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The_Griffin
Nostalgia and Crossovers


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Old Aug 22, 2006, 03:54 PM Local time: Aug 22, 2006, 01:54 PM #101 of 1941
World of Warcraft Client Patch 1.12.0
Drums of War

Cross-Realm Battlegrounds

For the first time in the history of World of Warcraft, you will be able to face off against players from other realms in the Battlegrounds. PvP Battlegrounds link Alterac Valley, Warsong Gulch, and Arathi Basin so that players from several realms will be combined into one huge matchmaking pool. Replenish your mana, sharpen your blades, and get ready for some brand-new challengers!

World PvP

The stage is set for intense, objective-based land battles as Horde and Alliance vie for control over important strategic positions and resources around Azeroth. Head out for Silithus and Eastern Plaguelands to engage the enemy on the field!

General

* Threat Reduction Effects
o This system has been redesigned to eliminate inconsistency in how the effects work. Previously, some were additive (for example: 30% reduction + 20% reduction = 50% reduction) while others were multiplicative (30% reduction and 20% reduction made 44% reduction, from 0.7*0.8). They are now all multiplicative. This also prevents unpredictable behavior when the total reduction percentage was equal to or greater than 100%. Please note that in almost all cases, when stacking multiple threat reduction effects you will experience less threat reduction than previously.
* Haste and Slow effects
o Previously Haste and Slow effects worked inconsistently, with spells working differently from weapons, and hastes and slows not acting as inverses of each other. We have revised the system so that all haste and slow effects work the same way, and haste and slow percentages of the same magnitude perfectly cancel each other out (30% haste and 30% slow combine to no change). As a result, we had to change the tooltip numbers on all spell haste effects, and on all melee and range slow effects. The numbers in the tooltips are different, but the game functionality is unchanged (other than slight rounding errors). Those tooltips that changed will now display larger numbers than they used to display. Conceptually, haste values indicate how much more of that activity you can perform in a given time. 30% melee haste means 30% more swings in a given time. Slow values indicate how much longer an activity takes to complete. 30% slow means an action takes 30% longer to finish.
* The deserter debuff will now continue to expire even while you are offline.
* Honorable Kills now diminish at a rate 10% per kill rather than 25% per kill.
* Temporary item buffs (e.g. poisons, sharpening stones and shaman weapon buffs) will no longer persist through zoning or logging out due to technical issues. This feature is anticipated to be activated once more with the expansion.

Druids

* Barkskin: The tooltip has been changed to 25% due to the haste effect change.
* Cat Form: This form now has an innate threat reduction component.
* Ferocious Bite: Book of Ferocious Bite (Rank 5) now drops off The Beast in Black Rock Spire. In addition, Ferocious Bite now increases in potency with greater attack power.
* Furor: This talent now works correctly with Cat Form again.
* Improved Shred: The discounted cost for Shred will now be displayed correctly even when you are not in Cat Form.
* Rip: Lesser potency Rips will no longer overwrite greater potency ones.
* Fixed a bug where the incorrect sound was being played by the Claw attack.

Hunters

* Spirit Bond: This ability will now be correctly reapplied when you resurrect in a battleground and your pet is polymorphed or otherwise unable to act normally.
* Improved Concussive Shot: The effect of this talent will now still be placed on the victim if the hunter is killed before their shot reaches the target.
* Growl now correctly initiates combat when used by a pet in passive mode.
* The Ferocity talent now correctly applies to non-physical hunter pet abilities such as Lightning Breath and Thunderstomp.
* If a hunter has tamed one of the following creature types, they will no longer potentially change colors if resummoned:
o Son of Hakkar - Red
o Frenzied Bloodseeker Bat - Brown
o Deep Stinger - Red
o Dark Screecher - Grey
o Cave Creeper - Brown
o Bloodaxe Worg - Black
o Scarshield Worg -Brown

Mages

* Arcane Missiles: It is no longer possible to cast this spell on an evading mob. In addition, the animation will now stop when the target is dead.
* Arcane Power: It is no longer possible to gain the benefit of this spell and Power Infusion at the same time by careful timing.
* Frost Armor Chilled effect: Due to the haste effect change, the tooltip has been changed to 25%.
* Ice Armor Chilled effect: Due to the haste effect change, the tooltip has been changed to 25%.
* Ignite: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
* Impact: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
* Frostbite: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
* Polymorph: This spell will now be removed when a player leaves a battleground. This prevents some bugs involving polymorph from occurring.
* Evocation will no longer be usable while silenced.
* Reduced the number of messages that appear in the combat log when using Combustion.
* Winter's Chill: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.

Paladins

* Divine Shield: Due to the haste effect change, the tooltip has been changed to 100%.

