2014年8月8日星期五

world of warcraft about Guardian Changes

Guardian Druids had increased Armor as their Mastery for a while now. However, one of the new secondary stats available to all tanks is Bonus Armor. We didn't feel that the difference of being additive vs. being a multiplier was significant enough to warrant keeping their Mastery around. Additionally, active mitigation hasn't played out as well for Guardians as it has for some other tanks.

We decided to redesign the Mastery for Guardian Druids to something that compliments the Avoidance-heavy nature of Savage Defense, and also to improve the usability of Tooth and Claw wow gold for more consistent damage reduction. Note that Primal Tenacity's calculation uses the damage before any other absorbs you have, and before Tooth and Claw's effects, so that it isn’t negatively affected by any of the changes.

The maximum number of charges that can be accumulated for Savage Defense has been reduced to make its uptime more consistent between short and long periods of tanking. Rage for Guardian Druids has been problematic throughout Mists of Pandaria. Most of their rage generation was extremely passive, and most of their button presses either didn't affect their survivability, or only trivially did so. We made changes to Haste and Critical Strike, to try to solve these rage generation problems, and improve their rotation. We also added Ursa Major, in order to give a defensive value to the new Multistrike stat.

    Guardian Druids' Mastery (Nature’s Guardian) has been replaced with a new Mastery: Primal Tenacity.
        Mastery: Primal Tenacity causes the Druid to gain a Physical absorb shield equal to 16% of the attack’s damage when they are hit by a Physical attack. Attacks which this effect fully or partially absorbs cannot trigger Primal Tenacity.
    Ursa Major is a new passive ability for Guardian Druids.
        Ursa Major causes Multistrikes from auto attacks, Lacerate periodic damage, and Mangle to grant the Druid the Ursa Major effect. Ursa Major increases maximum health by 2% for 30 seconds. When the effect is refreshed, the remaining portion is added to the new effect.
    Auto-attacks now generate 5 Rage (down from 10.9 Rage).
    Bear Form no longer increases Haste and Critical Strike from items by 50%, but instead causes Haste to reduce the global cooldown.
    Faerie Fire no longer has a chance wow po to reset Mangle's cooldown.
    Lacerate now generates 5 Rage, has no cooldown (down from a 3-second cooldown), and the periodic bleed effect triggers every 1 second (down from 3 seconds).
    Primal Fury now generates 5 Rage (down from 15 Rage) when you dodge or non-periodically critically strike (up from only Auto Attacks and Mangle).
    Savage Defense can now accumulate 2 charges (down from 3 charges).
    Thrash now generates 2 Rage every time it deals direct or periodic damage, has no cooldown (down from a 6-second cooldown), but no longer has a chance to reset Mangle's cooldown.
    Tooth and Claw can now accumulate 2 charges, its effects stack on the target, and are affected by Resolve.

没有评论:

发表评论