1.11er Patchnotes?

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1.11er Patchnotes?

Beitragvon Dokk » Mi 12 Apr, 2006 10:11

http://www.wowguru.com/#news_13136

Eine bessere Übersetzung aus dem US-WoW Forum:


A friend in my guild translated these non mage patch notes. I don't know how accurate they are or if the notes are even real but I thought I would share, he left out the mage notes btw which is fine as they have already been translated.

Within Eastern Plaguelands, there will be a new 40 man instance. The entrance may be found deep within Stratholme. You will be able to find the gates to this new instance (which I can't translate the name to) on the left side of Baron Rivendare's Slaughterhouse. This new instance will be a city floating in the air.

There will be 4 areas. A hatred zone, death magic zone, death rider zone, and a spider zone. There will be 18 monster bosses. Prepare your frost resistance.

There will be a new set of epic gear for each class. By completing a series of quests for this new instance, players will have access to this 8 piece set.

-All debuff removal spells will have the mana cost reduced. Lower rank skills will have less mana requirements than a higher rank of the same skill. However, lower rank skills may not remove higher level debuffs. For example, rank 1 of a priest's dispel magic ability can only remove buffs/debuffs that are up to level 50.
-Fixed a bug where players will not be able to use their abilities after being MC'ed.
-A lot of tool tips are updated.
-Hakkar's sons no longer yield Zandalar Rep.
-Fixed a bug where under special circumstances a spell is cast, if the target leaves the range of the spell, the spellcaster will be stuck in the spellcasting motion.
-Damage from passive skills now generate the correct amount of threat and will receive the proper threat buffs from talents and items. (guessing they mean thorns)
-The guards in Silithus will no longer put players who are ooc into combat when they use their aoe skills (i.e. cleave attack and demoralizing shout). Casting redemption, resurrection, etc. will no longer cause these guards to attack you.
-All flightmasters throughout the world have been slightly buffed. The flightmaster's guardians can no longer be crowd controlled.
-Totems will now correctly generate threat. A certain shaman skill will no longer cause the threat of totems to raise the shaman's threat.
-Corrected certain water zones that allowed breathing despite not having air bubbles.

PVP Battle Grounds
The amount of honor acquired from winning or losing the game will greatly decrease. However, whenever a point is scored, the amount of honor gained will be greatly increased. If there aren't enough players for a game, there will be no rep or honor gain from this game at all.


Druids
Abolish Poison - Mana cost slightly decreased. But will no longer be able to cure poisons above level 50.
Destroy - Fixed a bug where this move will be dodged, parried, or blocked. (no clue what this skill is - direct translation)

Hunter
Feign Death - Fixed a bug where a Damage of Time will cause the FD to be resisted
Distracting Shot - This shot will not have a mocking effect as opposed to generating a high amount of threat.
Viper Sting - Will now correctly receive a bonus from spell damage.
Multi-Shot - Will now correctly receive a bonus from spell damage.
Scatter Shot - Is now a skill available to all hunters at level 30.
New Talent - Calm - will replace scatter shot. Using this skill will instantaneously reset the cooldown for aimed shot, multi-shot, and arcane-shot. 10 minute cooldown

Mage - Due to the many changes, all talent points will be refunded. Blah blah blah
- Evocation trainable at lvl 20.
- Arcane explosion instant without talents, talent removed.
- Mana shield redesigned, now reduces damage taken by the mage, but
has a 30 charge limit. While mana shield is up, mage is not affected
by mana burn or mana drain, but those attacks will destroy mana shield
very fast.
- Frost chills will now suffer from the 15 second diminishing effects.
- Frost spells will now correctly receive damage bonus from curse of elements.
- Lower ranks of polymorph will not affect higher level targets.
- Counterspell cooldown lowered.
- Flamestrike direct damage increased, DoT lowered, total damage
remains the same.
- Arcane power now creates a cooldown equal to its duration,
preventing it from being used together with trinkets like ToEP and
ZHC.
- Dampen Magic and Amplify magic now will decrease or increase magic
and healing effects by percentage.
- Detect magic duration increased.
- Ice armor wnow reduces all physical damage taken, increases frost
resistance, and reduces damage taken from frost spells. While ice
armor is in effect, chill effects on the mage is reduced, all melee
attacks against the mage will cause the attacker's attack and movement
speed to be reduced.
- Mage armor now reduces all spell damage received, increases all
magic resistances. While mage armor is up, all hostile spells have a
chance to be reflected. Mage armor can't be dispelled or purged.
- Fire ward will now absorb a higher amount of fire damage. While fire
ward is up, mage will not be affected by impact or blastwave slowing
effect.
- Frost ward will now absorb a higher amount of damage. While frost
ward is up, mage will not be affected by frost nova or frostbite, and
will be immune to freeze traps.
- Frostbolt's chill effect will now slow less, but will last longer.
- Lower rank spells have a lower chance to proc frostbite, ice armor
will no longer proc frostbite.
- New spell: Steal magic. When activated, next non-AoE spell cast on
the mage can be stolen, and its effects canceled, but if the spell is
resisted, it can't be stolen. If the spell is stolen, the mage can
cast that spell once, damage will be equal to damage received by the
mage, not affected by damage gear or effects, but can be affected by
arcane power. Holy spells can't be stolen.
- Clearcasting can no longer be dispelled or purged. Fixed bug where
clearcasting would not be used up.

