WoW: TBC Classic - Buff cap, values, AoE damage - this changes1.
TBC Classic: Caps for buffs and debuffs2.
TBC Classic: Everything different with the values3.
Important limits in TBC4.
Other important adjustments for combatWhoever
hears WoW: The Burning Crusade surely immediately has iconic raid challenges like the Black Temple or Karazhan in mind, pines mentally the wargleves of Illidan or remembers all the adventures experienced on Outland
. All of this and much more awaits us when Blizzard makes classic servers available for TBC for the first time, or when they expand the existing WoW Classic servers to include TBC content (as of today, we still don't know what Blizzard has in mind).
But back then, with the launch of TBC as well as the subsequent patches in Azeroth, a whole lot had changed even in small ways. And if Blizzard will use the latest patch 2. 4.3 as the foundation of TBC Classic - as they did with WoW (buy now 14,99 € )
Classic - all these small changes will affect our gaming experience from day 1. For this special, we've dug through the patch notes again for you and picked out all the adjustments introduced with TBC that affect combat in PvE and PvP.
TBC Classic: Buff and Debuff Caps
In WoW Classic, it's been a big issue throughout all phases: Players can only use a limited number of buffs at a time before each new buff overwrites the oldest effect. The cap on buffs is 32, and there's also a maximum cap on debuff effects on an enemy, even as low as 16 debuffs. Both caps have a huge impact on the feel of the game in Classic.
- If you got all available world buffs in WoW Classic, you have to be careful not to use too many consumables afterwards. In the worst case, a simple heal-over-time effect or a weapon proc could overwrite a powerful buff, for example from Bleak North.
- In raids, it is usually clearly defined which debuffs are allowed and which are not. Many playstyles have to forgo their damage-over-time effects in the process, as they would only clean debuffs with their DoTs that would significantly benefit the raid's bottom line.
With TBC Classic, the whole issue of buffs and debuffs will relax for the following reasons:
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- The World Buffs from Classic were made uninteresting for level 70 characters with patch 2.1, as they only work up to level 63.
- Elixirs have been split into Battle and Guardian Elixirs in patch 2.1. You can only use one Battle Elixir and one Guardian Elixir at a time. In fact, if you drop a vial, elixirs will not be usable at all, as a vial will count as both a Guardian and Combat elixir.
- The upper limit for debuffs that can affect enemies at the same time has been raised from 16 to 40 in TBC. Incidentally, the debuff cap didn't disappear completely until WotLK in December 2008.
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TBC Classic: Everything different in the values
With TBC, as well as over the course of the TBC era, Blizzard developers have made important adjustments to our characters' stats. The biggest change right at launch: Items no longer provide a percentage increase in critical hit chance, hit chance, or dodge chance. Instead, the so-called "Combat Rating System" has been introduced for all stats.
The reason for this change is that the number of points you need to increase a stat by one percent changes with your level. For example, if 28 points of Critical Hit Rating at level 34 might give you four percent more Critical Hit Chance, 28 Critical Hit Rating at level 70 will only give you 1.27 percent more Critical Hit Chance. However, if you get a fixed 2 percent increase in Critical Strike Chance from somewhere, such as a talent or buff, then it doesn't matter if you're level 34 or level 70, the bonus remains fixed at 2 percent more Critical Strike Chance.
At level 70, the conversion to TBC looked like this:
- 15.77 Melee Hit Rating = 1 percent more Hit Chance15
- .77 Speed Rating = 1 percent more Speed (the value changed in TBC temporarily and then reset)
- 12.62 Spell Hit Rating = 1 percent more Spell Hit Chance22
- .08 Critical Hit Rating
- = 1 percent moreCritical Hit
- ,92 Armor Pierce Rating = 1 percent more Armor Pierce2
- .37 Defense Rating = 1 point of Defense1
- point of Defense = 0.04 percent less chance to be critically hit, and 0.04 percent increased chance to block/dodge/parry/miss18
- .92 Dodge Rating = 1 percentchance to
- .65 Parry Rating = 1 percent chance to parry (as of patch 2.1, before it was 31.54 parry score)
- 7.88 block score = 1 percent block chanceUntil
- patch 2.3:
- 3.9 weapon skill rating = 1 point weapon skillFrom
- patch 2.3:
- 15.77 Weapon Lore Rating = 4 Weapon Lore = 1 percent lower chance of your opponent dodging or parrying your blowsThe
removal of Weapon Lore with Patch 2.3, as well as the simultaneous introduction of Weapon Lore, had a major impact on numerous items, talents, and folk bonuses
It's very likely that we'll be dealing with Weapon Lore from the start in TBC Classic.
WoW: TBC Classic - Hardening is an important value especially for PvP battles, but not only!
Also new in TBC is the Hardening value, which you will find primarily on PvP armor and weapons.
- 39.4 Hardening Rating = 1 percent Hardening = 1 percent lower chance of being critically hit / 2.2 percent lower crit damage / 1 percent lower damage from players (as of patch 2.2, DoTs are also affected) / 2.2 percent lower amount of siphoned mana (as of patch 2.4)
Note that you can also use Hardening as a tank in PvE to make yourself immune to critical hits
Important Limits in TBC
Just like in WoW Classic, you'll want to hit certain limits in the TBC era before focusing on increasing other stats
Here are the most important thresholds:
- Crit Immunity for Level 70 tanks when fighting raid bosses: 490 Defense (you need 140 Defense or 332 Defense rating through gear)
- Crit Immunity for Level 70 tanks when fighting raid bosses through Hardening:
- 5.6 percent toughening or 221 toughening ratingCap
- for spell hit chance on level 73 enemies (bosses): 16 percent or 201.92 spell
- hit chanceCap for spell hit chance in PvP (versus level 70):
- 3 percent and 37.86 spell hit chance respectivelyCap
- for melee hit chance on opponents with level 73 (bosses): 9 percent (141.93 hit rating - applies to all abilities or two-handed weapon/one-handed weapon plus shield auto attacks) and 28 percent (441.56 hit rating - applies to two one-handed weapon auto attacks)
- Cap for melee hit chance in PvP (versus level 70):
- 5 percent (78.85 hit rating)
- Soft cap for weapon lore (level 73 enemies no longer dodge your attacks when you are behind them): 26 weapon lore or 101.92 weapon lore rating
WoW: TBC Classic - If you only attack enemies from behind in WoW, you need less weapon lore.
Note that there are several other ways to get the spell chance, hit chance, or weapon lore you want, aside from your equipment. For example, if you have a Draenei in your party, you'll have a one percent chance to cast spells. You need even less if you also have an elemental shaman in your party. Rogues, on the other hand, can gain Weapon Lore and hit chance through talents. All of these options, and many more, will help you get to the cap faster.
Other key combat tweaks
- Companions scale with their master's stats in TBCHoTs
- are stackableControl effects
- work for a maximum of 12 seconds in PvPPatch
- 2.2 introduced damage caps for certain area-of-effect attacks
- Blizzard, Frost Nova, Volley, Hurricane, and Rain of Fire were affected.
- Starting in patch 2.4, Spell Speed reduced the global cooldown of spells to as little as one second.
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