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If priest Dev's ran World of Warcraft


Bentley

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Sometimes, I wonder what our lovely game of WoW would be, if the Priest devs were in charge of everything. What would happen, if some day, they broke free of their cubicles, and invaded the workspaces of their co-workers? What possible havoc and chaos could ensue?

 

[highlight=red:01feeb030b][glow=red:01feeb030b]Hunter[/glow:01feeb030b][/highlight:01feeb030b]

 

- Hunters were found to have too many abilities. As such, their pool of available abiltiies have been reduced to 5, of which you choose when you create a new hunter character. Existing hunters can choose these abilities when they next log in.

- Aimed Shot now deals equal damage to the hunter in the event that the shot does not kill the target

- While The Beast Within is active, the hunter's marksman school is locked, allowing them to only melee with their newfound beastial vigor

- Hawk Eye has been removed, and replaced with Improved Disengage

- All PvP trinkets have been updated to break freezing trap, scatter shot, and snaring effects.

- Master Marksman has been removed, and instead been placed by Beastial Resilience, which reduces critical effects made against you by Beasts by 2/4%.

 

[glow=red:01feeb030b][highlight=red:01feeb030b]Mage [/highlight:01feeb030b][/glow:01feeb030b]

 

- Mage water and food was being found to cause inflation in the game economy by providing players an alternative to dumping large amounts of gold on these items, as such, mage conjured foodstuffs have been nerfed to an effective 20 levels below what they are (ie. conjured crystal water has been reduced to the strength of conjured mineral water)

- Counterspell's range has been reduced to 20 yards, cooldown increased to 45 seconds, mana cost increased to 225, is now resisted as a shadow spell, has had its core functionality removed, and has been placed back on the global cooldown. It now costs 3 talent points to acquire, as well, but the duration has been increased by 1 second.

- Mana shield, frost/fire ward, and ice barrier abilities now impart a weakened soul debuff, which prevents any of these abilities from being used again for 15 seconds.

- The spellpower coefficient for mana shield, frost/fire ward, and ice barrier has been reduced to 10% of +healing.

- Fireball and Pyroblast have had their coefficients reduced to 43%, because these abilities have secondary DOT effects, and because they can be potentially made instant cast.

- Frostbolt has had its coefficient reduced to 43%, because this ability has a snare, and it can be potentially made instant cast.

- Arcane missiles no longer crit, and have had their range reduced to 24 yards.

- If a Mage casts Spellsteal on an opponent who has no buffs, one of the Mage's buffs is instead transfered to the target.

- Mage's armor spells have had their durations reduced to 10 minutes, and now contain 20 "charges" which lessen each time a Mage is hit.

- Mage armor now provides 20 MP5 instead of 15% regeneration.

 

[glow=red:01feeb030b][highlight=red:01feeb030b]Warlock [/highlight:01feeb030b][/glow:01feeb030b]

 

- Warlocks were found to have too many abilities. As such, their pool of available abiltiies have been reduced to 4, and 1 curse, of which you choose when you create a new Warlock character. Existing warlocks can choose these abilities when they next log in.

- Warlocks were found to be able to summon pets. This was in error, and not intended. As such, Warlocks have had their ability to summon pets removed. In place of this, Warlocks will now be able to summon a Demonfiend once every 5 minutes, whos attacks restore health to the Warlock.

- Healthstones have been tweaked to provide lower base healing, but scale better with the Warlock's +healing.

- Shadowbolt's coefficient has been reduced to 43%, because Warlocks are sometimes able to instant cast this spell.

- Shadowburn now deals damage equal to the Warlock if the Shadowburn effect does not kill the victim.

- Ruin has been removed, and replaced with Empowered Howl of Terror, which reduces the cooldown on Howl of Terror by 2 seconds.

- Unstable Affliction no longer silences or deals damage when dispelled, however, 5% of all the Warlock's shadow damage done while Unstable Affliction is on a victim is now given to the Warlock and his group in extra healing.

