Tuesday, February 24, 2009

8 Month Old Baby With Dry Cough

Review: Druid Level 1 -> Burning Crusade

<3 (*love*) <3

What can be said so far ...

I've created four druids, they have to be level 12 quest, it then packed into a group with my level 73 Paladin, pulled together the entire dungeon and niedergebombt by ordination. Then went to the Scarlet Monastery, where I made the same. Then we went to Zul'Farrak, then in the black rock deep, and then in the Scholomance.

By level 58, I then assigned my talent points, skills learned at the trainer's time and looked what there is all so fine. Me from the balance tree (Balance / Moonkin) pulled out the magic to make the Damage and rumgeblödelt Level 58 to Level 61st Tried, seen, been done, macros, etc. etc. posted

I am so far from being a druid but experts explain briefly some of the features which I noticed so far:

01 It is an uncommon advantage to play five equal classes because you no problems, etc., with different cast times has.

02 It is playing an uncommon advantage of five classes that everyone can heal each class fully heals quickly if AOE effect itself and then it goes on.

03 Classes with HoTs (Heal over Time) are enormously powerful stacking in large numbers because the HoTs and then one 5 x 5 x regrowth and rejuvenation can have on a target that is close to immortal can do so at that time while with all the damage and the druid HOTS ticking in the background.

04th The druid is the only tank which can be as a Caster Damage Dealer. The combination of Paladin and 4 Shamans was always very very annoying, because the Paladin has done nothing either because the shamans geballert from behind on the target or the shaman ran together with the Paladin in the Mobgruppe what in columns or other AOE effects always degenerated into spam group heals. Now you can cut down on it with 5 casters on the mob without adjacent to Pullen.

05th The Druid united in one class, the DD-Caster (Moonkin), DD Melee (cat), tank (bear) and healer (tree). By the future dual spec will thus be possible that one with 5 Moonkins questing and farming while you go for two Moonkins as dual-spec one tank and one healer for example, incorporates time to take a few instances.

06th Armor Expertise is "only" leather, but still better than just being able to wear cloth because it has at least Drops already two armor classes to choose from. Certainly no comparison with shamans, which may go on heavy armor, or even the paladins who carry everything, but one is glad we all know already about trifles.

07th The Druid now has a OOC Rezz. Thus he, like every other healing class revive naturally without cooldown, without reagents. Quite useful as I have noticed from time to time already:)

08th Shape change are instant and birds are cheap and small. As far as I know there are at level 68, the flight form almost free from the dealer. Thus, I save myself for the beginning schonmal the expensive flying mounts and enjoy the benefits of the Druids. No more long hitching but "click" and you fly.

09th Mana regeneration seems to be pretty neat. I have several things geskillt make my spells cost mana to my mana regeneration and push, but less DPS but never OOM. I would rather haue a spell on a mob more than that, I have to drink after each group. So far I have therefore not had any problems with my mana.

10th Moonfire * * brrrrr
The damage is very good. 5x Starfire actually kills everyone and everything instant. Just as anger or rage 2x + Starfire. Only thing which I deal is not yet Eclipse is (darkness). This procs times here and there and sometimes increased the beautiful Critchance of another spell. I think I'll just try to calculate a castsequence like me then, optimally, max. Damage can go without make individual determinations for each Druids what he now casts.


The first 3 levels were very, very funny and if the team still looking for level 70's so much fun, it goes with this team to Northrend and my shaman and paladin team will be cremated with the next free character migration :-)

To bring a team of 1-60 (if you have a high level Paladin in the area) need a bit longer than a weekend (if you It can be warmer and more comfortable, and not excessive play), otherwise I think you simply put it in 1-2 days. Long live the RAF (Recruit a Friend) system with its 300% experience bonus.

Thursday, February 19, 2009

Babita Tarak Mehta Birthday

Dual-Spec comes. First details.

Q & A with the dual spec Ghostcrawler
The next content patch, we'll add some things and change the game. One of the new features being worked on currently, is to allow for his character two separate specs. Although on the Public Test Realms (PTRs) are initially may not all functions are available and of course nothing in stone chiseled, we wanted to with the senior game designer Greg "Ghostcrawler" Street go through a few questions to learn more.