Paladin
Hammer of Justice - Effect upgraded, can no longer be resisted.
Divine Favor - fixed a bug where the buff would not disappear
Judgement of Crusader - Now properly receives bonus from spell damage
Judgement - When a target is being judged, he cannot vanish or stealth. (WTF!!!!!!!!!!!!!)
Redemption - You will no longer be able to use lower ranks of this skill once higher ranks are learned.
Divine Intervention - Can no longer be used on MC'ed units (Razorgore???)

Priest
Touch of Weakness - Different ranks of this skill will no longer stack.
Blessed Recovery will now 5/10/15% healed over time instead of the original 8/16/25%.
Feedback - The shadow damage that this skill does will now slightly increase.
Desperate Prayer - Will not properly receive bonus from +healing items and talents.
Ressurection - You will no longer be able to use lower ranks of this skill once higher ranks are learned.
Mind Control - When the target takes damage from the caster, there will be a chance that the mind control will break.

Rogue
Rupture - Fixed a bug where this skill was dodged, parried, or blocked.
Sap - Fixed a bug where lightning shield will break stealth when the rogue casts sap.
Blind - can now be properly resisted (WTF!!!)
Adrenaline Rush - while the amount regenerated will not change, the matter of regeneration will change (meaning not 40 every tick).

Shaman - Due to the many changes, all talent points will be refunded. Blah blah blah
I'll do this later

Warlock
Summon - When the target is "too close" to the warlock, he/she may not be summoned
Shadowburn - Fixed a bug where the warlock would not receive a soul shard when the target receives too much damage from shadowburn.
Soul Link - When your pet takes damage, the warlock will now appropriately take a portion of the damage.

Warrior
Whirlwind - Corrected so that the next 3 attacks will receive the +hit bonus
2h Specialization- Now increases the chance to hit by 1/1/2/2/3% and damage increased by 1/2/3/4/5%.
Enrage - This talent has been redesigned. When enraged, the warrior's damage will increased by 8/16/24/32/40%. Each successful hit will reduce this by 1/2/3/4/5%. Effect lasts 12 seconds.
Bloodrage - This talent has been redesigned. When the warrior is victim to a crushing blow, his maximum life will increase by 2/4/6%.
Duel Wield Specialization - In addition to the damage gain, the warrior's chances to hit will also be increased by 1/2/3/4/5%.
Charge - Fixed a bug where the warrior can charge a target who is out of range. In addition, charge will now remove all movement impairing effects on the warrior.
Intercept - Fixed a bug where the warrior can intercept a target who is out of range. In addition, charge will now remove all movement impairing effects on the warrior.
Berserker Rage - The warrior is immune to fear but is still susceptible to damage
Death Wish - The warrior is immune to fear but is still susceptible to damage
Recklessness - The warrior is immune to fear but is still susceptible to damage
Mortal Strike - Will now properly affect life-leeching abilities (i.e. shadow embrace)
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Beitragvon Gwan » Mi 12 Apr, 2006 11:34

Hunter

New Talent - Calm - will replace scatter shot. Using this skill will instantaneously reset the cooldown for aimed shot, multi-shot, and arcane-shot. 10 minute cooldown


schrott in meinen Augen, wer brauch sowas? man wartet doch eh nur 6 sek???.....

