have spirit on it as a mage when Cataclysm hits.
So they *better* redo Fel Armor and Glyph of Life Tap. Otherwise those will be worthless.
Intellect – Intellect will now grant Spell Power (more on this below). Intellect will also provide less mana than it currently does.
So we want lots of +int. Unfortunately, this means we will have to love mages for their buff. Ewwwww, mages. :) Even though we have Fel Intelligence via the felhound, Arcane Intellect is more powerful. I suspect that a lot of the enchants will be converted into the equivalent intellect, since there are a lot of spellpower enchants and few intellect ones.
Haste is changing its meaning for melee classes, but it will stay the same for us.
Mastery – This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It’s directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.
What makes affliction cool and unique? DoTs. Curses. Drains. Self-buffing debuffs like Haunt, Shadow Embrace. Fluid double conversion of health and mana. I feel like the concept is still too nebulous to ponder about, so I’ll talk about it more when Blizz talks about it more.
Armor – The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.
Have I mentioned that I hated an all-plate group telling me to stay in on Loken’s Nova? But, as most healing blogs have already pointed out, this just means not having to prioritize raid-healing cloth-wearers over plate-wearers.
I don’t care about resilience because I don’t PvP as a warlock.
Hit will stay the same in meaning.
Crit will stay the same in meaning.
Stats being removed from items
Spell Power – Spell Power is another stat that you’ll no longer see present on most items. Instead, as mentioned above, Intellect will grant Spell Power. One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.
…I’m a little confused. Why not just put a crapton of intellect on the weapon? How does a stat you’re removing from gear make it easier to scale it better than the one you’re going to be using?
Stats you’ll never see again…ever
We never really cared about mp5 anyway.
Spell Ranks – Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.
So, finally, all those jackasses who won’t turn off their Rankwatch, citing you should just leave the dungeon/battleground now to go train one flipping rank…Rankwatch will be dead. However, using lower ranks is useful sometimes. I’m talking about Life Tap Rank 1 (~600 health to mana). I don’t Life Tap Rank 8 (3.3k health to mana) when the fight starts, because I just want the glyph buff. I also use it sometimes when I just need the glyph buff to reset but the raid is/I am taking a lot of damage, because I like to not piss off my healers by making the damage worse.
So uh, sorry healers, whenever spell ranks go away. You might hate warlocks. Again. Also, it was pointed out later on about things like mage food utilize different ranks.
How will this work with summon food and water? These items have level limits. How will a mage be able to create the lower level items with ranks gone?
Ghostcrawler: There won’t be a way or need to cast the lower level spells. If you’re just worried about losing the flavor of croissants vs. strudel, we’re keeping that. At some point you’ll just start making the better breads.
Ghostcrawler, I think you’re missing the point of the question. Like say you’re in SM:Armory, you’re level 35, so you can use Healthstone (lvl 34 min), no big deal. But the healer is level 33. Oops. But with this new system, you can’t create a Lesser Healthstone (lvl 22 min). Is it just going to scale depending on who is eating it, à la heirloom gear? Or will level 34s get the same food as level 85s?
Weapon Skill – This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.
So Master or Arms and Did Somebody Order a Knuckle Sandwich? will become Feats of Strength? Future warlocks won’t have excuses to go banish an elemental into a punching bag? Awwww, come on… Way to go, Blizz, taking the cap-level toon’s only legit reason to run Stockades in the nude. Now we’ll just have to be silly.
What else you should know, stats-wise
Combat ratings – All ratings will be much harder to “cap out” at maximum gear levels. Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.
Ratings will be steeper? So I won’t still be hit-capped in my tier-10-esque gear when I raid at 85? I’ll need MORE? Good GAWD, Blizz, how much more could I possibly need? On the serious side of things, this means you need more crit rating and haste rating to cap those respective combat traits. I figure healers will be freaking out more about the haste conversion rate. But, I for one will be having fun seeing what popping my haste trinket and/or a haste potion during Heroism will reduce me to.
Reforging – While these changes will go a long way to making a wider variety of stats more attractive, we understand that sometimes you simply don’t want more Hit Rating on your gear or you’d rather have more Haste than more Crit. In Cataclysm, we are going to give players a way to replace stats on gear as part of the existing profession system. As a general rule of thumb, you’ll be able to convert one stat to 50% of another stat. While some conversions (like converting Stamina to Strength) won’t be permitted, the goal is to let you customize your gear more.