Nethaera: What does "dual distribution"?
Ghostcrawler: A dual distribution is the possibility of two different specs, glyph sets and action bars store.


Nethaera: Why do we do after all the players the years a dual spec permit?
Ghostcrawler: We found that this is a great way to increase the flexibility of the players and to encourage them to try other aspects of the game. Just to give you an example: Some players like to participate in raids and arena fighting, what we do, of course, find support and great. However, there are some talents that are useful in a particular part of the game than in another. Currently, players every time they go to pay for the unlearning of talents, then have all the talent and redistributed the action bars to be resurfaced.

The new system makes it a much more logical process, the time and cost savings and allows the players out with ease between the various aspects of the game and go forth.

Nethaera: Who will be able to use this feature?
Ghostcrawler: players who have reached the maximum level will be able to define two different specs.

Nethaera: Why is provided for the maximum level?
Ghostcrawler: We wanted player does not load at lower levels during the upgrade and learn their class even with it. this function should not be reasonably popular, we will think about it, they may expand.

Nethaera: As will proceed to set up the second spec?
Ghostcrawler: Players will have the opportunity to visit their coach, where they have to pay a fee to use this feature.

Nethaera: How to switch between the two specs?
Ghostcrawler: You can switch between the two specs by visiting the lexicon of power. Lexicon of power will be available in all major cities. Scribes are also able to produce a new object, that of a summons. Each can this subject Buy, but several players for the summoning ritual requires. It is similar in some ways also the Field Repair Bot, because it will exist only for a short time. Another important note is that you can not change his spec, if you are in combat or the arena is. Even when his spec can not change without the lexicon, it is possible to look at its second distribution whenever you want.

Nethaera: Will it be possible for solo players to change their spec out of town or do they visit the lexicon of power?
Ghostcrawler: solo players must either one of the cities to go there and seek the lexicon of power to change their spec, or get together with other players in order to summon a. Where can
the object with which to summon a lexicon of power, recycled or used up after he has used him
Nethaera?
Ghostcrawler: This was not made a final decision. We will not see again how it works on the PTR Sun

Nethaera: Can we forget the two specs, only the talents of one of the options, or automatically reset by two?
Ghostcrawler: When will unlearn talents attracted the talent distribution in consideration that is being actively used

Nethaera: Will it be easy to replace the equipment according to the spec?
Ghostcrawler: With the dual spec, we also introduce an equipment system. The new feature is called "equipment management". It can also be used to exchange weapons or jewelry, or simply to attract his tuxedo and herumzustolzieren in the city. The equipment will not be replaced automatically when you change its spec, it should simplify the whole matter, however. This new feature is on the PTR may not immediately be fully functional, but we will have in the not too distant future, further information about this topic, we will notify you.

Nethaera: What about hunters? The talents of their companions are often designed in order to complete the hunter. Will they have the opportunity to change the specs of the companions?
Ghostcrawler: The talents of the crew may be reset. We will, however, the cost to Redistribute the talents of the crew removed so that you have not felt as if I have to be extra laps. In addition, we give the hunters a new capability that allows them to access even from a distance to the stall places - of course with an appropriate cooldown. If their exotic companion disappears in the stable, so they got to the possibility another animal. We hope that we can meet in the future in more detail on this new capability.

Nethaera: Can I change the glyphs, too?
Ghostcrawler: glyphs are associated with the appropriate specs. If you switch to say between the distributions are changing with the same glyphs. You will find that it therefor, the UI has changed a little, and the glyphs will now appear next to the talent trees.

Nethaera: What about the action bars? Will players be it for the spec, they just use save to?
Ghostcrawler: Yes, it is his action bars store and use, including the provision talent distributions. The bars are also saved with glyphs and talents. If you would like to its other action bar, need to change the spec.

Nethaera: Is there a way that one chooses his talents, without that they are immediately stored? Currently, it is so that if one assigns a talent point he is gone until you decide to unlearn talents for gold again.
Ghostcrawler: With the function of the dual spec players get the opportunity to present their talents and they only choose to save it. Thus one can first distribute the items before you decide to use this distribution, rather than work out before everything must closely monitor. This should give players more freedom, if they choose for their talents and protecting them from costly mistakes.

