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 Easing Transition: Helpful 4.01 Guides

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Symitri

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PostSubject: Easing Transition: Helpful 4.01 Guides   Tue Oct 05, 2010 11:44 am

I'll post more if I find more but the idea is to post guides that will help with changes to rotation/class mechanics that will occur in 4.01, so that people aren't entirely screwed over. Change should happen next week if not today, so good to BE PREPARED /illidan

Starting with...

LINKS TO ALL SPECS

Prot Paladins
Mages/Video Version
Disc Healing with Atonement Spec/General Disc Raiding
Discussion on Shadow Priest rotations
Resto Druids (Junik needs all the help he can get without Kreger)
Elemental Shamans
General Guide to Warrior Changes
Survival Hunter/Beast Mastery Hunter/Marksman Hunter (Slightly outdated, values have changed a tiny bit since these were released)
Rogues (I'm going to regret bothering with this one)
Warlock Video Guidep

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Raid Buffs/Debuffs in Cataclysm

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Inscription Changes

Quote :
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. Examples of prime glyphs include Glyph of Howling Blast, which will cause the death knight ability Howling Blast to infect targets with Frost Fever, and Glyph of Insect Swarm, which increases the damage of druid's Insect Swarm ability by 30%.

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. Examples of minor glyphs include Glyph of Righteousness which will reduce the mana cost of Seal of Righteousness for paladins by 50%, and Glyph of Levitate which will remove the reagent requirement for a priest's Levitate spell.



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 75.


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.

Dust of Disappearence:

Quote :
At level 80 and below, players will use Vanishing Power (Midnight Ink x1). This reagent will be available for purchase from Inscription vendors and can be crafted by scribes using using low-level materials. Scribes with a skill level of at least 75 will be able to learn the recipe for Vanishing Power at their trainer.

At level 81 and above, players will use Dust of Disappearance (Blackfallow Ink x2). Similar to Vanishing Power, it will be available for purchase from Inscription vendors once Cataclysm is released and can be crafted by scribes with a skill level of at least 475.

We're currently looking at 12g50s per dust (faction discounts will apply). The goal is for the vendor price to be at the high end, allowing scribes the opportunity to create and sell the item competitively.

/////////////////////////////

Yes I apologise for using wow.com links but a lot of the independent sites I used to follow have collapsed / quit, so where I use wow.com links I sincerely apologise for 'selling out'.


Last edited by Symitri on Wed Oct 13, 2010 10:29 am; edited 10 times in total
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Rhodie



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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Tue Oct 05, 2010 5:44 pm

Still waiting on the shadowpriest guide sym!

Get to work! chop chop!
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rubberbands
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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Tue Oct 05, 2010 11:01 pm

why does the priest section come from wow.com
Sad
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Symitri

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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Wed Oct 06, 2010 1:18 am

because Sym has a limited time frame when it comes to tracking changes, BUT JUST FOR YOU RUBBER, because Shiro speaks so highly of you, I will track another one down and replace it ASAP. Currently also writing a very brief warrior guide myself.
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Junek
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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Wed Oct 06, 2010 11:27 am

Can you track Kreger down and get him to write a guide personally?

How about a hunter guide? I actually play my hunter worse than my druid.
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Orthedos



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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Wed Oct 06, 2010 12:30 pm

4.01 already out?

I tried to just fish and do a random of two every couple days now, but the pain is not letting me play much, even fishing hurts my hand. I wonder what I can do Sad
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Kaziopoeia

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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Wed Oct 06, 2010 12:36 pm

nah 4.01 is next week (probably)
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Symitri

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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Wed Oct 06, 2010 4:10 pm

Definitely next week due to arena season ending. Would be sincrely surprised if it was moved over yet another week.

I suggest Orthedos that you let your hand recover, forcing it to work will only make it worse =\
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Kaziopoeia

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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Wed Oct 06, 2010 5:37 pm

stop masturbating?
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Junek
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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Thu Oct 07, 2010 12:09 pm

use your other hand to masturbate? Ask Sym... he probably has a few tricks on not wearing out your hand!!!
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Symitri

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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Thu Oct 07, 2010 12:12 pm

... You could just take the Junik route to playing, find 9 people who will carry you while you watch the bosses die and not do anything ^_^

tihihihihihi <3
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Junek
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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Thu Oct 07, 2010 4:16 pm

I think Shiro said it best... "cast Wildgrowth and scratch balls"

God I am going to hate 4.0
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variations

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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Thu Oct 07, 2010 6:51 pm

haha shiro has to learn all the other resto spells other than rejuv
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shironeko

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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Thu Oct 07, 2010 10:43 pm

Pfft! I'll just roll a new class!
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Symitri

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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Fri Oct 08, 2010 12:09 am

Quote :
I think Shiro said it best... "cast Wildgrowth and scratch balls"
It all makes so much sense now why I do so often with her healing me in PVP Q_Q She has to go find Gallow every time she casts Wild Growth to find some balls to scratch
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Valdr
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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Fri Oct 08, 2010 1:15 am

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Symitri

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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Fri Oct 08, 2010 10:53 am

Thanks, added to main post because I know people are lazy and don't have the attention span for more than two pages in these forums!
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variations

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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Fri Oct 08, 2010 4:12 pm

for all u budding warlocks, here's a good breakdown as to what new abilities locks will have Smile

http://www.youtube.com/user/Optec#p/a/u/1/Gk6WUOKXjaQ
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Symitri

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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Fri Oct 08, 2010 5:40 pm

Thanks Vari <3 Added to main post

Although I really do wish there were more female English players doing these guides, so instead of feeling repulsed I might feel aroused :<
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Symitri

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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Tue Oct 12, 2010 2:17 pm

Inscription changes posted in main post.
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Symitri

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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Wed Oct 13, 2010 10:30 am

Somebody did a better job than me in collating a bunch of specs:

http://www.jadedalt.com/2010/10/10/4-0-1-survival-class-guides/
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Kren

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PostSubject: Re: Easing Transition: Helpful 4.01 Guides   Fri Oct 15, 2010 11:31 pm

Woohoo!! Just booked out of camp and 4.0.1 is here ^_^ Time to see if my laptop breaks because of the new water graphics...
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