Priests

* Mind Control: Due to the haste effect change, the tooltip has been changed to 25%.
* Psychic Scream: This spell now uses the same resistance checks as the Warlock spell Fear.
* Spirit of Redemption: Fixed an issue preventing Twisting Nether from retriggering when the Spirit of Redemption effect runs out.

Rogues

* Due to significant talent changes, Rogues will have all talent points refunded and can be re-spent. Training costs for all talent spell replacements have been significantly reduced.
* Vanish now removes effects that allow the caster to always remain aware of their target (currently Hunter's Mark and Mind Vision).
* Pickpocket can now be used on targets that are in combat, as long as the rogue remains stealthed.
* All manner of rogue reagents can be found in locked junkboxes (obtained from pickpocketing).
* Fixed a bug where the Slice and Dice ability wasn't playing an animation.
* Lethargy Root has been removed from poison vendors and is now a grey item.
* Reduced the number of messages in the combat log when using the Vanish ability.
* Fixed a bug that made Combo Points disappear from your target when using Vanish.
* Eviscerate: Manual of Eviscerate (Rank 9) now drops off Blackhand Assassins in Black Rock Spire. In addition, Eviscerate now increases in potency with greater attack power.
* Garrote: The damage from this ability has been increased. In addition, Garrote now increases in potency with greater attack power.
* Relentless Strikes: This ability will no longer trigger when your finishing move does not hit your target.
* Rupture: Rupture now increases in potency with greater attack power.
* Sap: Enemy rogues will now always lose stealth when you Sap them.

Shaman

* Reincarnation should now display the cooldown timer when used.
* Chain Heal - After the initial target is healed, the healing effect will jump to the most damaged target (by absolute health) within range. In addition, if a raid member is the initial target it will look for valid raid targets to jump to rather than non-raid targets as a priority, making it consistent with group targeted Chain Heals.
* Lightning Shield: Air Bubble pockets in underwater regions will no longer consume a charge from this spell.

Warlocks

* Cripple (Doomguard): Due to haste effect change, the tooltip has been changed to 45%.
* Curse of Tongues: This spell will no longer debuff the target if they are immune to the spellcast slowing effect
* Enslave Demon: Due to haste effect change, the tooltip has been changed to 40%.
* Health Funnel: This spell will now work correctly on low-level enslaved demons.
* Howl of Terror: This spell now uses the same resistance checks as the Warlock spell Fear.
* Siphon Life will now properly gain a benefit from Shadow Mastery.
* A soul shard will be refunded to the caster any time a summoned pet despawns rather than dies.
* Aftermath: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
* Improved Shadowbolt: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
* Life Tap: This spell now benefits from effects which increase your spell damage. At rank 3 and above, the base amount of health lost and mana gained will increase by 80% of your bonus spell damage effects. Talents and items can further modify those values. Rank 1 and 2 receive reduced effect.

Warriors

* Bloodthirst: This ability will now correctly benefit from attack power bonuses versus specific creature types.
* Flurry: The text on the tooltip has been corrected to indicate it triggers on all types of attacks.
* Shield Slam: This ability will sometimes no longer remove more than one beneficial effect from the target.
* Thunderclap: This ability was left at 10% despite the haste effect changes. This means its potency has been reduced slightly.