Nethaera: Will it be limited to only two possible specs?
Ghostcrawler: The function is go with only two possible talent builds at the start. Depending on how it arrives, but it is quite possible that we move at a later stage, further distribution into account.

Nethaera: When will you can try out the new system?
Ghostcrawler: Once the public test realms are available, it should be possible to try the dual spec. It was a pretty big project, have contributed to the realization of many people. We will look at the feedback on each case and try to ensure that the system works the way we have all been introduced.


Source: http://www.wow-europe.com/de/info/underdev/dualspec.html

Thursday, February 12, 2009

Sweet Unblocked School Games

rumors: Addons & Territories after WOTLK

Below we make some of the rumors.

Does therefore the following content is not confirmed, suspected that it is a fake and someone just before and wanted to make for a few scandals or attention. Considering the whole, therefore, necessary to the distance. is

interesting but that will come the list supposedly at the time of Burning Crusade / just before Burning Crusade, if this is indeed the case, then it seems a little truth to it to be there at the time the regions of Northrend were not yet known.

Draenor Set

Azuremyst Isle - 1 to 10
Bloodmyrk Isle - 10 to 20

Eversong Forest - 1 to 10
Quel'thalas - 10 to 20
Hellfire Peninsula - 58 to 62
Zangarmarsh - 60 to 64
Terokkar Forest - 61 to 65
The Deadlands - 63 to 67
Nagrand - 64 to 68
Blade's Edge Mountains - 66 to 70
Netherstorm - 67 to 70
Shadowmoon Valley - 69 to 70

Northrend Set

Borean Tundra - 67 to 70
Howling Fjord - 67 to 70
Dragonblight - 69 to 72
Grizzly Hills - 70 to 73
Crystalsong Forest - 72 to 75
Zul'drak - 73 to 76
Sholazar Basin - 75 to 79
Storm Peaks - 76 to 80
Icecrown Glacier - 78 to 80

Maelstrom Set

Gilneas - 77 to 80
Grim Batol - 78 to 81
Kul Tiras - 79 to 82
Kezan - 81 to 86
Tel Abim - 83 to 85
Zandalar - 84 to 87
Plunder Isle - 86 to 88
The Broken Isles - 87 to 90
The Maelstrom - 89 to 90

Plane Set

Pandaria - 1 to 10
Hiji - 10 to 20

Wolfenhold - 1 to 10
Xorothian Plains - 10 to 20

The Green Lands - 88 to 91
The Dying Paradise - 91 to 94
The Emerald Nightmare - 94 to 97
The Eye of Ysera - 97 to 100

Deephome - 88 to 91
Skywall - 91 to 94
The Abyssal Maw - 94 to 97
The Firelands - 97 to 100

Legion Set

K'aresh - 96 to 99
Argus Meadowlands - 97 to 100
Mac'Aree - 99 to 100
Maw of Oblivion - 100 +
The Burning Citadel - 100 + + +


source (if still available):
http://forums.wow- europe.com / thread.html? topicId = 8041654167 & sid = 3 & pageno = 5

Formal Dress Mail Catalogs

thought to professions

A few thoughts to professions in World of Warcraft. How to see

on the right side so I cover from my shaman crew quite a wide range of available jobs in Warcraft. My range of professions allows me therefore to take a look at the overall market without me on a view to stiffen very much. Here are a few things I noticed:

through Northrend and the amount of adolescent Nachzüglinge from the camp, the death knight himself offers an entirely new spectrum of trade. The flood of Death Knights start in a high level without professions, thus learns the trade of 0 and want this as soon as possible skills without wasting a lot of time because after leaving the starting area, the death knight can go right after Burning Crusade. Gathering skills are thus made only as long as they give points for the vocational skill, then it goes on into the next area. This one gets automatically too little resources to learn as blacksmithing or jewelcrafting, alchemy etc.

is collected thus 60 copper ores, smelted these into bars and further increases the skill, the copper is not enough talent to forge art from far enough high during the copper ore deposits is already gray and no longer point to the dismantling available for mining. Therefore, a bidding war breaks out on low-level raw materials, even months after the expansion continues any further. Be it herbs for Alchemy & Blacksmithing, ores jewelcrafting and blacksmithing, ... with common occupations can thus properly neat coal currently earning.