mal sehen was am ende so bei dem patch rauskommt
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Beitragvon Brixyr » Mi 12 Apr, 2006 11:36

wie? keine wasser/brot talente, keine neuen icons? schilde aufzuwerten is' ja mal ganz ok und steal magic kann auch 'ne lustige sache sein. aber das entscheidende beim "schönen neuen mage" scheint mir:

Arcane power now creates a cooldown equal to its duration,
preventing it from being used together with trinkets like ToEP and
ZHC


jetzt geht zwar garnix mehr als mage, aber dafür lebt man dank der schilde 'ne sekunde länger. mal sehn ob das wirklich alles ist. danke blizz

:cry:
"In the Beginning there was nothing, which exploded."
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Beitragvon Lenethar » Mi 12 Apr, 2006 11:46

Scatter Shot - Is now a skill available to all hunters at level 30.
New Talent - Calm - will replace scatter shot. Using this skill will instantaneously reset the cooldown for aimed shot, multi-shot, and arcane-shot. 10 minute cooldown


Totaler Müll. Jetzt bekommen die ganzen BM un Full-SV-Hunter nen zusätzlichen Stun und die MM-Hunter bekommen als Gegenleistung nen Skill den kein Mensch braucht.

Multi-Shot - Will now correctly receive a bonus from spell damage.


Kann nicht stimmen. Muss wohl Arcane Shot gemeint sein.
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Beitragvon madtom » Mi 12 Apr, 2006 12:49

wenn dsa stimmt werden warrior mal nicht zusammengstaucht sondern bekommen nützliche dinge dazu, das wirkliche problem löst es zwar net aber immerhin.
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Beitragvon Brixyr » Mi 12 Apr, 2006 17:23

- New spell: Steal magic. When activated, next non-AoE spell cast on
the mage can be stolen, and its effects canceled, but if the spell is
resisted, it can't be stolen. If the spell is stolen, the mage can
cast that spell once....


im prinzip wäre das die offizielle bescheinigung, dass magier ne komplette niederlage sind. nach den motto: andere klassen haben tolle spells? kein problem - klau dir einen, dann darfste den auch mal casten, wenn du grad nix besseres zutun hast. umso unwahrscheinlicher, wenn angeblich eh n reflekt-procc mit ?% rate auf die mage-armor gelegt wird.
"In the Beginning there was nothing, which exploded."
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Beitragvon Thuloom » Mi 12 Apr, 2006 17:32

-Fixed a bug where under special circumstances a spell is cast, if the target leaves the range of the spell, the spellcaster will be stuck in the spellcasting motion.

Wurde ja auch mal Zeit ...

PVP Battle Grounds
The amount of honor acquired from winning or losing the game will greatly decrease. However, whenever a point is scored, the amount of honor gained will be greatly increased. If there aren't enough players for a game, there will be no rep or honor gain from this game at all.

Also wenn ich nen BG Gewinne/Verliere gibts weniger und wenn die Verlierende Seite rechtzeitig Rauszoned (zB wenn die 3. Flag schon unterwegs ist, oder der eigene Boss am sterbseln?) gibts gar nix ??? Supi idee ...

Hunter
Feign Death - Fixed a bug where a Damage of Time will cause the FD to be resisted

Ach die ganzen Resists waren gar nicht gewollt?
Der Rest war ja schon abgeurteilt ...

Mage
- Arcane explosion instant without talents, talent removed.

Und wieder ein paar Talentpoints frei ...

- Mana shield redesigned, now reduces damage taken by the mage, but
has a 30 charge limit. While mana shield is up, mage is not affected
by mana burn or mana drain, but those attacks will destroy mana shield
very fast.

Wie? 30 mal den Spell benutzen und Pech gehabt???

- Counterspell cooldown lowered.

Dauer-counterspelled-inc ...

- Arcane power now creates a cooldown equal to its duration,
preventing it from being used together with trinkets like ToEP and
ZHC.

etzt geht zwar garnix mehr als mage, aber dafür lebt man dank der schilde 'ne sekunde länger. mal sehn ob das wirklich alles ist. danke blizz

Was ist denn ToEP und ZHC ???