Items

* +30 Spell Damage Enchantment: Fixed a bug with this enchantment which was preventing it from benefiting healing spells.
* Blade of Eternal Darkness: The triggered effect from this weapon will no longer occur when the spell being cast has its effect broken by causing damage.
* Blazefury Medallion: The triggered effect from this item will no longer break Gouge.
* Bonescythe Armor: The Eviscerate bonus will no longer trigger when your Eviscerate does not hit your target.
* Darkmoon Card- Twisting Nether: The dialog for this resurrection will now always reappear after the Spirit of Redemption effect has completed.
* Earthfury Set: The mana refund effect can now only occur once per Healing Wave spell cast.
* Earthshatter Set: The Lightning Shield bonus will now be removed if you lose the set bonus.
* Eye of the Dead: Holy Shock now interacts properly with this item.
* Ranged Elemental Damage: Our ranged combat system does not allow a ranged weapon to do a mix of Elemental (Fire, Frost, Arcane, etc.) and Physical damage. Many ranged weapons existed which were listed as doing Elemental damage and did not function properly (the damage was dealt, but was treated as Physical). All of those weapons have been changed to deliver the Elemental damage as a chance on hit effect. Hurricane was previously changed this way in 1.11. The following ranged weapons are also fixed in 1.12: Bow of Searing Arrows, Dwarven Hand Cannon, Heartseeking Crossbow, Dark Iron Rifle, Galgann's Fireblaster, Quillshooter, Shell Launcher Shotgun, Venomstrike, and Verdant Keeper's Aim.
* Talisman of Ascendance: This item will no longer trigger from physical damage effects. In addition, if either of the buffs from the item are cancelled, they will both be cancelled.
* Talisman of Ascendance: Holy Shock heals will now trigger the effect from this trinket.
* Zandalarian Hero Charm: Item tooltip corrected to match the effect tooltip.
* The Items that summon mounts have been changed in their color/quality. Items that summon normal mounts are now blue(superior)items and items that summon swift mounts are now purple(epic) items.
* Fixed a bug that allowed you to use items which restored health or mana while you were already full health or mana.
* Fixed a bug with the Jom Gabbar trinket which was causing it to trigger a category cooldown for a duration longer than intended.
* Wrath of Cenarius: This item will now trigger from Arcane Missiles.
* Clarified the tooltips for the Stormshroud armor and Kalimdor's Revenge to explain that they deal Nature damage.
* Fixed a bug that caused the Blooddrenched Mask to hide a character's hair.
* Warbear leather now stacks to 20.
* Thunderfury, Blessed Blade of the Windseeker may now be equipped in either hand.
* Argent Shoulders no longer require a righteous orb to make.
* The cooldown timer on transforming Anathema and Benediction may no longer be circumvented by zoning or logging out.

Professions

* Engineering: The damage from sapper charges can now be resisted. The overall DPS of the charges should not be significantly altered from what it currently is.
* Engineering: Explosive sheep do fire damage instead of physical damage.
* Goblin Land Mines and Compact Harvest Reapers will no longer lock out using other engineering devices until the land mine/reaper dies. Harvest Reaper was given a 10 min self cooldown to prevent too many reapers from being summoned at once.

Raids and Dungeons

* Uldaman
o Reduced the number of Shadowforge Ambushers that attack after looting the quest chest.
o Shadowforge Ambushers are no longer elite.
o The respawn of the Stone Stewards has been changed to 2 hours (from 30 minutes).
* Zul'Farrak
o The respawn of the 2 Troll/1 Basilisk patrollers should now be 2 hours.
o Reduced the damage dealt by the Sul'lithuz Abomination and Sul'lithuz Sandcrawler.
o Zul'Farrak Dead Heroes are no longer elites.
o Theka the Martyr will now only remain immune to physical damage for 30 seconds before reverting to normal.
o Antu'sul's Sul'lithuz Broodlings now only hatch 4 at a time and are significantly weaker.
o Witch Doctor Zum'rah will no longer call as many Zul'Farrak Zombies to his aid when aggroed.
o Weegli Blastfuse now has slightly more hit points.
o Antu'sul's Warden no longer attempts to knock adventurers into Antu'sul's lair.
o Sandfury Cretins who engage the party during the pyramid event are no longer able to cast shadow bolt.
* Maraudon
o Noxxious Scions will no longer spawn when you cleanse Celebrian Vines.

User Interface

* V key functionality has been improved in several ways.
o V key now shows summoned monsters (such as the gargoyles in Stratholme.)
o V key now shows both monsters and player enemies.
o V now shows enemies only (no longer shows friendly targets.)
o Shift-V now shows friendly targets only, not enemies (with a new bindable hotkey.)
o Control-V shows both friendly targets and enemy targets (with a new bindable hotkey.)
* New floating combat text has been added to the game with a number of options. You can see when you take damage, when you are healed and how much, when you acquire and lose auras and much more. You can turn on the new options in the newly revised options screen.
* There is now an option to turn on the display of your own name above your head. You can find the option in the interface options screen.
* The Need Before Greed and Group Loot countdown timers will now have a 3 minute countdown when there is a bind on acquire item on the corpse. This should allow a bit more time in making a decision to roll for an item.
* Automatic Quest Tracking has been added to the game and is turned on by default. Any time you advance a quest by advancing one of the requirements, the quest information will appear on your screen for 5 minutes before fading. You can turn this option off from the options screen.
* The options screen has be redone and expanded due to space required for additional options. Also the location of various options has been changed in the options screen. They should make more sense now, though they will not be in quite the place you remember them being.
* There is now a confirmation dialogue when you attempt to disband your guild.
* When you destroy a superior quality (blue) or better item, you will get a dialogue that has you confirm deletion of that item.
* Raid Pullout frames are now created on demand and will not take up any memory if you are not using them.
* The player inspect range has been increased to 10 yards.
* New API Functions
o Add-ons can send hidden chat messages to players in the party, raid or guild, using SendAddonMessage("prefix", "message", "PARTY"|"RAID"|"GUILD"|"BATTLEGROUND"). When players receive these messages, a new event "CHAT_MSG_ADDON" is sent, with arg1-arg3 being the parameters to SendAddonMessage(), and arg4 being the name of the player that sent it. The combined length of "prefix" and "message" must be less than or equal to 254 bytes.
o Added UnitPlayerOrPetInParty() and UnitPlayerOrPetInRaid().