In return you earn with manufacturing occupations: NOTHING!

is now perhaps somewhat generalized, of course, it is occasionally inscriptions-watchers, Enchanter or jewelcrafting make any type the rare stones and can thus earn well what, but:

the amounts of herbs, ores, dust, essences, substances .... bears no relation to what you can do with it afterwards. I can put a few little goodies such as a base somewhere, enchant my rings etc. .. but the amount of Mats I have burned so far interested in things that do not because the market is flooded with them is immense.

the manufacturing guild currently beats the customers, you get some up to 30 gold from an enchanter or tailor if something can be produced by him, bring the Mats and there is the other player a skill point. can

the amount of things you can be produced throughout the season is rather small and if you need something then it usually not because you do not have the recipe. In most cases, you have someone in the guild, etc. "Gildenverzauberer" is getting all the recipes from the raid instances, and thus free to enchant the guild members are Mats items.

The amount of items that are produced to destroy the professional skill to any pricing structure. A single crystal of the new world costs 5 gold, it is the Jewelcrafting me a base of stone ago cost me 60 silver in Ah. Hey, I would rather sell the raw stone and buy me the finished base.

I have long pondered and what I quarreled with all the Mats do I lie on my bench, I invest it in jobs and skill not the professions of my Toons or, finally I have the basis of which the banker was all full, simply carried into the AH.

A total of 98 auctions, I have started on a weekend and there were a total of over 5000 gold out there! Thus, each stack me of any items (only full stacks have sold) are introduced, on average, just under 50 gold. For substances (frost cloth) is somewhat less (about 30G) for at Infinite Dust (150G) or cosmic essence (280G) for more.

My crew is now 73, I have the time to enter Northrend from my banker completely emptied, so I had to grind 3 levels questing and instances to me an epic flying mount deserves. 7 Level I have before me, think that is because these take a little longer the problem I have 3 other epic flying mounts I can purchase up there, especially if I sell quest rewards, etc. simple and spare the gold of the quest reward.


for my future career in Warcraft does this mean that I'm going to look someone in the guild, the enchanter, make him a deal that I shall Items chic, disenchanting me this and send me the Mats, for me, of Gold gets. My gathering skills I have to collect 450 and will therefore everything is on the way, will Skinning what can be skinnable and my professions broke just leave.

think in financial terms, I get away better when I give a player gold for which he gave me some manufactures or enchanted and Mats bring along as if I go himself and tons of expensive raw materials destroy as I ever me the sign with Resilience enchant / about wizards or anything on wheels by magic to be sold afterward for 99 silver in AH (because there are so many) during the Mats for 150 gold easily could have been sold.

I know if all think like that are no more jobs or nurnoch make a single player to the big gold. It is a very double-edged sword - on one hand you need a lot of players who have an occupation to prevent a monopoly, on the other hand, the amount out of items that have been made to such a price decline that you actually know everything already for sale at the dealer.

There is even the players currently targeted to go and look for items that are offered at the auction house so cheap that they are below the dealer's selling price, buy items and sell to the dealer and earn gold!


I will for my part (even with the Druid's team) in any case make no more items but now sell raw materials and skill nurnoch collecting professions. I Although no items obtained by the "bind on pick up" but the material cost has to be is up to these items and a monetary loss of the one here in the economy of Warcraft does - but you can probably easily Level 80 BOE or gecraftete Epics at a major raid guilds now.

Pink Mucus A Day Before Expected Period

Moonfire! BOOM!

are now seen as perhaps a second team on the right. I started with my druid crew who go later with my druid to level 63er great trip to Northrend.

This is my "Fun crew" which I currently am a bit while leveling on my first team by establishing a recovery bonus.

As my RAF (Recruit a Friend) period has passed, I have implemented subsequent:

first Account is my Paladin (pull for fast leveling through instances and WoW Classic)

second WOTLK Account is one of my accounts.

third WOTLK Account is one of my accounts.

4th Account has been referred by account 2

5th Account has been promoted from Account 3 Account

Thus, 2,3,4 and 5 are interconnected and provide the RAF 300% bonus. Account 1 is in this network is not inside and not the RAF bonus thus presses down. The team is currently at Level 24, a run through the dungeon takes about 10-15 minutes (I do not loot, but it is delayed slightly due aka the permanent deposition of the Defias. "Backhand" so my paladin sometimes 10 seconds, nothing but lies on the ground.) And brings about a 3 / 4 Level. Last night had a little time but leveled from 16 to 24.

