12.0.5 Content Update Notes

12.0.5 Content Update Notes

The 12.0.5 content update arrives to World of Warcraft on 22 April.

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Fixed an issue that could disrupt auto-loot functionality in some situations.

Is… this real? after two years? No way.

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Can u write somewhere manual on Slayer rise ebg ? Its like selling card game without rules….

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Wow crazy pvp changes! We need more PvP changes than just nerfing the monk

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Been there only a few times, but each time it was “rush boss”. No point in adding another epic bg if that’s all it’s gonna be in the end.

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Anyone else seeing this ?
This sounds a little over the top doesn’t it . Especially for pvp .

  • Soul Immolation has been updated – No longer deals self-damage. Now heals for 24% of your maximum health over its duration.
  • Violent Transformation has been updated – Now additionally causes the Hunt to deal 25% increased damage and reset the cooldown of Soul Immolation.

Just to clarify … You can have 2 uses of soul immolation , for a total of 48 % , uninterruptable , unstoppable healing .
Each charge is 30 seconds . So every 30 sec heal for 24% HP just like that .
And on top of them reset both charges when entering Metamorphosis .

Not even going to count that DHs have like 20% passive leach from damage .
Add to that the insane mobility of devourer and their ability to self dispel themselves .

I don’t see any pvp modifier here . We want DHs to be immortal tanks or what ?

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Looks like Devourer has a little more survivability options for pve at least, a little more self heal than what little there was before

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Sheathed weapons YAAAAAY!!!

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No affliction ST buffs/damage profile changes. Spec still useless in content outside of weekly +10s. Worst spec for raiding between all specs in the game.

Huge destro changes.

You guys dont want to pick useless talent, that not even worst point spended on it? We swap it with good one, so YOU WILL TAKE THIS TALENT LIKE IT OR NOT.

Dont want to revert black soul damage? Ye, the talent you nerfed by half, making A-tier spec unplayable for no reason?

No shadow priest fixes, lacking of damage, terrible, nearly impossible to balance damage profile, and terrible group utility still. No bl/cr, terrible self-defs.

No fire mage fixes. Still forcing players to eat frost. Whole spec feels like real gaming with single button assistant.

No tanks changes, monks still FOTM with 90% of all runs.

Absolute incompetence and laziness. I was a believer, that everything will change after WFR.

Nothing changed.

If I did my job the way you do yours, i wouldnt last a day.

Pathetic slop.

Nothing more to say.

  • New Talent: Sanguine Vial – When you deal the killing blow to a target that yields experience or honor, the cooldown of Crimson Vial is reduced by 15 seconds and your next use heals 5% of your health instantly.

This does absolutely nothing to help rogue in M+ or raids.

I don’t understand if the focus is making rogue a wq/delve class.

Airborne Irritant has been updated – Blind has 50% reduced cooldown, 70% reduced duration, and applies to all nearby enemies.

Good.

Assassination

  • New Talent: Negotiable Contract – If the target of your Deathmark dies, Deathmark jumps to a nearby enemy combatant for its remaining duration.

Another weird and dead talent for Assa, imagine you have a pull with elites and normal mobs and your DM jumps from an elite to a normal mob :joy: plus DM jumping without KB is useless.
Utterly pointless talent.

Deathstalker

Mark for Death: Move your active Deathstalker’s Mark to your target. 10 yard range, 20 second cooldown, 25 Energy, and not on the global cooldown.

Everyone hates DS, let’s add another button as a solution, an ugly solution, for a problem that shouldn’t exist.

There’s still no light at the end of the tunnel.

That’s because the light was the train and you’ve already been run over. Time to cut the losses and move to a greener pasture.

The solution is to go and kill the enemy while they’re rushing your boss, setting them back significantly. Rushing only works if it’s let unimpeded, exactly similar as in Alterac Valley and Trashran. Otherwise it’s just a “which team has higher dps”.

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Yeah, exactly, and I’m afraid no one is gonna be doing that unless they end up with a premade. And that’s despite the boss being extremely spongy and taking forever to be pve’d down if all you do is rushing him. It’s extremely boring the way it’s currently being played. At least Ashran’s boss is fast; and in Alterac you gotta wait for towers and there are some pvp opportunities if you don’t just go boss with the big group and camp there - in Slayer’s too surely but since the whole group instantly attacks the boss you feel like you’re hurting the outcome if you’re not there with your dps from start to finish.

I’ve seen only a handful of people trying to attack the enemy team at boss in Slayer’s Rise, maybe the meta will change when people know the bg better and do objectives… which brings us back to the comment I was replying to, it was true.

Sometimes it feels like whoever does Rogue changes is either obsessed with complexity for its own sake or is incredibly afraid of letting Rogue have as good or better than other classes (aside from Feint, which unfortunately only covers specific damage stuff).