- Curses are now considered magic effects.

- Death Coil now only does a normal fear effect.

- Nether Protection now is only a 10% chance, and has diminishing returns each time it occurs.

- Warlock's armor spells have had their durations reduced to 10 minutes, and now contain 20 "charges" which lessen each time a Warlock is hit.

- Soul Shatter has been modified to only give 50% aggro reduction for 5 seconds, at which point the aggro is transferred back to the Warlock.

- Soul Link now only provides 20% damage sharing against physical damage, but does not provide protection against magic damage.

 

[glow=red:01feeb030b][highlight=red:01feeb030b]Paladin [/highlight:01feeb030b][/glow:01feeb030b]

 

- Divine Protection now kills the Paladin when used, however, the Paladin can cast any holy spells for free for a 12 second duration. The Paladin can still be silenced, however.

- Paladins now suffer a base chance to fizzle a holy spell when wearing any armor piece above cloth. For each non-cloth piece they wear, they have a cumulative 10% chance to fizzle their holy spells.

- Blessing of Freedom has now been changed, it no longer removes movement impairing effects, however, if the target dies while under the effect of Blessing of Freedom, they incur no durability damage to their gear.

- Blessing of Protection now provides additional protection against magic, however, it will absorb only one physical or magical attack

- Cleanse can no longer remove poisons

- Lay on hands has been replaced by Holywell, which allows the Paladin and his teammates to click on it for a bandage effect

- Paladins no longer gain any benefit from attack power.

 

[glow=red:01feeb030b][highlight=red:01feeb030b]Druid [/highlight:01feeb030b][/glow:01feeb030b]

 

- The act of shapeshifting no longer removes polymorphing or snaring/rooting effects.

- Bearform no longer directly amplifies armor and hitpoints, instead, a magical buff is applied to the druid that achieves these effects.

- Catform can no longer stealth.

- Lifebloom has been replaced with Binding Regrowth, which casts a Regrowth spell on both the Druid and a targetted ally, but costs 2.5x the mana of a normal Regrowth. Feral Druids are advised to stock up on intellect boosting gear to be able to cast this spell more than once.

- Bearform Druids were found to have a direct heal in a form, this is not intended as healing abilities are not supposed to be cast in forms, therefore Frenzied Regeneration has been removed.

- It has been found that Druids are able to freely converse in human languages with other players while in forms. This was not intended, thus, all Bearform Druids can say is "Rawr", all Catform Druids can say is "Rowr", and all Moonkin Druids can say is "Hoot". This is to maintain consistency with abilities like Mind Control, which allowed communication with cross faction players. This functionality has been superimposed with our Warden software, which will patch Ventrilo and Teamspeak to reflect this in game functionality.

- Armor mitigation % on leather has been drastically reduced to encourage more Moonkin Druids to stop using their form for mitigation, and instead rely on healing abilities to mitigate damage.

- Cyclone has been replaced with Mass Cure Poison, which can cure poison effects not normally curable by such spells.

 

[glow=red:01feeb030b][highlight=red:01feeb030b]Rogue [/highlight:01feeb030b][/glow:01feeb030b]

 

- It was found that Rogues were able to handle dangerous poisons with too much efficiency and ease. Thus, now, when a Rogue attacks, he has a base % chance to nick himself with his blade, applying his own poison on him. In the case of an inapplicable poison, such as mind numbing poison, the effect of the poison will slow the rogue's attack and movement speed instead.

- Cloak of Shadows now prevents the rogue from attacking, moving, or performing any actions for 5 seconds after it is cast.

- Sprint and Vanish no longer remove rooting or snaring effects. Additionally, after the duration of the sprint, the rogue will be stunned for 5 seconds from fatigue.

- Incapacitiates, stuns, bleeds, and all poisons have been added to the PvP trinket dispel list.

- Charges on rogue poisons have been reduced to 20.