Tonight I'm trying to get to 30 and then to the Scarlet Monastery to go there, collect using Morgraine further EPs. Afterwards we (by riding massenpull, anywhere from LOS race, consecration.) By Zul'Farrak and then towards Stratholme. I think the Start will work without problems because I have 4 chars that can heal :-)

With luck and time I am the end of the month already on level 60, then the two chars on the Main Accounts basis (which have BC and WOTLK) and then walks over towards Outland where they meet my other druids, and together questing go up to level 70, then over to Northrend scurry etc.

As already noted, I wrought big plans - what does it matter that I have currently with the team a huge fun questing (not including the Paladin). As long as this fun has not let me play on and on.

my team is always based on logic - best PVE setups etc etc..

later with the crew whether I can master any PVE content - who cares?

This team consists of only one: useful free fun and silly pranks.
And just as the times makes fun again.


Tuesday, February 10, 2009

Kates Playground Model Bio

Patch Notes 3.0.9

Patch Notes 3.0.9

Druids

Ferocious Bite: This ability now only up to 30 energy in addition to their base cost.

hunter

kinship (Beast Mastery): This talent now gives 20% at max rank pet damage.
Serpent's Swiftness (Beast Mastery): This talent now gives 20% at max rank pet attack speed.
companion
Lava Breath now reduces the casting speed of the target was reduced from 50% to 25%.
Poison Spit: The reduction in casting speed the target was reduced from 50% to 25%.



Mage Arcane Power now increases the damage and mana cost by 10%. The cooldown has been reduced to 1 minute.
Arcane Power and Presence of Mind now share a cooldown category. Arcane Power caused a cooldown of 15 seconds. 'Presence of mind once consumed, causes a decay time of 1.5 seconds.
Arcane flow now reduces the cooldown on Presence of Mind, Arcane Power and Invisibility spells by 15/30%.
presence of mind: The cooldown has been reduced from 3 to 2 minutes.
Slow (Arcane): increasing the cast time was reduced from 60% to 30%.

Paladins

The duration of all seal was increased to 30 minutes and they can no longer be dispelled.
Divine Plea: The amount healed by your spells is reduced by 50% (up from 20%), but the effect can not be dispelled.
Sanctified Seals: This talent now no longer sufficient to dispel resistance, however, continue to affect crit chance.

priest

Inner Fire: increased duration to 30 minutes, and the spell can no longer be dispelled.

rogue

bloodlust (Assassination): The increase of the damage has been increased from 3% to 5% per stack. Mind-
Gift: The reduction of cast time was reduced from 60% to 30%.
Mutilate increases damage against poisoned targets, down from 50% to 20%.
Slice and Dice: increases melee attack speed of this ability has been increased from 30% to 40%.

Warlock

Curse of Tongues: Now increases the casting time of all spells by 25% (rank 1) and 30% (rank 2) - down from 50% to 60%.

Dungeons and Raids

Obsidian

The color of the fissure in the Obsidian modified to be more visible.

user interface

The warning / key A GM would like to chat with you. "At the top of the screen was changed so that addons do not cover everything.
Added a clickable chat message, to duplicate the GM alert / button.
If a GM with one player want to talk, is now the field at the mini bar "knowledge base and help" light up.
more information on changes in Lua and XML can be found in our UI Macro forum.

Bugs fixed

a bug fixed where do not see players with nVidia 3D glasses could spell cooldowns.
Fixed an error that led to the mouse cursor disappeared when he was on some UI elements found.
a bug fixed where some were displayed next to the player traveling players as if they would move unevenly.



http://wowsource.4players.de/patchnotes_3_0.php

Thursday, February 5, 2009

Can We Put Acrylic Nails On Bitten Nails

changes in 3.1.0 (Part III) (Paladin)

Eyonix Blizzard Poster



Upcoming Class Change Highlights (Part 3) 05.02 / 2009 07:58:10 PM PST

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the third in the series: Mages, Paladins, Hunters, and Death Knights. Please keep in mind, that this list is not at all comprehensive, and subject to change.