- New spell: Steal magic. When activated, next non-AoE spell cast on
the mage can be stolen, and its effects canceled, but if the spell is
resisted, it can't be stolen. If the spell is stolen, the mage can
cast that spell once, damage will be equal to damage received by the
mage, not affected by damage gear or effects, but can be affected by
arcane power. Holy spells can't be stolen.

Klingt witzig ... Außer das mit den Holyspells, wäre doch mal was wenn alle Mages noch nen (geklauten)Heal casten könnten

Paladin
Judgement - When a target is being judged, he cannot vanish or stealth. (WTF!!!!!!!!!!!!!)

Die armen Schurken ...

Priest
Feedback - The shadow damage that this skill does will now slightly increase.

Auch dringend notwendig, wo Priests doch so wenig Damage machen ...

Ressurection - You will no longer be able to use lower ranks of this skill once higher ranks are learned.

Also nix mehr mit Mana sparen nach Wipe und so den Raid schnell wieder startklar ;)

Rogue
Blind - can now be properly resisted (WTF!!!)

Na die wollen doch nicht ernsthaft an die Rogues?

Warlock
Summon - When the target is "too close" to the warlock, he/she may not be summoned

Nix mehr Summsen in Dungeons wenn der Raid zufällig hinter ner Wand steht?

Warrior
Charge - Fixed a bug where the warrior can charge a target who is out of range. In addition, charge will now remove all movement impairing effects on the warrior.

Aus Root per Charge?

Berserker Rage - The warrior is immune to fear but is still susceptible to damage
Death Wish - The warrior is immune to fear but is still susceptible to damage
Recklessness - The warrior is immune to fear but is still susceptible to damage

Hmmm, also nix mehr Fear auf Warris, nur noch Damage?
Viele Grüße

Andreas


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Beitragvon Thuloom » Mi 12 Apr, 2006 17:33

Eine bessere Übersetzung aus dem US-WoW Forum:


BTW Übersetzung aus/in was ???
Viele Grüße

Andreas


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Beitragvon Brixyr » Mi 12 Apr, 2006 18:30

BTW Übersetzung aus/in was ???


du kannst aber auch fragen stellen :roll:

...aaaalso zuerst hat n chines n sack reis aufn kopf bekommen - oder wars n koreaner? naja, irgendwie müssen dadurch die patchnotes aus ner subraumspalte in sein hirn geleakt sein. diese mega-news hat er dann natürlich sofort veröffentlicht und irgendeiner von den fremdsprachengenies aus amiland hat die dann wahrscheinlich dreimal per google hin und her übersetzen lassen und sich die restlichen unklarheiten bei nem feinen joint zusammengereimt.
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Beitragvon Dokk » Mi 12 Apr, 2006 18:57

Das Original kommt wohl von einer chinesischen Fansite mit den Hinweis, dass es sich um leaked Patchnotes handelt.

Halte es aber für einen (guten) Fake.
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Beitragvon Thuloom » Do 13 Apr, 2006 06:06

und sich die restlichen unklarheiten bei nem feinen joint zusammengereimt.


Ahhh die übliche (Ami-)Technik halt ;)
Viele Grüße

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Beitragvon Chili » Do 13 Apr, 2006 07:09

Steal Magic kann ich mir in der Form ned vorstellen, mit bissi Glück kannst ja damit auch die Hammernukes der Bossmobs stehlen
Behind every great Mage, sits a Priest, out of Mana...
I love my Guildies, until they talk...

Das einzige was einen guten Mage aufhält:
StGB SS328 Absatz 2.3: Mit Freiheitsstrafe bis zu fünf Jahren oder mit Geldstrafe wird bestraft, wer eine nukleare Explosion verursacht
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Beitragvon Thuloom » Do 13 Apr, 2006 23:18

Naja aber mit dem geklauten Spell machst ja nur soviel Damage wie der bei dir gemacht hätte, und AE-Spells wären ausgeschlossen ...
Viele Grüße

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Beitragvon Aaryn » Di 18 Apr, 2006 19:51

Also wenn die War was nützliches kriegen sollen und net generft werden dann kann sichs nur um fake handeln:)

und was den rezz angeht alle ränge kosten daselbe mana nur die hp und mana unterscheiden sich mit den man wieder aufersteht
EDIT: wie ich grad erfahren hab erst seit 1.10
Zuletzt geändert von Aaryn am Di 18 Apr, 2006 20:48, insgesamt 1-mal geändert.
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