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Daemia

Fackel!

  • "Daemia" started this thread

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wcf.user.option.userOption95: Selle#2941

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1

Saturday, March 24th 2012, 1:57pm

Mists of Pandaria: Warlock Glyphs

Major glyphs:

Glyph of Burning Embers
Increases your maximum Burning Embers by 1.

Glyph of Conflagrate
Reduces the movement speed reduction of Conflagrate to 100% and increases the duration by 100%.

Glyph of Curse of Exhaustion
Curse of Exhaustion now reduces the targets movement speed by ((30+40)*-1)%, lasts half as long and has a 20 second cooldown.

Glyph of Demon Hunting
Demonic Fury now reduces damage taken instead of increasing damage dealt.
In addition, while using Metamorphosis, Soulshatter taunts your target, Twilight Ward will absorb all schools of damage and Demonic Slash is shorter range and generates fury.

Glyph of Demon Training
Improves your demon's special abilities:
Reduces your Imp's Firebolt cast time by 50%.
Increases your Voidwalker's total health by 20%.
Your Succubus's Seduction ability also removes all damage over time effects from the target.
When your Felhunter uses Devour Magic, you will also be healed for that amount.
Increases the number of targets hit by your Felguard's Legion Strike by 1.

Glyph of Demonic Circle
No Change

Glyph of Fear
No Change


Glyph of Healthstone
You receive 100% more healing from using a healthstone, but the health is restored over 10 sec.

Glyph of Life Tap
No Change


Glyph of Shadowflame
Your Shadowflame also applies a 70% movement speed slow to its victims, but Metamorphosis no longer reduces the duration of Stuns or Snares.

Glyph of Soul Shards
Increases your maximum Soul Shards by 1.

Glyph of Soul Swap
No Change


Glyph of Unstable Affliction
When Unstable Affliction is removed, it instantly deals critical damage to both the target and the dispeller, but no longer silences.

Minor Glyphs:


Glyph of Carrion Swarm
Your Carrion Swarm no longer knocks targets back.

Glyph of Drain Soul
No Change

Glyph of Enslave Demon
No Change


Glyph of Eye of Kilrogg
Your Eye of Kilrogg is no longer stealthed and can now place your Demonic Circle.
In addition, the movement speed of your Eye of Kilrogg is increased by 50% and allows it to fly in areas where flying mounts are enabled.

Glyph of Felguard
Your Felguard will equip a random two-handed axe, sword or polearm from your backpack.

Glyph of Health Funnel
Your health funnel instantly restores 15% of your demon's health, but has a 10 sec. cooldown.

Glyph of Nightmares
Your Felsteed and Dreadsteed can cross water while running and leave a trail of flames.

Glyph of Ritual of Souls
No Change

Glyph of Shadow Bolt
Splits your Shadow Bolt into three smaller attacks.

Glyph of Soulstone
Players resurrected by Soulstone are returned to life with 100% health.

Glyph of Unending Breath
No Change
Party hard

Nàvi

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Saturday, March 24th 2012, 5:42pm

Warlocktank!!!!

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wcf.user.option.userOption95: grobian#1937

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Wednesday, March 28th 2012, 7:46am

Quoted

Just to make our intent clear, the Glyph of Demon Hunting isn't intended to turn Demonology warlocks into a tanking spec. You won't be able to queue as a tank for Dungeon Finder for instance and won't have the survivability or tools of say a Protection paladin.

Historically, warlocks felt tankier than other casters and could even off-tank some encounters. We have made an effort in Mists to recapture some of that flavor. A warlock with this glyph should feel like they are about as effective tanking as an Arms warrior who pulls out a shield and swaps to Defensive Stance, or a Feral druid who goes into Bear form. You might be able to off-tank adds or pick up an actual boss for a short period of time if the tank goes down.

To make warlocks an actual tank would take more significant changes. For example, we want tanks to have to pick up separate tanking gear than their DPS gear (this is even true of druids) and want tanks to have to give up some of their DPS potential in exchange for their survivability. In short, it needs to be a commitment, and that's the sort of thing that needs larger gameplay changes than just a glyph.

That shouldn't stop the glyph of Demon Hunting from being fun though. As you can probably tell, we are trying to make even the major glyphs more about character customization and fun.


Quoted

As some of you have pointed out, the glyph of Demon Hunting in your beta build doesn't deliver on what I described above as the design. The newer version of the glyph, hopefully available in the next beta build, allows a warlock to toggle in and out of the off-tank / survival mode, more like the druid going Bear or the warrior going Defensive.

The new shapeshift granted by the glyph is called Threatening Presence (PH) and adds Taunt and Fury Ward to the normal Metamorphosis toolkit. You still get the damage reduction from mastery instead of the damage boost from mastery while in this form. You can also choose to go into normal Metamorphosis even if you have the glyph. Let us know how it feels.

We appreciate all the feedback and passion on this topic. We expected this glyph would serve a pretty niche community and were surprised at how many players were excited about it. We are still in beta and are still very much experimenting with what kind of gamplay we can deliver in glyphs.


Quelle

[Dessalur]

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4

Wednesday, March 28th 2012, 10:14am

Muss ich also doch noch meine Hexe leveln? Ranged-Offtank, yay! ;)

Nàvi

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5

Wednesday, March 28th 2012, 10:29am

Armorcap und 91% weniger Schaden bekommen wäre schon praktisch ;)

Daemia

Fackel!

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Wednesday, March 28th 2012, 10:58am

Die 91% kommen durch Mastery stacken. Bei ~3k Mastery sinds so 90%, da geht aber noch mehr. Is schon lustig wenn son kleiner Gnom-WL das ganze Valley of Strength kleinhaut (+4-8 Horde-Spieler) :D Der war aber auch schon bei 101% :D Heute Abend geh ich auch mal nach Stormwind...
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Wednesday, March 28th 2012, 11:03am

Naja, die Mastery-Skalierung in der aktuellen Beta wird sicherlich nicht so bleiben. Ich find die Aussage ehrlich gesagt etwas unbefriedigend: Mit einem Krieger o.ä. wird das sowieso nicht vergleichbar, der muss ja keinen Glyphenslot opfern. Und dann frage ich mich, in welchen Situationen das eigentlich zum Tragen kommen soll: In 5er Instanzen wird es wohl nie zwingende offtank-Situationen geben. Gibt es im Raidcontent (also jetzt historisch) häufiger den Bedarf an offtanks, die keine "richtigen" Tanks sind? Und wenn man das Spielprinzip haben möchte, wäre es dann nicht praktischer das einfach mit ner Encounter-Mechanik für alle Klassen zu öffnen? (e.g. ein Spieler nimmt den Buff der +500% threat und +XY% damagereduce gibt)

So wie in den Zitaten dargestellt, wird die Glyphe eine absolute Nische, die man fürs solon von altem Content reintut oder halt immer drin hat, damit man mal für 3s den Boss tanken kann, während der eigentliche Tank den battlerez kriegt. Klingt für mich nicht so spaßig. Und ich weiß nicht, ob die PvP-Probleme, die sich daraus ergeben (ein Survival-Knopf mit der minimalen Einschränkung von Schadensverlust) das wert sind.

8

Wednesday, March 28th 2012, 11:06am

Im Black Temple brauchte man häufiger mal kurz nen Offtank beim Trash! :D


[Adalia]: Weil die mysteriöse Sprache Englisch mit ihrer fremden Aussprache und außergewöhnlichen Betonung das Extravagante der fantastischen Welt Sanktuario mehr betont als das schnöde Deutsch. :P

[Dessalur]

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Wednesday, March 28th 2012, 11:14am

In BC gabs gleich mehrere Bosse für die man einen Ranged-Tank brauchte; damals aus Gründen der Aggro und des erlittenen Schadens auch schon vorzugsweise in Form eines Hexers. Maulgar (da wars ein Spellsteal-Magier), Illidan und die Eredar Twins fallen mir spontan ein. In bezweifel indes sehr stark, dass Blizzard nochmal zu so einem Ausmaß zurückehrt; so gut wie ein Hexer kann die Rolle sonst kein Ranged-DD übernehmen. Falls es doch noch passende Bosse geben sollte, fände ich Grobis Lösung tatsächlich auch besser: das sollte dann durch einen Klassenunabhängigen Encounterbuff funktionieren, damit "bring the player, not the class" auch funktioniert. Im 25er erwartet Blizzard zwar, dass alle Klassen wenigstens durch einen Spieler vertreten sind, im 10er funktioniert das mit der elften Klasse aber noch schlechter als heute.

Wenn WoW übrigens eines nicht braucht, dann sind das mehr Tankskillungen. Das zielt jetzt mehr in Richtung der Mönche und der leidigen Problematik der knapen zwei Tankspots im 25er, stößt mir bei solchen Diskussionen aber auch immer wieder auf.