- Opponents wearing engineering goggles are now immune to blind.

- While evasion is active, a rogue will now take 200% damage from spells.

- If deadly throw misses or is dodged, the projectile weapon boomerangs through the air and hits the Rogue instead.

- Rogues can no longer hit you with physical melee attacks from 15 yards away.

- Rogues no longer can wear leather armor, however, they are given a new ability called "master leather stitcher" that allows them to stitch skinned leathers into their armor, that gives them an armor buff that boosts their mitigation to around leather level. This has 20 charges until the leather pieces fall off and the rogue must re-stitch them back on.

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- Mana shield, frost/fire ward, and ice barrier abilities now impart a weakened soul debuff, which prevents any of these abilities from being used again for 15 seconds.

- The spellpower coefficient for mana shield, frost/fire ward, and ice barrier has been reduced to 10% of +healing.

 

Ragarding the first one. They already have a 30 second cooldown.

Regarding the second one. Unless you have points in Arcane... spell damage and + heal are the same thing.

 

XD

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When was the last time you rolled on a +healing item?

 

I know it says damage and healing on your gear. Confused the mage.

 

But the gear that is +150 healing > 80 +healing & Damage.

 

Don't evaluate it so hard. Read and enjoy.

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[highlight=red:8138825508][glow=red:8138825508]Hunter[/glow:8138825508][/highlight:8138825508]  

 

- Hunters were found to have too many abilities. As such, their pool of available abiltiies have been reduced to 5, of which you choose when you create a new hunter character. Existing hunters can choose these abilities when they next log in.  

- Aimed Shot now deals equal damage to the hunter in the event that the shot does not kill the target  

- While The Beast Within is active, the hunter's marksman school is locked, allowing them to only melee with their newfound beastial vigor  

- Hawk Eye has been removed, and replaced with Improved Disengage  

- All PvP trinkets have been updated to break freezing trap, scatter shot, and snaring effects.  

- Master Marksman has been removed, and instead been placed by Beastial Resilience, which reduces critical effects made against you by Beasts by 2/4%.  

 

[glow=red:8138825508][highlight=red:8138825508]Mage [/highlight:8138825508][/glow:8138825508]

 

 

Dude That all sounds awesome I think hunters should petition for that. IMP DISENGAGE OH YEAH! And what 5 abilities do we get? If its pve I only need 1 abilty anyways. AUTOSHOT.

 

Oh yeah

 

NERF PRIESTS

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I don't think alot of non priests, non priest forum goers are going to get this.

 

 

Funny though, and very true.

 

=/

 

P.S. Mages ftw.

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[highlight=red:285c0a8bf7][glow=red:285c0a8bf7]Priests[/glow:285c0a8bf7][/highlight:285c0a8bf7]

 

 

- Priests were found to have too many abilities in a instance or raid. As such, their pool of available abiltiies have been reduced to 2, of which you choose when you enter the instace or raid.

- Shadow word: Death proved to be to strong in the hands of shadow priests so we have decided that holy/discpline priests will now receive double the damage back when Shadow word: Death does not kill it's target.

- If a priest casts any sort of healing spell his damage spells will now be blocked for 30 seconds. If a priest should cast any damage spell they can no longer heal for 30 seconds.

- Psychic Scream now increases the size of the priest by 50% so they stand out in PvP better to be focus fired.

- Priest PvP trinkets were to powerful since undead have will of the foresaken so we have removed all priest PvP trinkets. (LOL Like you'll be alive long enough to use them)

- Misery was overpowered so now all holy priests in a party/raid will recieve 5% additional damage when a shadow priest is in the group and puts misery on a mob

- Holy priests that crit over 7,000 on a greater heal was not the intended effect so now any time a priest crits over 7,000 all casters are unable to cast for 15 seconds and the priest immediately goes to the top of the threat list and activates the cool down on his/her fade so that it can not be used.

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