Priests and Warriors are next in our World of Warcraft: Forever class deep dives, with updates that build on the roles, rhythms, and class-defining tools players know. This look covers new and adjusted baseline abilities, refreshed racial Priest spells, Rage and stance updates for Warriors, and talent changes across Discipline, Holy, Shadow, Arms, Fury, and Protection.
I like this apart from the battle shout nerf … We get shamys so warrior gets nerfed? lol
- Rage:
- Rage from taking damage: We kept the original formula for Rage generation from taking damage, but with one big change. Rage gain from damage is calculated by ignoring Armor. So, wearing Armor will no longer reduce the Rage you gain. We are using the old formula as if you always had 50% damage reduction from Armor. Rage gain also ignores all damage absorption effects, so Power Word: Shield will no longer decrease Rage gained.
- Rage from dealing damage: We have fully-normalized this Rage. Rage gained is now based on the speed of the weapon that dealt the damage. In the launch beta, we gave no additional Rage for dealing critical strikes. We are re-adding that. Critical strike will now give 75% more Rage than non-critical strikes.
Crit rage bonus getting re-added at 75%, hopefully this should be enough to improve the feel of the class to be a bit more high tempo.
The battle shout change is likely to balance out this increase in damage from having more rage as fury warrior dps was projected to still be extremely good in terms of damage output even when just pressing BT/WW on CD where possible.
Yeah, this seems like a weird change. I could understand if they adjusted it towards higher levels, but at lower levels its in sever need of a buff. Like, a Warrior Battle Shout at rank 1 gives 12 Attack Power, a Shaman’s Rockbiter weapon gives 50!
''Dual Wield Specialization: Now also increases chance to hit with off-hand weapons."
This talent on the current beta build also gives 100% more rage from OH hits. Would be utterly hilarious if they gave back rage on crit but nerfed the talent, which is an over all nerf.
Someone in the dev team is beyond traumatized/salty of dps warriors.
Dear devs, I have been intensively testing out leveling up as well as running dungeons as both a geared smiting priest as well as a geared shadowpriest alot and have identified after multiple runs the following serious problems:
Smite priest: Single-target it works but you’re down on the floor drinking basically the whole dungeon while the other dps is just never oom and keeps pulling pack after pack. In addition Your only form of aoe dmge at lvl 20 is holy nova and gets you oom in like 4 casts and doesn’t even do any significant dmge. at lvl 20 you’re already 1 third to max level and past 3 dungeons ! I wish we had a toggleable button that changes holy nova on the fly into a cheap viable aoe dmge spell
As shadowpriest mana management is ok but your dmge is a joke at lvl 20. Especially with the nerf to wanding you’re now supposed to use mindflay instead to be somewhat viable because mindblasts are just too expensive so I feel like the dmge needs to be tweaked, especially because you just got your newest biggest swp at lvl 18 and mindflay at 20 so they should be big dmge that lasts for X levels ahead but instead you’re already far behind the other dps. In addition also here we have zero aoe which means you’re supposed to dot em 1 by 1 and then flay but the problem is that swp ticks way too slow and for so few dmge that’s completely not viable for aoe. Everything is dead by any other dps before your dots can even do any dmge and you waste all your mana. I wish we had a toggleable on/off button to do all our SWP dmge on targets in 1 third of the time or something. And then we have to juggle that abililty to switch between singletarget and aoe.
just some ideas I guess
Regarding healing it’s basic but just fine at first looks. I’m just gutted that dungeon xp is useless now. I was genuinenly planning on healing my way to 60 in dungeons as that is. Your current implementation makes it so that no one wants to run a dungeon twice. I truly believe that the devs should provide a the balance between dungeon running or solo questing and choosing which one to go for should be a choice that the player makes, not the devs.
Also there’s no more point to spec into healing at all since you’re forced into solo questing/farming and any talent speccing into healing feels like fully wasted points now.
Yeah, for the first 20 levels, priest is pretty much “Mind Blast, Shadow Word: Pain, Wand goes Brrrr.” then you finally get Mind Flay. Unless you’re playing as Holy or Diciplin, then you just keep doing the “Wand goes brrr.” tactic.
It would be nice if Vampiric Embrace had no cooldown but was allowed to be on only one target at a time.
”Shadow Focus: Instead of reducing the target’s chance to resist, it increases the chance for Shadow spells to hit.”
What’s the difference from this?
