精華區beta WOW 關於我們 聯絡資訊
※ 引述《difficulttt (契.Wolion)》之銘言: : ※ 引述《robkoby (The Lighting Strike #1)》之銘言: : http://blue.mmo-champion.com/t/24038612592/cataclysm-class-preview-warrior/ : World of Warcraft: Cataclysm will bring with it several changes to class : talents and abilities. Here you will get a glimpse into some of the changes : we have in store for the warrior. The information you're about to read is not : complete, and is only meant to act as a preview for some of the exciting new : things to come. : New Warrior Abilities : --新技能 : Inner Rage (Level 81): Whenever the character reaches a full 100 Rage, he or : she will gain a buff that causes attacks to consume 50% more Rage and do 15% : more damage for a short amount of time. This is a passive ability so it won't : need to be activated by the player. The goal for this ability is to provide a : benefit for hitting max Rage instead of it feeling like a penalty. However, : we also don't want warriors to feel like they're supposed to pool Rage and do : nothing until they hit 100, so we'll be closely monitoring how this plays out : during the beta testing, and making adjustments as needed. : --生悶氣(心靈之怒) : 當你的怒氣爆表到100的時候獲得一個BUFF,短時間內增加你透過技能 : 攻擊消耗的怒氣多50%、造成的傷害多15% 利用多出來的怒氣增加傷害是不錯的想法 尤其後面英勇的改動不再會吃掉下一次攻擊的怒氣進帳 只用嗜血旋風猛擊 怒氣應該很難消耗 而在單體戰鬥的時候旋風又顯得無力 所以在往後的單體戰鬥 剩下嗜血 瞬發英勇的主動傷害技能 也許再加上有傷害的破甲 原本用來洩怒的英勇跟順劈則是變成瞬發技能 那就應該會吃到GCD 平均每1.5秒大約會消耗25左右的怒氣 (嗜血 英勇 猛擊 破甲都吃1.5秒的GCD) 這樣看來 狂戰以後的普攻傷害比例會提升很多 因為沒辦法靠英勇連發 來吃掉普攻傷害的比例 相對來說命中就變的更重要 輸出循環也整個改變了 : Gushing Wound (Level 83): This ability will apply a bleed effect to the : target. If the target moves, the bleed gains an extra stack and refreshes its : duration, up to a maximum of three stacks. The ability is currently planned : to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing : Wound is designed to be weaker than Rend with one stack, but better with : three stacks, which will be reached when fighting a moving target. : --出血創傷(10怒氣) : 撕裂目標,在九秒內造成傷害 : 若目標在持續時間內移動則將重置出血創傷的時間並增加一個堆疊數 : 最多可以疊三次,當只有一層時比撕裂弱,但疊三後效果比撕裂更好 這給PVP對手很大的牽制性 尤其是會潛行的對手 即使賊殺了戰士 也至少需要九秒的時間才能再潛行 不會潛行的對手 在PVP的時候也很少停留在同一個地方九秒以上 不論是在戰場攻點或是競技場這種機動性很高的場合 這個技能都有很好的牽制效果 : Heroic Leap (Level 85): This ability makes the character leap at their target : and apply the Thunder Clap ability to all enemies in the area when they land. : Heroic Leap will be usable in Battle Stance and shares a cooldown with : Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to : be used in any stance and possibly while in combat. The cooldown for this : ability might be longer than the Charge ability, but it will also apply a : stun effect so you can make sure the target will still be there when you land. : --英勇跳跳(戰鬥姿態限定) : 跳向目標,同時在著地時使用雷霆一擊 : 與衝鋒共用CD,但也同時受征戰者/勢不可檔影響 : 使其可以在戰鬥中與任何姿態使用 : 會跟衝鋒一樣短暫暈一下目標,免得你MISS PVP PVE都好用的技能 群坦變的更輕鬆了 只是不知道擊暈的範圍有多少 希望能大一點....至少像奉獻那麼大 : Changes to Abilities and Mechanics : In addition to learning new abilities, you'll see changes to other abilities : and mechanics with which you're already familiar. This list and the summary : of talent changes below it are by no means comprehensive, but they should : give you a good sense of what we intend for each spec. : * Heroic Strike will no longer be an "on next swing" attack, as we are : removing this mechanic in Cataclysm. To keep the niche of Heroic Strike as a : Rage dump, it will become an instant attack, but will cost between 10 and 30 : Rage. This ability will not be usable until you have 10 Rage, but if you have : more than 10, it will consume up to 30, adding additional damage for each : point of Rage consumed above the base 10. Other abilities, such as Cleave, : Execute, and Maul (for druids) will work similarly. The goal is to provide : players with an option where if you can't afford the Rage, you don't push the : button, but if you have excess Rage, you can push it a lot. : 英勇打擊 : 成為一個瞬間發技能,不再是"下一次武器攻擊"技能 : 所有"下一次武器攻擊"技能也都修改為順發技能(順批.