So…that umpteen +hit you have? Convert it to haste. Or crit. Of course, the question isn’t really how much your Pawn scale is going to freak out every time you replace a slot, it’s whether you can only convert all or none of a stat to 50% of another. This will come up when you need X +hit to be capped, but your only gear choices are X – 13 +hit or X + 17 +hit. So you’re still going to be either gemming/enchanting for hit or being overcapped with a useless stat. Bwuh. But the Haste to Crit or Crit to Haste will be nice. I think they’ll limit it to the “green” stats, though. Otherwise we’d have casters with very little health but ungodly amounts of intellect/spellpower.
Gems – We are changing the gem colors of a few stats as a result of these adjustments. For example, Hit is likely to be blue instead of yellow. We’ll have more details on this in the future.
Currently, warlocks favor reddish sockets, because spellpower is a red gem stat. If they convert spellpower into the equivalent intellect, well…you have red gems with intellect and…yellow gems with intellect. BWUH? So yeah, the colors are going to change. If intellect stays yellow, then warlocks will favor yellow, green, and orange gems. If intellect switches to red, in order to replace spellpower, then our gem choice will hardly change, with the exception of spirited gems like Purified Dreadstone, since spirit will be gone and useless.
Changes to existing gear
If you are a DPS caster, expect to see:
- A lot more Stamina.
- All of your Spell Power converted to Intellect and Stamina.
- No Spirit. You won’t miss Spirit, though, because you won’t need it for DPS or mana regen.
No surprise, given the rundown of stat changes. Though, it mentions stamina, not only intellect, as being a spellpower holder. Given this information, stamina might be the new spirit for warlocks (spellpower modifier for things like Fel Armor). You know, kind of like for cats, strength gives +2 attack power and agility gives you +1 attack power. So there might be a similar intellect/stamina conversion for spellpower. Which means all that food and all those gems that have +stam at the end? Ohhhhhh yeahhhhh. Om nom spellpower.
If you are a healer, expect to see:
- …Spirit instead of MP5. You’ll probably be happy with Spirit, though, because mana regen is going to matter more than it does currently. Healing paladins and shaman will benefit more from Spirit than they do currently.
If you are a Balance druid or Elemental shaman:
- Your gear will have Spirit on it. It won’t have Hit on it.You will have a talent that converts Spirit to Hit.
- We will adjust talents accordingly so that you want about as much Spirit as, say, a warlock wants Hit.
- Hit on rings and other such gear will still benefit you.
So, the leather-wearing boomkin or mail-wearing elly won’t be snitching any cloth caster gear from you, because they will want totally different stats, which won’t be on your armor type. However, class-indifferent items like rings and neck pieces will still have stats they want, so we will still be competing will all casters on those slots.
Is there any way that we poor poor clothy dps casters can get some kind of assurance that we won’t have to compete with boomkins/ele shamans for our cloth gear once they hit their spirit/hit gear cap?
Ghostcrawler: There is a small Mastery bonus for wearing “your” gear. So a Balance druid who takes cloth will be essentially giving up free stats. Sometimes that may be worth it to them (just as sometimes it’s worth it for a Resto druid to take that piece of +hit gear), but often times it won’t be worth it especially if it’s an upgrade for you.
Healers won’t want +hit, and we won’t want their important spirit, but there may be some crossover anyway, especially with reforging coming into play. So we will both want the same piece of gear, but likely for different reforging reasons.
No more spellpower; instead, tons of intellect will be wanted. We will have a lot more stamina, and possibly spellpower from said stamina. The hit cap will go up again. We will still love haste, probably, and crit too. Spirit and mp5 will be gone, and mana regen will be implemented in talents. But warlocks life tap anyway. But our talents are being majorly redone, so Life Tap may change completely.
Mastery is focused on playing with your class and spec’s unique coolness, so I expect something along the lines of conversion of stats into damage or interesting curses or buffs to DoTs or more things that happen when we drain. We also can’t forget the revamp of soul shards, and how they will play into buffing our spells during combat.
There are a few concerns regarding the disappearance of spell ranks, but this is more for convenience than an actual issue.
We get to celebrate sharing only cloth gear with other clothies, though with reforging stats, we might still have crossover items. So same old, same old.
In summary, not much change on the clear horizon, lots of change on the fuzz horizon. But I don’t yet see any major QQ points.
Fellow warlocks, your thoughts on the stats changes in Cataclysm?
