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Old 11-10-07, 07:53 PM   #2
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Join Date: Jun 2003
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Default Re: Blizzard changes arguments wrt game balance questions, when it comes to locks

When feared, one can't do anything at all.

There are things that will break Fear.


* Faction Insignia With the exception of hunter, warrior, and shaman, all other classes can break Fear once using [Insignia of the Alliance] or [Insignia of the Horde].
* [Glimmering Mithril Insignia] Blacksmith Trinket grants 30 seconds of fear immunity.
(greater list below)

Racial Traits or Class Abilities

* Forsaken Forsaken has a racial trait Will of the Forsaken which breaks fear and grants 5 seconds of fear immunity.
* Hunter Beast Mastery spec'd hunters may break fear with The Beast Within.
* Mage Frost mages may use Ice Block to break fear once.
* Paladin Paladins may use Divine Shield to break fear once.
* Priest Draenei and dwarf priests can use Fear Ward, which absorbs one 'charge' of Fear.
* Shaman Shamans may use Tremor Totem which can dispel fear or use Grounding Totem which can absorb fear.
* Warlock Warlocks with Felhunter may use Devour Magic to dispel fear on themselves.
* Warrior Warriors can break fear when in Berserker Stance with Berserker Rage and Recklessness. Fury Warrior can break fear with Death Wish in any stance.

Other Notes

* Paladins and Priests may dispelled fear on their team-mates.
* A high shadow resistance can also stop fear, or cause it to break early.
* Taking damage increases the chance fear would break early.
* As of 2.0, all crowd control effects (with the exception of Sap) have a chance each second to break earlier, and their duration is capped at 12 seconds. The chance increases with resistances and the level difference between the target and the caster.

Diminishing returns:

- Fear and seduce both count toward diminishing returns. We get a maximum of three total. In PvP, the maximum time fear/seduce can last is as follows:

First fear/seduce can last up to 12 seconds.
Second fear/seduce can last up to 6 seconds.
Third fear/seduce can last up to 3 seconds.

- After one seduce, this leaves a possible combination of two fears, one fear and a seduce or two more seduces; each can last for half of the time of the previous fear/seduce -- most of the time they don't.

- Fear is a 1.5 second cast without interrupts. With melee interrupts, it can take upwards of 5 seconds to get off, if we get it off at all. Seduce is a 1.5 second cast and is channelled. If the succubus gets hit, seduce stops.

- fear and seduce can both be resisted and this counts towards diminishing returns. Deathcoil can be resisted as well.

Fear is also the Most Nerfed single ability or spell:

Patch 1.2 12/18/04

Fear: Players now have an increasing chance to break free of the effect, such that it is unlikely the effect will last more than 15 seconds. (nerf)

Patch 1.31 3/22/05

Fear - Mana cost changed to a percentage of base, which results in an increase in cost. (nerf)

Patch 1.41 5/5/05

Seduction (Succubus) - Is now considered a Fear effect for purposes of diminishing returns. (nerf)

Patch 1.50 6/7/05

Warriors: Deathwish - Is now usable while under a Fear effect, and will also remove an existing Fear effect. (nerf)

Patch 1.70 9/22/05

Fear will now cause creatures to flee immediately, even if they are already moving. (PvE fix)

Fixed a bug where Fear and Curse of Recklessness, when used together, would prevent targets from casting spells. (PvE bug fix)

Druids: Druids should now be able to shapeshift back into caster form while Feared. (nerf)

Patch 1.80 10/10/05

Pets no longer break off attacks when their target is affected by Warlock Fear. (not much of a change really, but it can aid fear in breaking sooner).

Death Coil - Cooldown reduced, mana cost increased, and now causes a short Fear effect that is not diminished. (DC buff - 3 second horror effect, 2 minute cooldown)

Patch 1.10 3/28/06

Death Coil - The horrify component no longer affects undead creatures (they've seen it all before. (PvE nerf)

Patch 1.11 6/19/06

Fear: The calculations to determine if Fear effects should break due to receiving damage have been changed. The old calculation used the base damage of the ability. The new calculation uses the final amount of damage dealt, after all modifiers. In addition, the chance for a damage over time spell to break Fear is now significantly lower. Note that Fear continues to be roughly three times as likely to break on player targets as on non-player targets. (nerf)

Patch 1.12 8/22/06

Howl of Terror: This spell now uses the same resistance checks as the Warlock spell Fear. (nerf)

- In addition, fear and seduce both have "heartbeat" resists and can break at any time, whether damage has been applied or not. In PvP, all CC's have a maximum time of 12 seconds. (nerf)

Anti-Fear/Charm Trinket (Alliance)

Anti-Fear/Charm Trinket, with resilence! (Alliance)

Anti-Fear/Charm Trinket (Horde)

Anti-Fear/Charm Trinket, with resilence! (Horde)

Anti-Fear Class Spells!
The Beast Within: (Requires 40 points in Beast Mastery. Must have a point in Bestial Wrath)
Bestial Wrath: (Requires 30 points in Beast Mastery)

Death Wish: (Requires 20 points in Fury)
Berserker Rage:

Ice Block: (Requires 20 points in Frost)

Cloak of Shadows (You cannot cancel fear but you can be Immune)

Dwarf: (Priest)
Fear Ward:

Draenei: (Priest)
Fear Ward:

Will of the Forsaken:

Diminishing Returns!
Off of

Slowing Spells & Diminishing Returns
A handful of spells were added to the list of spells subject to diminishing returns in PvP. It is our goal to set as few spells as possible to be diminished. We've identified this short list of spells as having durations and cooldowns sufficient to almost permanently slow or immobilize targets but without adequate controls or other limiting factors. When a spell with diminishing returns is used against a target in PvP, the first effect has full duration. On the second use of the same category of spell (e.g. slowing), that spell's duration is reduced by 50%. On the third use, the duration is reduced by 75%. On the fourth attempt, the target becomes immune to the spell. Spells must be used on the same target within 15 seconds of the *end* of the duration in order to be diminished. In other words, if a target hasn't had a slowing spell active on them for more than 15 seconds, the next slowing spell will have full effect.

All Credit: Malaena from Farstriders & Quench from Shadowmoon Europe

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