#0 - March 8, 2009, 9:43 a.m.
Q u o t e:
Berserker Stance:
An aggressive stance. Critical hit chance is increased by 3% and all damage taken is increased by 10%.
Instant, 1 sec cooldown
Battle Stance:
A balanced combat stance. Instant, 1 sec cooldown.
Defensive Stance:
A defensive combat stance. Decreases damage taken by 10% and damage caused by 10%. Increases threat generated.
Compare to a Death Knights Presence:
Q u o t e:
Blood Presence:
Strengthens the Death Knight with the presence of blood, increasing damage by 15% and healing the Death Knight by 2% of damage dealt. Only damage dealt to targets that grant experience or honor can trigger this heal. Only one Presence may be active at a time.
1 Blood, Instant, 1 sec cooldown
Frost Presence:
The death knight takes on the presence of frost, increasing total health by 10%, armor contribution from items by 60%, and reducing spell damage taken by 5%. Increases threat generated. Only one Presence may be active at a time.
1 Frost, Instant, 1 sec cooldown
Unholy Presence:
Infuses the death knight with unholy fury, increasing attack speed by 15%, movement speed by 15% and reducing the global cooldown on all abilities by 0.5 sec. Only one Presence may be active at a time.
1 Unholy, Instant, 1 sec cooldown
Druid Forms:
Q u o t e:
Cat Form:
Shapeshift into cat form, increasing melee attack power by 40 plus Agility. Also protects the caster from Polymorph effects and allows the use of various cat abilities.
The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.
35% of base mana, Instant cast
Bear Form:
Shapeshift into bear form, increasing melee attack power by 30, armor contribution from items by 180%, and Stamina by 25%. Also protects the caster from Polymorph effects and allows the use of various bear abilities.
The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.
35% of base mana, Instant cast
Mage Armors:
Q u o t e:
Mage Armor:
Increases your resistance to all magic by 40 and allows 30% of your mana regeneration to continue while casting. In addition, the duration of all harmful Magic effects used against you is reduced by 50%. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
26% of base mana, Instant cast
Molten Armor:
Causes 170 Fire damage when hit, increases your chance to critically hit with spells by 3%, and reduces the chance you are critically hit by 5%. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
28% of base mana, Instant cast
Ice Armor:
Increases Armor by 930 and frost resistance by 40. If an enemy strikes the caster, they may have their movement slowed by 30% and the time between their attacks increased by 25% for 5 sec. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
28% of base mana, Instant cast
Paladins Seals:
Q u o t e:
Seal of Justice:
Fills the Paladin with the spirit of justice for 2 min, giving each melee attack a chance to stun for 2 sec. Only one Seal can be active on the Paladin at any one time.
Unleashing this Seal's energy will deal [ 20% of AP + 32% of Spell Power + 1 ] Holy damage to an enemy. 14% of base mana, Instant cast
Seal of Corruption:
Fills the Paladin with holy power, causing attacks to apply Blood Corruption, which deals [ 19.2% of AP + 9.6% of Spell Power ] additional Holy damage over 15 sec. Blood Corruption can stack up to 5 times. Only one Seal can be active on the Paladin at any one time. Lasts 2 min.
Unleashing this Seal's energy will deal [ 17.5% of AP + 28% of Spell Power + 1 ] Holy damage to an enemy, increased by 10% for each application of Blood Corruption on the target. 14% of base mana, Instant cast
Seal of Martyr:
All melee attacks deal [ 28% of mw ] to [ 28% of MW ] additional Holy damage, but the Paladin loses health equal to 10% of the total damage inflicted. Lasts 2 min.
Unleashing this Seal's energy will judge an enemy, instantly causing [ 20% of AP + 32% of Spell Power + 25% of mw ] to [ 20% of AP + 32% of Spell Power + 25% of MW ] Holy damage at the cost of health equal to 33% of the damage caused. 14% of base mana, Instant cast.
Seal of Vengeance:
Fills the Paladin with holy power, causing attacks to apply Holy Vengeance, which deals [ 19.2% of AP + 9.6% of Spell Power ] additional Holy damage over 15 sec. Holy Vengeance can stack up to 5 times. Only one Seal can be active on the Paladin at any one time. Lasts 2 min.
Unleashing this Seal's energy will deal [ 17.5% of AP + 28% of Spell Power + 1 ] Holy damage to an enemy, increased by 10% for each application of Holy Vengeance on the target. 14% of base mana, Instant cast
With the exception of Seal of Martyr which is only 1 of 4 Seals with a debuff. Why must 2 stances include a negative bonus and 1 with NO bonus too it? How is that even considered balanced?