MAGE

# Improved Water Elemental – this talent has been removed and replaced with a new talent that grants Replenishment (similar to Shadow priests).
# We are also working on a way to give frost mages Ice Lance “Shatter combos” in PvE.
# We are also working on more survivability for Fire spec in PvP.
# We are also working on making Spirit a more useful and interesting stat for all mages.

PALADIN

# Blessing of Kings – this spell is now a base ability trainable by all paladins.
# Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.
# Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.
# Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.
# Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration.
# Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.

HUNTER

# Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.
# A new tier of hunter pet talents have been added. In particular, this allows Beastmaster hunters to improve their damage per second (DPS) with their 51 point talent.
# Hunting Party – this talent has been reduced to 3 ranks and also grants a passive bonus to the hunter.
# Piercing Shots – this talent has been changed. Your Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of damage dealt for 8 sec.
# Sniper Training – this talent has been changed. After standing still for 6 sec, you gain a 2/4/6% damage bonus to Steady, Aimed and Explosive Shot.
# We are also looking to add additional trap functionality to Survival.

DEATH KNIGHT

# Gargoyle and Unholy Blight have swapped talent positions. Gargoyle’s damage has increased and runic power cost per time has decreased.
# Pestilence – this spell no longer causes damage but just spreads diseases. Blood Boil is intended to be the general area attack, and has been changed to be castable on targets with no diseases on them, but does extra damage if diseases are present.
# Unbreakable Armor now absorbs a flat amount of damage that increases as your armor increases. It no longer boosts armor.
# The Frost tree has been shuffled. Among other things, PvP talents such as Endless Winter are closer to the top of the tree where Blood and Unholy death knights can access them.
# Sudden Doom – this talent now procs a Death Coil rather than requiring an additional button click. It works similarly to shamans’ Lightning Overload.
# Magic Suppression and Blood of the North have been reduced to 3 ranks for the same benefit.
# Blood Gorged now grants armor penetration instead of expertise.

http://forums.worldofwarcraft.com/thread.html?topicId=14910003268&amp;sid=1



# Blessing of Kings – this spell is now a base ability trainable by all paladins.


Segen der Könige für jeden :-)

# Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage does not drop when going from Naxxramas to later tiers of content.

exorcism does not only affect demons and undead, but to everyone. It always critical to undead and demons. Thus, perfect to fill up after Naxxramas or Karazhan as pure undead / demons instance. Perfect for Naxxramas as recharge the spell always crittet.

# Shield of the Templar now causes your Avenger's Shield and Shield of the Righteousness to silence targets for 3 sec The old damage bonus of this talent has been folded into Holy Shield, Avenger's Shield, and Shield of the Righteousness.

causes Shield of the Templar is the destination silent. So you can pullen caster with the shield without entering the Line of Sight to run so that they are in the consecration yamyam * * # Ardent Defender

, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced .

Various changes.

# Guarded by the Light - Reduces the mana cost no longer spells of Shield, but now has a 50/100% chance to refresh Divine Plea duration.

Various changes.

# Judgements of the Just - so now Reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.

Diverse Veränderungen.

Proline Compound Bow Microwave

changes in 3.1.0 (Part II)

Eyonix
Blizzard Poster


0. Upcoming Class Change Highlights (Part 2) 02/05/2009 07:57:18 AM PST

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the second in the series: Warlocks, Druids, and Warriors. Please keep in mind, that this list is not at all comprehensive, and subject to change. To read the previous list in the series, check out Part 1 -

http://forums.worldofwarcraft.com/thread.html?topicId=14910002204&amp;sid=1

WARLOCK

# Improved Shadow Bolt – this talent now provides a 5% spell critical strike buff (similar to Improved Scorch).
# Improved Soul Leech – this talent now provides Replenishment (similar to shadow priests)
# Drain Soul now has a chance to produce Soul Shards even if the target doesn’t die.
# Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption.
# Curse of Recklessness and Curse of Weakness have been combined into one spell
# Consume Shadows – this Voidwalker ability is no longer channeled but has a cooldown.
# Several other warlock talents have had their ranks reduced, their effects changed or removed. This list includes but is not limited to Demonic Empathy, Shadow Embrace, Eradication, Suppression, and Pandemic.
# Additional new talents have been added.