槌擊[熊D]..ETC) : 最少需要10怒來發動,最多消耗30怒,與斬殺機制相同 : * Battle Shout, Commanding Shout, and possibly Demoralizing Shout will : work more like the death knight's Horn of Winter ability. Specifically, these : shouts will cost no resources, generate rage in addition to their current : effects, and be on a short cooldown. : 戰鬥/命令鬼叫...也許也包含挫志 : 將修改為類似DK的號角,不消耗怒氣,還給你少量怒氣,當然有CD : * Whirlwind will hit an unlimited number of targets, but only for 50% of : weapon damage. The intent is for this ability to be used in multi-target : scenarios and not on single targets. : 旋風斬 : 移除目標數量限制 : 但同時只造成50%武器傷害 : 適合用來AE,而不是海扁單一目標 狂戰AE吃飯的傢伙被NERF 原本四個目標變成無限目標 但是傷害只有原來的50% 也就是至少8個目標同時在範圍內才能達到原本的傷害 而在單體輸出時 旋風也變的非常無力 應該不會把他放進循環中 破甲也只吃50%武器傷害 疊完三應該就不會再用 更何況有戰坦的情況下 應該也不會用到破甲 這麼一來 雙持大根的意義就減少了許多 如果後面雙持單手的天賦傷害增加夠誘人的話 那麼雙大根消失 狂戰搶賊薩武器的情況就可以預見 至少嗜血不會受到泰坦之握10%傷害的懲罰 : * Overall, heals cast by players in Cataclysm will be a lower number : relative to players' health than the current game. So to make the Mortal : Strike debuff less mandatory but still useful in PvP, Mortal Strike will : reduce healing by only 20%. All equivalent debuffs, including the Shadow : priest and Frost mage debuffs, will be for 20% less healing. At the moment we : aren't considering giving this debuff to anyone else, though we will : certainly consider PvP utility for historically under-represented specs that : use other mechanics. : 因為種種原因,所以各種致死效果都下修為20% : 當然包括不怎麼致死的致死打擊: * Sunder Armor will be reduced to three stacks instead of five, and still : provide only a 4% reduction in armor per stack. We want to make this debuff : easier to apply and less of a damage swing when it falls off. : 破甲 : 減少為三層(一層依然4%) : New Talents and Talent Changes : * The Furious Sundering talent in the Fury tree will make the Sunder : Armor ability cause 25/50% weapon damage and reduce the threat generated by : 50/100%. : 狂烈攻擊 : 使迫甲額外造成25/50%武器傷害,同時降低50/100%造成的額外仇視 在沒有戰坦的情況下 還算堪用 : * The Mace and Poleaxe Specialization talents in the Arms tree will be : removed. These provided just passive stats, which are not the kinds of : talents we want to design in the future. We will keep the Sword : Specialization talent, but it will be changed to a talent that applies to all : types of weapons. : 槌、長柄專精 - 移除 : 保留劍專精,不過使其對任何武器生效 武戰不用再每換一次武器就洗一次天賦了... 感想先到這裡... 做個總結 整體而言是buff或nerf還並不明朗 因為很多數質尚未確定 但是可以預見的是旋風斬的nerf將會造成雙大根狂戰面臨重大的挑戰 瞬發英勇也許可以挽回這個劣勢 但應該終究比不上一次轉兩根來的暴力 如果bz設計英勇仍然是狂戰的洩怒手段 那麼英勇應該不會有cd 那瞬發猛擊要如何調整 是要增加傷害加成 或是乾脆直接移除這個天賦重新作調整 而英勇不再吃掉普攻也讓命中的重要性提升不少 以後狂戰的配裝也許會變成命中連天賦至少要有15%以上吧 我感覺bz在改動戰士的時候並沒有想的很清楚.... -- 如果連死神界也是這麼腐敗不堪 那就別期待人間的世界會有多好 http://www.wretch.cc/album/lawrencechen -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 123.194.166.242
iceonly:你整個忽略破甲的傷害,現在狂戰GCD有很滿嗎? 04/09 03:00
iceonly:猛擊可沒有辦法塞滿空檔,改版之後那些空檔都能放破甲輸出 04/09 03:01
iceonly:雖然稱不上是buff 不過因為旋風nerf而斷言傷害降低太早了 04/09 03:03
Burdened:應該要修正跟法師的AE類似吧 但對單體傷害維持100%才對 04/09 03:11
cloudx:戰士一直以來都是以技能CD控制傷害 如果破甲無CD 04/09 03:13
cloudx:我相信怒氣取得也不會讓你有辦法無限使用 04/09 03:14
guithawk:以現行的裝備素質來評論未來是沒有必要的 04/09 03:20
SuperKoala:用明朝的劍打清朝的官很沒創意 04/09 08:13
eplis:我覺得分析不錯 但是現在評論好壞真得太早了 04/09 08:22
macheal:那狂戰命中要撐高了.....(默) 04/09 08:55
demon616:英跳是戰鬥姿態限定讓人覺得很不舒爽 04/09 08:56