Raid Warning Episode 38: Them Floating Goats




Raid Warning: A World of Warcraft Podcast show

Summary: Dont ask. We drink too much. Speaking of drinking, Jeff from Taverncraft joins us during the break to talk about the amazing World of Warcraft steins and a few others in production. Also on the show this week, we make Carmen San Diego cry, we experience the joys of floating goats, oh yeah, we also talk about that Warcraft and April Fools. Podcast: iTunes | Play in new window | Download | Torrent | Mevio (Torrent Available 4/12) Special Guest: Jeff Berkwits from Taverncraft Intro Music: "Throw It On Me" Bloody Beetroots Remix of Timbaland and the Hives Beer: "Peeping Peater Scotch Ale" by Port Townsend Brewing website: http://www.porttownsendbrewing.com ABV: 7% BA: B NEWS: Rage Normalization In Cataclysm http://www.mmo-champion.com/news-2/rage-normalization-in-cataclysm/ We are going to take the opportunity in Cataclysm to try and fix some of the problems with the Rage mechanic for both warriors and druids. Some of these problems include: In general, warriors and druids don’t have enough control over their Rage. Large gap between being rage starved in lower level gear and never having to manage it in higher want to make rage more consistent and avoid drastic differences between low-end and high-end gear. Changes: Rage is no longer generated based on damage done by auto-attacks. Instead, each auto-attack provides a set amount of Rage, and off-hand weapons will generate 50% of the Rage main hands do. This amount is based on a constant formula which factors in the base swing speed of the weapon. This means the Rage gained should be averaged out between fast and slow weapons. If the attack is a critical strike, it will generate 200% Rage. Haste will accelerate swing times to generate Rage faster. Rage from damage taken will no longer be based on a standard creature of the character’s level, but instead will based on the health of the warrior or druid. This calculation ignores all damage reduction from armor, absorption, avoidance, block, or similar mechanics, so improving your gear will not reduce Rage gained. Rage from damage taken will be based on the health of the warrior or druid This calculation ignores all damage reduction from armor, absorption, avoidance, block, or similar mechanics, so improving your gear will not reduce Rage gained. More instant sources of Rage buildup All “on next swing” attacks in Cataclysm are being removed. Heroic Strike and Maul will be instant swings that cost a variable amount of Rage. More rage consumed = more damage More Blue Posts Mana Regen in Cataclysm combining food and drink into 1 item no more 5 second rule to start regenerating (mp5 casting/notcasting) Hybrid Tax to stay no reason a hybrid class should outdps a pure dps class 1 Spell Healing Want to try and do away with it force people to use a variety of healing spells efficient / non efficient Changes to Dispel As previously mentioned, we are providing three dispel capabilities to all healing classes as follows: Druids will be able to dispel defensive magic, curses, and poison. Paladins will be able to dispel defensive magic, diseases, and poison. Priests will be able to dispel defensive magic, offensive magic, and disease. Shaman will be able to dispel defensive magic, offensive magic, and curses. There is some trade-off that is being made in making these changes and we wanted to expand on this further. Protection and Retribution paladins will lose their current ability to dispel magic. All shaman will lose dispel disease and dispel poison in exchange for Restoration gaining dispel magic. Restoration shaman, Restoration druids, and Holy paladins will need to talent into their defensive magic dispels. Shadow priests won’t be able to remove disease in Shadowform. Mage, hunter, and warlock will retain their current dispel mechanics.