DRUID

# Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done.
# Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation.
# Faerie Fire (and similar debuffs) now reduces armor by 5%. See Sunder Armor in the warrior update below for additional details.
# Thorns and Nature’s Grasp can be cast in Tree of Life form.
# Survival Instincts now works in Moonkin form.
# Replenish – to avoid confusion, this talent has been renamed “Revitalize.” It now also works with Wild Growth.
# We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.

WARRIOR

# Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances.
# You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield.
# Blood Frenzy now causes 2/4% physical damage done.
# Sunder Armor (and similar debuffs) now reduces armor by 4% per application, and is now a single rank. Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP.
# We are also adding increased damage to Arms, possibly through Overpower or Slam.
# We are also looking at granting rage when the warrior blocks, dodges or parries.

COMING SOON

Hunter
Death Knight
Mage
Paladin


http://forums.worldofwarcraft.com/thread.html?topicId=14910422662&amp;sid=1

Fix My Arm Band Tatoo

Shaman Changes 3.1.0

Eyonix
Blizzard Poster

0. Upcoming Class Change Highlights (Part 1) 02/04/2009 08:00:01 PM PST

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the first in the series: Priests, Rogues, and Shaman. Please keep in mind, that this list is not at all comprehensive, and subject to change.

PRIEST
# Divine Spirit – this spell is now a core ability available to all priests.
# Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).
# Several area of effect (AOE) heal spells have been improved: Prayer of Healing can be cast on any groups in your raid party. Holy Nova’s mana cost has been reduced. Circle of Healing now heals for more.
# Shadow priest PvP survivability has been improved: Shadow Form now reduces magic as well as physical damage. Dispersion now removes snares.
# Penance – this spell can now be targeted on the priest.
# Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.
# We are also working to give Holy additional PvP utility.

ROGUE
# Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.
# Adrenaline Rush – the cooldown on this ability has been lowered.
# Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste.
# Killing Spree – while this ability is active, the rogue does 20% additional damage.
# Savage Combat – now causes 2/4% physical damage done.
# Mace Specialization – this talent now grants haste in addition to armor penetration.

SHAMAN
# Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.
# Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage.
# Spirit Weapons – now reduces all threat, not just melee threat.
# Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%.
# Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined.
# We are also working on giving Enhancement and Elemental more PvP utility.

COMING SOON
Warlock
Druid
Hunter
Death Knight
Mage
Paladin
Warrior
http://forums.worldofwarcraft.com/thread.html?topicId=14910002204&amp;sid=1



WUUUUUUSAAAAAAAAA!

Schamanen Änderungen in 3.1.0

# Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.

Chain Lightning will now face four goals and does less damage to the individual. I guess the reason will remain the same injury but it is divided into more goals and therefore the less damage to the single goal.

# Storm, Earth and Fire - this talent now Increases all damage done by Flame Shock, not just periodic damage.

A talent that the total damage from flame shock, not only increases the DOT. Since the flame shock is due to constant use Lavaburst eh ... excellent.

# Spirit Weapons - Reduces all threat now, not just melee threat.

reduce threat for Caster. Nice, but I still had aggro net soo many problems so far.

# Unleashed Rage - reduced to 2 ranks, so now Increases your critical strike chance with melee attacks by 1 / 2%.

Something for melee shamans ... interesting for multi-boxers: D

# We are therefore working on giving Enhancement and Elemental more PvP utility.

more PVP utility for elemental shamans! Yiiiha!


And best of last ... * Drum roll *

# Totem streamlining: The Mana Spring and Healing Stream totems have been combined. The Disease Cleansing and Poison Cleansing Totem have been combined.

BOOM! A totem for mana and healing and a totem for healing disease and poison. Thus

not either mana or life, but both combined in a parallel and Totem are no longer two totems of disease and drugs but also this as a totem.

Given that water totems for the group and not raid much, I hope just not the one to the stack of totems to each other off but you have continued with 4x Mana / Life Totem also four times the amount given since you within the group to other support classes such as the shadow priest dispensed as Manabatterie.


Wednesday, February 4, 2009

Psychological Effects Of Superpump250

Level 72

'm Currently a bit lazy, so do not feel like instances with full concentration, etc. but rather
normal quest mobs one-hitter with my shaman. Therefore, I currently have my healer
way to kill elemental shaman and I am questing.

Yesterday Level 72 and made geskillt some professions.

Building A Rat Playground

[Clear] Utgarde

[Clear]

Utgarde

[Setup]

71 Paladin (tank)
71 Shaman (Elemental)
71 Shaman (Elemental)
71 Shaman (Elemental) Shaman
71 ( Elemental)

[Useful]

Ouch.
The guys hit hard. This is again comparable with the conversion than you in WoW level 60 Gear walked for the first time in the world of Burning Crusade and the first instances saw there. There is evil on the cap so heal well :-).

there two quests just outside the castle. The first one has to collect the weapons are distributed to the wall throughout the body (are there enough for all characters in an instance run). In the second quest you have the head of Ingvar (boss) loot. Bring chic items and good EXP, so take in any case before it goes in.

macro for healing healing group should look like this:
Shaman 1: Chain Heal on itself
Shaman 2: Chain Heal on itself
Shaman 3: Chain Heal on itself
Shaman 4: Healing Wave on the tank.

Since normally the tank is too far away to benefit from the chain healing. In this way you will not die at the hands of your tank away from boss battles with AOE effects, such as against Ingvar.

[trash tactics]

Tankt everything you find far away from the group. Many AOE effects, particularly when the dragon etc.

[Boss Tactics]

Prince Keleseth:
Fires Shadow Bolt out cut out the ~ 3K damage. Therefore, ideally, enable shadow protection aura with the Paladin and Grounding Totem unpack to get rid of the spell. Otherwise spawn skeletons in cycles your group attack. Frost grave off a player and cause damage to this, the frost grave can be ended by being destroyed (which has very little hit points). Similarly, to say the Sacrifice in Siechhuf in Karazhan or the satyr in botanica. has come as a tactic I recommend him from the room to pull out on the course of which one. There, just around the corner so that the spawning Adds stand directly in the consecration and the break can easily be fueled by the paladin. Cuddling is so announced. 4x healing totem makes the thing incredibly otherwise full DPS on the boss and now and then you throw a chain heal before someone dies.

Dalronn and Skarvald:
Fiese figures. Dalronn shadow lightning fires do hurt the powerful melee attacks while driving and Skarvald anstürmt randomly selected players. So be compact. If either is dead, he will spawn as a ghost again, could be attacked or refuel at the moment but makes more damage. Optimally, should go down in sync the two bosses. Since I personally attacking random Caster is better than a random melee attacking and attacking, I made sure that the caster first kisses the ground. 4x healing totem and grounding totem things easier here again immensely.

Ingvar, the Plunderer: Ingvar
Evil! Evil! Evil! Evil! Me properly Repkosten Ingvar brings the good but in the end he was then but with the nose down and his head was mine. Are two phases and each phase has two abilities, otherwise normal tank and spank. Watch therefore, on the cast bar Ingvar because his skills are cast and boost his side to the group so that no one before or behind him stands outside the tank. Trinkets, Elementary and everything you otherwise so you should give it to you for Phase 2 to pick up there full DPS can otherwise the debuff from the Roar you will eventually make it the one-hit.

skills by Ingvar:

Phase 1 - Smash:
Attacks all players in front of him with 6,000 damage.
Once that is cast is running through her, with your tank by Ingvar and stand behind them.

Phase 1 - shaky Roar: A type of AOE
the effect can not be escaped. When one casts during the AOE effect obtained
a silence effect for 6 seconds. Thus, neither damage nor healing during the time which is very possible
is critical. Therefore essential that Binds Space (Space) on your toons so that you when he casts this
simply jump you can cancel the cast.

After he died, he is revived and is in Phase 2

Phase 2 - Dark Smash:
Attacks all players who stand before him with 8,000 damage. In addition, he meets all the players for 2000 damage. Once this is
cast her running through your tank with by Ingvar and stand behind them.
your shaman should be cast in the time schonmal a group healing.

Phase 2 - Dreadful Roar:
As shaky roar from Phase 1, only this time the spell interruption takes longer
more damage is done and starts to stack a debuff that increases shadow damage to the player.