Need, Greed, and DE
As an enchanter myself, I was originally annoyed that enchanters would be outted in a group by the DE button. On my warlock enchanter I used to not say anything, take the items I luckily greeded and DE’d them later. Once I was outted as a DE’r in the previous LFG system, it was like I got to have these mats waved in my face as I DE’d them and then watch them be given away, even if it was a fair roll that won it. Enchanting is a profession that requires other people to help me get my raw materials, and it felt both right and wrong that I’d give away these raw materials to those people who helped me. But I’ve tried it, and frankly, it’s a lot easier. Especially since most people aren’t needing things from UK or VH or HoL, unless they’re new, and then it goes to good use. And Abyssal Shatter? Holy crap, the amount of dust and essence I get from that is amazing. When I run out of mats I…go LFG some more. To get more abyss crystals. Which helps out people who want emblems, people who want abyss crystals for Berserking, and newly dinged 80s who want gear. Win-win, I think. I love the DE system now.
The Need & Greed/DE are apparently the problems. People who can wear more than one armor class are annoyed they can’t roll on clear upgrades because it’s not the highest armor class. They propose switching to a Main Spec / Off Spec / DE system OR letting Greed not share the same level as disenchanting.
That’s dumb. Don’t be a lazy tard, but look up what upgrades for you drop in a dungeon and ask if people will pass before the party gets started killing things. Really, is it so hard to do? If it’s a regular instance and somebody is vying for a piece you also are, offer to run it again so you both can get it. It happened all the time in ToC5 pugs because of the Black Heart or Mercy’s Hold. And people were nice about it! People would talk it out while rolling. Yes, the others who had no interest would pass if there was a DE’r present or roll greed if there wasn’t. Which becomes a problem now if you are stuck not being able to Need something. But…dude…you waited through all this trash and after the first boss before saying something? I might feel bad for DE’ing something you could have used, but I don’t feel horrible since you didn’t give any heads up that you wanted something.
When you ask for people to pass on a lower armor class for you, ask for a specific item. A resto shammy saying, “Hey, pass all leather/cloth pieces so I can look at them” is just begging for a ninja label. What, you want me to pass so at the last minute you can roll need/greed? PFFFFFFFFFFT.
My Comments on Comments
Also, some of my thoughts on some comments from BBB’s thread:
Myrx: * Make it impossible to vote-kick between the time that a boss fight starts, and the time that all loot from that boss is distributed.
This is a good idea. I personally haven’t been kicked or part of a kicking effort during a boss fight. I think I was in a group that kicked a guy because he zoned in afk and continued to be afk for five minutes. But there are nasty stories going on about being kicked like this. I can’t yet find a flaw within this. Readers, can you?
Myrx: * Allow toons with higher armor grades (Plate or Mail) to roll need on items of lower armor grades – but ONLY if a) it fits their current main spec, b) there are no toons present and rolling need who can only wear cloth (or leather, etc.).
He’s using his resto shammy as an example. Point A has one major flaw: out of combat, you can change your spec. So say an enhancement shammy contributes to killing a boss and notices a nice cloth healing piece drops. He switches his spec to his resto healing set, and thus can roll need, because it’s now his MAIN SPEC. And then he can beat out the priest or warlock or mage or whichever clothy actually wanted and could have used it in the spec they were performing.
You can’t make it so that you’re in combat while looting or just before looting, because then how will you resurrect people who die? A delay in changing your spec, maybe? Doesn’t sound really plausible to implement. The game takes notice of your “main spec” as that which you enter the fight as? I could see people starting the spec-switching cast just before entering combat as somebody else pulls. Unless entering combat could break the cast.
Point B has its problem too. What if you have an Enh shammy with a resto off-spec rolling against a Resto shammy who healed the fight? No toons of the cloth or leather restricted are present, so they both roll if the Enh switched into Resto for the loot roll? So the Main Spec Resto shammy can lose a healing piece to an Off Spec Resto shammy.
I think this could be solved better and more permanently by walking in saying, “Hey, I could use Tattered Glacial-Woven Hood for my resto set. If it drops, will you guys please pass if you don’t need it?” than lazily relying on game mechanics to fix people’s manners for you.
Ninja looting is not a disease of the game. It’s a disease of every game. Why? Because it’s a disease festered and spread by people, not by programming. Treating the game but not the people doesn’t solve anything. It’s like needing on Frozen Orbs. I greed. Even as I watch you needing it like a jerk, I’m pressing greed. Blizzard can’t “fix” it by defaulting Frozen Orbs to Greed, because then you WOULD see people being kicked just before the Orb gets looted. And then what, Orbs just won’t drop at all. Because the children won’t play nicely with each other.
Play nicely, people. That’s all the game really needs to be “fixed.”