Just from these notes:

  • Sanguine Vial is a lesser form of anyone’s healing CD talent, because it cuts 15 seconds rather than fully restoring it (compare it to Warrior’s Impending Victory, DH’s new talent that gives you a full Soul Immo charge, stuff like that). Oh, and it costs Energy, of which every spec but Sub is currently starved.
  • Airborne Irritant reversal is good, but it’s still our only AoE hardstop, and it’s on a 1 min CD with that talent. Mage gets a mass disrupt every 40s, for instance, and Warrior gets a 45/30s disrupt.
  • Negotiable Contract should be baseline and there is no reason to make it a talent, it does not actually add any power to DM in any situation you would use it. Furthermore, it’s a choice node with Finish the Job, which means it will never be taken and will get deleted next expac.
  • Mark for Death is a wrong solution for a problem that everyone has known the right solution from the get-go: get rid of target locking. DSM is old-timey combo points back in another form, and now we get Cata-style Redirect back. Maybe in two expansions we will actually get “DSM is just a personal buff”, same as we got in WoD with combo.

And the specs are like…a few small changes away from being good. I’d even say that Sub is actually kinda good, not perfect, but good. But those small changes not being done compound into gigantic issues if combined, and they go unaddressed for months or even years. Meanwhile MM Hunter gets another mini-rework.

Like dang, make Ace refund 5 points instead of 4 and we’ll love you (yes, it will overcap little Timmy who runs Ruthlessness and Ace but neither of the Stratagems - but they are an outlier and should not be counted). Make energy regen on Outlaw not randomly peter out when you don’t have 3+ RtB running all the time, and we’ll love you (just legitimately roll the old Buried Treasure buff into Double Trouble and above). Make Preparation add a second charge to affected abilities rather than resetting their CD, and we’ll love you. Make Between the Eyes also apply SnD (honestly at this point just make SnD passive, it’s been years overdue) and we’ll love you. Make KS not generate combo but rather freeze/extend AR duration (and also always hit your main target IF you have one), and we’ll love you.

Or at least communicate about why the changes are this way, what you’re afraid of, what’s the reasoning for making continuous changes to other classes while Rogue has been playing the first beta draft up to this point with only numerical buffs/nerfs, and then gets changes that frankly don’t help (or, in case of Cloud Cover, help a TON but in a weird way that looks as if it’s gonna get nerfed to the ground in a week)?

The problem is the vial talent doesn’t even work in m+/raid because you need to deal the killing blow to a target that yields experience or honor.

Feint cost 25 energy, feinting back to back is 50 energy that is a lot when you need to push dmg in high keys where seconds matter, I think rogue is the only class that need to lose dmg to use a defensive.

Cloud cover is good both for dmg and defense, on outlaw it have the downside that playing trickster suck compared to fatebound gameplay wise and I think too that will be nerfed in a week.

Maybe yes sub and outlaw will be good with just few changes but assa need a complete rework on the majority of the talents imo, the spec is a mess.

Yep, it’s totally random in M+ and even more so in raid (I mean, I guess I could luck out and score some killing blows on Dragons or Crown…).

It’s 15 energy (surely you don’t run without the reduction talent?), but yes, it’s rather unfortunate.

Assa is…yeah. Probably the number 1 candidate for a rework at this point, it just lacks fundamental design points that would explain what’s supposed to be fun about it. Outlaw, for all its problems, is a fun spec because it’s fast, frantic, and highly reactive. Sub is fun because it actually does feel like you’re winding up slowly before letting loose with absolutely massive hits, and you can do it relatively often. Assa? It’s just slow, and there’s no payoff for slowness. It’s a very “numbers” spec. It can be quickly given a crutch by bumping up its energy, but that won’t solve the sheer pointlessness of the design.

mmm no I think it will not work at all because you don’t get exp.

The energy reduction talent beside nimble fingers is the pvp one that ofc doesn’t work in raid/m+, so yes it’s 25 energy

No, what matters is that the enemy would be worth EXP, i.e. they’re not a gray-level enemy. The same wording works in M+ for other classes.

You’re right about Nimble Fingers. Dang, it’s even worse than I thought.

don’t trust. still use plumber KEKW

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The glow-route thing pretty similar to the one-button rotation : It’s a good idea to want to improve the tanking experience, but the execution is bad (Although I’ll admit it’s not as bad as the one-button rotation).

One of the main problem with tanking is the you have to bruteforce your routes/the dungeon until you learn it. Adding glows is alright but since the route is Blizzard-made, it is probably not optimal and this doesn’t give you any proper idea on how much you can pull or what mobs you can do.

MDT is useful but anyone who has tanked knows that looking at the route on MDT and then running it never works if you don’t know the dungeon, as viewing the dungeon on a 2D map and viewing it live are completely different. What Blizzard should do is have an in-game tool that allows you to make your own routes in a free-camera style inside the dungeon, while being able to have info on the mobs (their casts, buffs and debuffs, the count % they give, their health).