Bug Fixes

* Fixed a bug that caused some non-combat pets to be referred to as Minions instead of Pets. Mini Diablo however has escaped this fate and will continue to be referred to as a Minion.
* Fixed a bug that was causing Ice Block to trigger a 5 minute cooldown on the Gnomish Cloaking Device.
* Summon Dreadsteed no longer briefly puts you into combat.
* Chain-targeted abilities cast by creatures no longer hit stealthed or invisible players.
* Will of the Forsaken is no longer grey on the action bar while you are charmed.
* Fixed a bug where large amounts of damage could go negative.
* Non-combat pets are no longer affected by environmental damage.
* The dressing room window will remain open and functional while zoning.
* Fixed a bug allowing linked combat groups to be split when pathing fails.
* Soul Link will persist across instance boundaries.

World Environment

* Cities
o Neutral guards are now able to see through the rogue Vanish ability.
* Silithus
o Tortured Druids and Sentinels will now call only one Hive'Ashi drone on death.

Mac

* Added support for controlling iTunes from within World of Warcraft. You can bind a set of keys for play/pause, next track, back track and volume up and down.


Meh, not much change this patch for me. I'm sorta iffy right now on the cross-realm BGs. Thorium Brotherhood, with the best Horde guild just starting BWL (They downed Vael the other day), is in with about 5 other PVP realms, all of them... well, pretty damn old.

I'm 58 right now, so it'll be nice to be able to get into AB more reliably (doing the quest for all three marks of honor, and have only AB left, and haven't been able to in like a freaking month), but when I hit 60 and see those Naxx-geared toons running around... Ugh. ;_;

I was speaking idiomatically.
The_Griffin
Nostalgia and Crossovers


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Old Aug 23, 2006, 06:16 PM Local time: Aug 23, 2006, 04:16 PM #102 of 1941
Heh. Got Honored in AV and went on a shopping spree. Picked myself a Frostwolf Adviser's Cloak (upgrade from my old Grovekeeper's Drape), Frostwolf Advisor's Pendant (from Gemshard Heart; mp5 > Spirit for shammies) and a Frostwolf Mail Belt, from my old Myrmidon's Girdle.

I considered going for the cloth belt for extra +damage, but ultimately I decided I couldn't give up the 150 AC. Should I have gone for it?

Most amazing jew boots
The_Griffin
Nostalgia and Crossovers


Member 266

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Mar 2006


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Old Aug 28, 2006, 05:25 PM Local time: Aug 28, 2006, 03:25 PM #103 of 1941
Holy shit. Tactical Mastery moved to Tier 1 Prot?

God, that pretty much destroys DPS specs. =\

EDIT: Whoa. I'm looking at the shammy talents.... YES.

A fire totem that increases spell crit by 10%? YES. 10% of our intellect converted into mp5? YES. A chance to throw an extra lightning bolt instantly on casting (dunno if it's free or not)? YES. 6% hit from talents? YES. A totem that increases spell damage by 101? YES.

And that's just Elemental (although the last one is baseline, but still).

Then we have Enhancement: Dual Wield, with the spec giving 10% melee hit. YES. Shamanistic Rage giving us mana back based on our strength. YES. And good old Unleashed Rage. A 10% increase in attack power to members within 20 yards on a melee crit. YES.

And Resto... well, Mana Tide is still 31 fucking points, but the rest is pretty good. I like the 30% intellect converted into +damage, and Earth Shield looks nice.

When the expansion comes out, though... I am SO speccing 41 points in Elemental and picking up both +hit talents. <3

FELIPE NO

Last edited by The_Griffin; Aug 28, 2006 at 05:45 PM.
The_Griffin
Nostalgia and Crossovers


Member 266

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Mar 2006


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Old Aug 29, 2006, 05:44 AM Local time: Aug 29, 2006, 03:44 AM #104 of 1941
So I join a group running LBRS tonight. About a half hour later, we FINALLY find a mage and a hunter (had me, a warrior, and a druid), and we head over. Eventually, the mage says "Hey, my GM wants to come along as well to help us out, but if he comes we can't do any quests." Meh, I figure. I'll get them done another time. He joins up, and a shadow priest (<3 shadow priests) comes along as well.

Smoothest. