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Dämonenjäger / erste Infos zum Demonhunter/Dämonenjäger
« am: 07. August 2015, 10:23:39 »
  • There are many different horn styles to choose from, along with the option to have no horns.
  • Demon Hunters can also have tattoos, which will be shown off with the Demon Hunter class specific armor.
  • There are different skin variations. Some are scaly and demonic and some are more normal.
  • There are different types of eyewear as well. The Illidan style, a veil, or other blindfolds are available.
  • Demon Hunters are a Hero Class, meaning they have a unique starting experience, similar to what Death Knights got. They will also start at a very high level, allowing you to immediately flow into the Legion content.

The Demon Hunter is awoken in the Vault of the Wardens. The Wardens are desperate for their help when the Legion invades. Before you do that, you will get to take part in the events that take place ten years back in time at the Black Temple. You, as a member of the Illidari, are sent off by Illidan on a crucial mission to the world of Mar'duun.

  • Demon Hunters only have two specs, as a healer didn't make sense and another DPS spec would water down the identity of the class.
  • Havok is the DPS spec and Vengeance is the Tank spec.

  • Fel Rush - Multiple charges. Rush forward, dealing 7,215 Fire damage to all enemies in your path. Generates 40 Fury if you inflict damage to at least one target.
  • Chaos Strike - 40 Fury, Melee Range, Instant. A brutal attack that strikes all enemies in front of you for 8,741 Chaos damage.
  • Chaos Nova - 30 Fury, Instant, 1 min cooldown. Unleash an eruption of fel energy, stunning all nearby enemies for 5 sec and dealing 5,772 Chaos damage.
  • Eye Beam - 25 Fury, 40 yd range, Channeled, 12 sec cooldown. Blast the target and any enemies near the target for 21,650 Fire damage over 3.71 sec.
  • Spectral Sight - Instant, 2 min cooldown. Allows you to see enemies through physical barriers, as well as those stealthed and invisible.
  • Vengeful Retreat - Instant, 24 sec cooldown. Vault back and avoid the next attack or spell directed at you.
  • Double Jump allows you to get over obstacles that other classes cannot!

Ankündigungen / Hotfixes 6.0.3 vom 15.12.
« am: 16. Dezember 2014, 09:31:17 »

Class Tuning Changes

    Please note, the following class tuning changes are still undergoing testing and will be implemented as soon as possible.
        Beast Mastery
            Improved Focus Fire now grants a 5% increase (up from 2%) to attack power for every stack of Frenzy that had been consumed.
            Serpent Sting's damage has increased by 60%.
            Stance of the Fierce Tiger now increases all damage dealt by 5% (down from 10%).
            Venomous Wounds' damage has increased by 20%.
            Blade Flurry now also strikes up to 4 additional nearby opponents for 35% of normal damage (up from 30%).
            Backstab's damage has increased by 20%.
            Hemorrhage's damage has increased by 30%.

Ankündigungen / Warlords of Draenor: Alpha Patchnote Patch 6.0
« am: 19. April 2014, 13:35:00 »

Da stehen schon die ersten Ideen und Änderungen drin, für alle interessierten.

Klassenforen / Heilen in Warlords of Draenor
« am: 08. März 2014, 00:13:52 »
We want healers to care about who they're targeting and which heals they're using, because that makes healer gameplay more interactive and fun. To that end, we're reducing the healing of many passive and auto-targeted heals, and making smart heals a little less smart. Smart heals will now randomly pick any injured target within range instead of always picking the most injured target. Priority will still be given to players over pets, of course.

Another of our goals for healing in this expansion is to strike a better balance between single-target and multi-target healing spells. We've taken a close look at the mana efficiency of our multi-target heals, and in many cases, we're reducing their efficiency, usually by reducing the amount they heal. Sometimes, but more rarely, raising their mana cost was a better decision. We want players to use multi-target heals, but they should only be better than their single-target equivalents when they heal more than two players without any overhealing. This way, players will face an interesting choice between whether to use a single-target heal or a multi-target heal based on the situation.

Finally, we're removing the low-throughput, low-mana-cost heals like Nourish, Holy Light, Heal, and Healing Wave, because we think that while they do add complexity, they don’t truly add depth to healing gameplay. (We’re also renaming some spells to re-use those names. For example, Greater Healing Wave is being redubbed Healing Wave.) However, we still want healers to think about their mana when deciding which heal to cast, and so the mana costs and throughputs of many spells are being altered to give players a choice between spells with lower throughput and lower cost versus spells with higher throughput and higher costs. Here are some examples from each healer class:

That’s a lot of big changes for healers: reduced throughput, more triage, less powerful “smart” heals, weaker absorbs, fewer spells, and a new focus on efficiency decisions. We’re confident that we can apply lessons learned from previous expansions to make this the best healer experience yet: more dynamic, engaging, non-punishing, and frankly a lot more fun.

Allgemeines / TESO-Recaps
« am: 07. März 2014, 15:45:30 »

einige haben ja sicher auch BETA gezockt. Hab hier ein kleines Fazit gefunden von der Bild-Reaktion, die ja mMn für den dummen Otto-Normal-User steht  ;D

Was denken die aktiven Zocker? Ist das eine (vor allem Langzeit-)Alternative zu WoW?


Todesritter / @rickflair
« am: 17. Dezember 2013, 13:07:57 »

Ankündigungen / Nächste Expansion: Warlords of Draenor
« am: 08. November 2013, 23:35:17 »

Wer es noch nicht mitbekommen hat. Gibt auch direkt einmalig ein Level 90 Upgrade für 1 Char  wiggle

Klassenforen / Stamina/Ausdauer - wie wichtig für Tanks?
« am: 08. August 2013, 14:01:44 »
Hatten ja gestern kurz am Rand die Frage, wie wichtig Ausdauer bei Tanks wirklich ist. Da gibt's ja auch sehr viele Meinungen drüber und wahrscheinlich haben 10 Tanks 10 verschiedene Meinungen dazu.

hier wird ganz interessant etwas über Ausdauer erklärt, wobei natürlich die spezifischen Bezüge auf den Protpala ausgelegt sind und der Post auch schon eine Zeit her ist. Für den interessierten Leser aber sicher nicht ganz uninteressant:

1. You will never need more stam than what comes on gear. You are not doing heroics this week. It is silly to have such a high default weight for stam. It is silly to gem solid cuts.

I completely disagree, for several reasons.  The first is that you don’t have the proper perspective to make that statement.  Looking at your armory, you’ve cleared a few heroic bosses in 5.0/5.1 content, and cleared all of the normal modes numerous times.  That means you are going into Throne of Thunder with above-average gear for the first few normal modes.  In other words, you may have more than enough stamina on your gear because you overgear the fights.

However, the average raider hasn’t cleared all of the 5.1 content.  They are going into ToT significantly undergeared for even the first few bosses.  And when you are undergeared, your absolute, 100% guaranteed, there-really-is-no-argument-to-be-had-here-so-don’t-even-try stat is STAMINA.  Get the health you need to survive long enough to receive heals.  Period. This is exactly the reason that hard-mode progression tanks stack Stamina early on – to meet the EH checks they run into when running content they significantly undergear.

2. The best way to reduce stress on healers is by lowering incoming damage. Stamina does not lower incoming damage at all. You take more damage if you forgo tanking stats for stam. The term manasponge came about for a reason. It is not a term of endearment.

This is another falsehood that gets tossed about by inexperienced tanks.  The term “mana-sponge” stopped being relevant somewhere around Burning Crusade.  Yes, a tank stacking Stamina does take more damage than a tank stacking, say, mastery.  Does that make them a worse tank? I’d say that the answer is unequivocally “No.”

If your goal is taking the absolute least damage possible, you should be stacking avoidance.  Pound for pound, avoidance gives more “total damage reduction” (TDR) than any other stat.  You know what our absolute worst TDR stats are? Hit, expertise, and haste.

Yet looking at your armory, you seem to have reforged much of your dodge and parry into hit, expertise, and haste.  So we are confronted with a conundrum: either

The fact is that TDR hasn’t been relevant since BC or Wrath, depending on who you ask.  Potentially very briefly at the beginning of Cataclysm, when healers were undergeared, but that quickly ended once they started acquiring even a little bit of normal-mode raid loot.  Healers simply do not run out of mana healing tanks nowadays, even in 25-man.  They run out of mana for all sorts of other reasons – excessive raid damage being the primary culprit – but if you take any half-decent healer and tell them their only job is to heal any half-decent tank, mana will never be an issue.

What kills tanks is not their healer running out of mana, but running out of time.  Spike damage is what kills tanks, and it’s what has been killing tanks since time immemorial.  Taking a few too many large hits in a row while your healer is distracted, stunned, moving, or what have you.  That is how tanks die.


Paladin / Prot Solo Tankig Throne of Thunder
« am: 31. Juli 2013, 09:49:28 »

Schamane / 5.4 Änderungen Heilschami
« am: 09. Juli 2013, 14:57:41 »

    Chain Heal's effectiveness will no longer decrease with each jump (up from a 30% reduction to healing with each jump).
    Earth Elemental Totem's summoned Greater Earth Elemental will no longer taunt off players that are tank-specialized.
    Healing Rain's radius has been increased to 12 yards, up from 10 yards. For 25-player instances, Healing Rain will heal for a reduced amount when healing more than 14 raid members. It remains the same in 10-player instances, healing for a reduced amount when healing more than 6 raid members.


    New Talent: Rushing Streams. This new talent replaces Healing Tide Totem, increases healing done by Healing Stream Totem by 100%, and causes the totem to heal 2 targets at once.
    Healing Tide Totem is no longer a talent and is a baseline ability for all Shamans. Additionally, this totem will now heal 12 raid members (up from 5) when used in a 25-player instance.

BAM wenn das so kommt wäre es extrem geil, kein Healverlust mehr beim Chain Heal, Regen größerer Radius, und vor allem das mit dem Totem geht ab, das eine gibt's fix, das andere 100% mehr Heal auf 2 statt 1 Member. Absolut geil!

Klassenforen / Max DPS in 522 Gear, Patch 5.3
« am: 27. Juni 2013, 09:53:14 »
Mal wieder ein Update wens interessiert:

Max DPS 522 ilvl:

Realistische DPS 522 ilvl:

Addons + UI / WeakAuras Strings
« am: 15. März 2013, 16:39:27 »
Gude, hab auf meinem Protpala Blog eine Sammlung von WeakAura-Strings gefunden. Neben Prot Pala gibt es auch fast für jede Klasse/Specc was, ist vielleicht für den einen oder anderen interessant.


Klassenforen / T15 DPS Rankings
« am: 12. März 2013, 08:23:56 »

Natürlich in perfektem Patchwerk-Fight, wie heißt es so schön, "take it with a grain of salt".

Aber bittet, DK from top to bottom, Feuermage der Schlechteste, Combat-Schurken-Comeback und der Enhancer auch gut abgestürzt.

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