Right then, here’s the 1.05 patch notes. The big thing to note with these is that they are up on the test server, which means that they’re going to get some testing and possibly some tweaking before they go live. So love them or hate them, the sky has not fallen. If they turn out not to have the effect Mythic wanted on the test servers then there will be changes, these are not set in stone. If you have access to a test realm (ie. not in the EU) and are feeling sparky, go test and give feedback.
Having said that, we can certainly read through the patch notes and get an idea of the sorts of changes they want to make and how they see some of the classes and abilities at the moment.
A few bloggers have already summed up changes for classes they play: Regis discusses 1.05 and Warrior Priests, Syp discusses engineers, A Wall of Text talks over the non-class specific changes.
But because you can never have enough summaries, here’s mine!
Every healer has had their main HoT spell adjusted to do the same amount of healing as it does now, but spread over 24 seconds. So each tick will be ticking for less. This is a sizable healing nerf because the reason people have been getting such high healing numbers in scenarios is by HoTting up their whole team.
Healers have also had their damage adjusted upwards, which should help for soloing and make levelling much less painful.
I’m in two minds about these changes. Casting HoTs blindly on everyone is pretty dull, I much prefer keeping an eye on what’s going on around me and responding to that. On the other hand, dps is outdistancing healing in Tier 4 by quite a lot at the moment. No one thinks healers have too much survivability. So a patch where several classes get more damage and all healers get less healing could tip the balance even further away from support.
I’m hoping that Mythic plan to move towards more fun healing and away from the constant HoTs so we’ll see how these pan out on the test server. I’m very happy about the increased damage though. That was needed. There are also some bug fixes for various classes but that’s the main gist of the healing changes.
DoTs are being made more consistent which looks as though it means that most of them get a damage buff. The damage buff in most cases is to do with the spell getting more of an effect gear stats (ie. Int). But there are some spells that simply got a damage increase independent of gear.
All the abilities which reduced heals by more than 50% (affects Marauders and Witch Elves) now are being nerfed to 50% heal reductions.
Wizards and Sorceresses
The main nerfs here are:
- the fact that root now has a chance to break on damage, so no rooting people and then nuking them down.
- immunity on root which will leave these classes lower in survivability
- combustion is slower to build
- root now available at rank 12, not rank 10. (ie. not in Tier 1)
- HoTs ticking for less makes it harder for healers to keep these guys up when they’re nuking at full combustion
Other than that, they got a solid damage buff with the DoT improvements. Not quite what people were expecting.
Squig Herders, Engineers, White Lions, Maguses (Magi?)
Lots of ‘this ability now does more damage’ buffs. So more damage across the boards. It looks as though pets are being buffed up as well, at least in their damage capability.
Bow classes now get to autoattack on the run while in their skirmish mode.
Poor Ironbreakers, their ability to build up Grudge is being nerfed quite severely. Were they doing too much damage in Tier 4? I don’t know but it seems Mythic thinks so. On the bright side (is there one?) they can now use hammers.
All tanks get their root breaking ability at rank 12.
Guard now only works on players within the tank’s group.
Non Class Specific
- Ability to set rally points in any warcamp
- root effects can’t be stacked, and after you get rooted you have a 5s immunity to being rerooted
- less likely to get the same scenario twice in a row
- movement reductions etc will no longer stack
- guaranteed to get 1 gold loot bag on every keep take PQ
- everyone needs ward gear to fight encounter bosses, not just tanks
I see a lot more damage buffs across the board, and an across the board healing nerf to go with it. I hope they test this good and proper because it’s quite harsh as a healer in Tier 4 as it is and this isn’t going to help.
I feel bad for the Ironbreakers too.