I'm relatively content with the changes so far, my attitude is more "wait and see how it all pans out" Last night me and some friends went to do RoV. Which we have done many time prior to the patch. The group was as follows. As for Master II, I picked Both Bestowals. 37 Palladin 33 Scout ( I think swash ) 34 Conjurer 33 templar ( myself ) We mostly spent our time grinding clay guardians. Tank ran most of the time in offesive stance. Here are my initial thoughts. The clay guardians are tripple?? up heroics in the range of 30-33. 1. Mobs seem to die quite a bit faster ( maybe they have less HP... I'm not sure, but we would kill the golems at least 25% faster than before ) 2. Mobs don't hit as hard. 3. Reactives are smaller, but they sip mana. They are so efficient. If the reactive can keep up, you can cast a 1000 of them. 4. Reactive heals seem to stay up longer... for whatever reason I'm not sure, but only having one reactive timer seemed to be sufficient, as compared to before. Pre-DoF I absolutely had to have supplicants praryer and bestowal on seperate timers or there was no chance of keeping the tank standing. Now having one reactive is enough, although it takes a different timing to guage when it will drop. 5. Mana regen seemed to be a bit slower ( maybe this is because I have more power? ) 6. I seemingly can cast more direct heals than before ( maybe because of increased power pool, maybe because of efficiency ) all I know is that I can actually afford to burn a few direct heals on a guy who overnuked and not worry too much about it effecting the outcome of the encounter. 7. I've seen a relatively decent bump in my DPS, my nukes hit for slighly more, the master strikes for golems and skeletons do enourmous damage considering its a priest casting them. 8. The Mark of princes and related spells proc ALL THE TIME. If you find your reactives aren't quite keeping up this helps suppliment it some. It also serves as a very effective way to heal the group now. 9. The attonement line saw a sizable upgrade. If you are cranking through smaller mobs and killing them one after another, this is just an amazing way to keep the group healed for little mana. 10. Mobs that are green/blue seem to yield a bit more experience than they would have previously. 11. Mobs grey out later than they used to. This is my observation from one night of grouping and basically grinding on one type of mob. We killed these mobs for about 2 hours. I gained a whopping 80% of a level. This was with full vitality and the new adventurer experience bonus. Even our level 37 tank dinged 38 and was still earning good experience killing level 30-33 mobs. If this results in killing lower level mobs but the experience reward is still as good, I have no complaints. My guess is that doing even con or higher heroic mobs would quickly become overwhelming, but only 2 nights earlier we wiped on a lvl 34 double up which we were able to do tonight. I think over all it will take some getting used to, I've read that our reactives will now heal even if a ward is on a person which makes it very viable for grouping with a shaman type ( I haven't confirmed this ) I don't subscribe to the gloom and doom way of looking at things, group tactics will change, group makeups will change, but I can say that our specific group was able to kill blue heroic mobs faster than what we could before.
Message Edited by Fivel on 09-14-2005 06:40 AM