The oversimplified advice is to reforge haste and crit into hit and expertise. Remember, there are two simple rules to keep in mind for reforging: If a stat is already on the item, you can't reforge anything else into it.
You can only reforge one stat. Reforge until you hit your caps, then move on to gems and start stacking agility; this is the new "killer stat" for enhancement shaman going into the patch and into the start of Cata.
Attack power is being removed from gear entirely; it is now supplied solely by agility for enhancement shaman. It's a win-win-win. Pro tip: Buy your gems now, today, right now, as you're reading this article. Take a minute and pick them up; I'll wait here.
Welcome back. Good thing you got those gems now, because after that patch drops, you'll be paying double or triple pre-patch prices just to get back to raid-ready status.
Here are the go-to gems by slot: Yellow: Rigid King's Amber or Accurate Ametrine if you still need hit and expertise Red: Delicate Cardinal Ruby Blue: Accurate Dreadstone or Glinting Dreadstone if you still need hit or expertise, or Nightmare Tear Once you've hit your caps, gem everything agility unless you still need your meta bonus or you're trying to get a big socket bonus.
Totems We're still dropping Strength of Earth and Windfury Totems for earth and wind, with our water totem being conditional based on the raid or group composition. Personally, I always use Healing Stream unless for some strange reason we don't have Blessing of Wisdom from a paladin, a resto shaman, shadow priest or a ret paladin. The big change for this expansion is our fire totem; we're now dropping Searing Totem because of the new talents.
A hint from Mazuli on the Elitist Jerks Enhancement 4. For whatever reason, our angry little fire totem doesn't hate target dummies, so to properly test your DPS enter combat first, then drop ST and go about your business.
I'll have to do some testing to see if SS will edge out WF. As for major glyphs, I'm definitely picking up Lightning Shield , and you should, too. But the good news is, once you learn them, you can just keep reusing them without having to keep a stack in the bank. Spell priority Our spell priority rotation is somewhat more streamlined and simplified, and in a huge turn of events, Lava Lash pulls ahead as one of our top sources of damage.
Another big change for us is that we now have two stack-dependent abilities to unleash. It is the sixth instalment in the Mario Golf series following Mario Golf: World Tour in and is part of the larger Mario franchise. The franchise has been hugely successful for decades now across all consoles, and it looks like the games will always remain popular.
The Mario gaming franchise has been a huge success for decades, and with the sheer amount of games made around the famous cartoon plumber, there is no doubt that Mario will continue to thrive for many years to come. With updates in the game usually quite far apart due to their size, we expect to see Version 4.
They can swap out any of these five pets with other pets they have tamed by visiting a Stable Master. The Stable Master now allows the hunter to store twenty pets total. Pet families have been updated. Each family can now provide unique buffs to parties or raids, so if a class buff is needed for a raid and that class isn't represented in the group, chances are a hunter can provide a little assistance by calling out a specific pet.
Ammo Ammo is no more. As a hunter, you're just that good now. Any quivers or pouches used to store ammo will automatically be converted into a bag of roughly equal value.
Holy Power This is a new resource which works similarly to combo points. Paladins will generally want to build up Holy Power until it shines through with a bright yellow glowing effect. Once Holy Power has been built up, it can be consumed to augment existing abilities. For example, Word of Glory can be used to cast an instant-cast free heal. This gives paladins several options for how to spend their Holy Power, depending on the scenario. Soul Shards As items, Soul Shards are going away entirely.
Any shard bags used to store Soul Shards will automatically be converted into a bag of roughly equal value. Soul Shards are now a new resource for warlocks. Each warlock will have a total of three. These Soul Shards can be expended using a new spell, Soul Burn, which allows the warlock to augment the next spell cast.
The augmentation effect will vary depending on which spell is used, and all warlock spells which can be empowered by Soul Burn will have a tooltip listing of the effect it grants. Soul Shards will no longer be necessary for summoning demons or casting any other spell typically used when out of combat. Rage Rage is being normalized so that its generation is no longer based on damage done by auto-attacks.
Haste will allow Rage to generate more rapidly by increasing attack speed. In addition, while taking damage, the amount of Rage generated will now be based on the warrior's health rather than the opponent's level.
The essence of this change is to improve the scaling that occurs with warrior gear. With warriors balanced around the top tiers of items, we've found that the class tends to underperform more drastically than others in lower-quality items. These changes should correct that.
Check out the Class Changes section of our Cataclysm Guide for more detailed information! In the upcoming 4. This update features a host of changes including the addition of a new glyph tier, the transition of glyphs from consumable items to permanent spells, and a more streamlined user interface.
In its Prime Glyphs will now be separated into three different tiers: minor, major, and prime. Prime - Prime glyphs will typically provide direct increases to damage or healing throughput.
Major - Major glyphs will typically augment spells and abilities to offer additional utility. Examples of major glyphs include Glyph of Silencing Shot, which will cause a hunter to instantly gain 10 focus when successfully silencing an enemy's spell cast, and Glyph of Ice Block, which will reset the cooldown on Frost Nova every time a mage uses Ice Block.
Minor - Minor glyphs will typically provide players with additional convenience or cosmetic changes. In total, there will be nine glyph slots: three minor, three major, and three prime. As players level, they will be able to progressively unlock "sets" of these slots in increments of three one minor slot, one major slot, and one prime slot. The first set of glyph slots will be unlocked at level 25, the second at level 50, and the final at level Teach a Man to Glyph In addition to the glyph tier changes, glyphs will also be transitioning from single-use items to permanent spells that a player can learn.
While the item from which a glyph will be taught will still be consumed on use, once a glyph is learned, a player will always have access to it. This functionality will feel very similar to the current mechanic that allows players to learn certain recipes and patterns from item drops. Despite these changes, activating a glyph will more or less function as it does now. To activate a glyph, players will simply need to select the desired glyph from their list of known glyphs and then click on the appropriate tiered slot.
Dust to Dust With the transition from single-use items to permanent spells, the process for switching activated glyphs has been slightly altered. Similar to activating a learned glyph, players will need to select the new glyph from their list of known glyphs and then "place" it on top of the old glyph. While this process will not destroy the old glyph as it does at present, it will require a new reagent, Dust of Disappearance, which can be purchased from Inscription vendors or be crafted by scribes.
As a precaution, the following dialogue will also appear before a glyph is exchanged: Are you sure you want to inscribe this glyph? The existing glyph will be lost. Cost: 1 Dust of Disappearance Players will be given the opportunity to confirm the exchange or cancel out of it. Please note that the old glyph will not be permanently lost; it will simply be deactivated.
Gotta Catch'em All To complement each of these changes, the glyph UI window has been completely redesigned. All glyphs will now be organized in the glyph panel according to their tier minor, major, or prime and, much like how class spells and abilities display in the trainer window, will be sortable by "Already Known," "Unavailable," and "All Glyphs" categories. Players will also be able to search for glyphs using keywords and results will populate under each corresponding collapsible tier.
To access the new glyph UI, players will need to open up the Talent pane default: N and then click on the "Glyphs" tab. Check out our Currency Conversion Calculator! We previously announced in the Cataclysm Beta forums that we'd be enforcing a guild member cap with patch 4. We've reevaluated what we believe the realms are capable of supporting and instead will be enforcing a guild member hard cap of 1, members.
This means that guilds with more than 1, members will no longer be able to invite new members until they drop below the cap. For example, if a guild has 1, members they'll be able to continue as-is, playing and earning guild achievements for as long as they choose, through Cataclysm and beyond, but they will not be able to add new members until they fall below the 1, member cap. If a guild has fewer than 1, members, they won't be able to add members above that number.
This new guild cap is being enforced for several reasons, but they all factor into a need to control guild sizes in light of the new guild systems, including guild leveling and achievements. Previously, adding players to a guild was as simple as adding people to a chat channel.
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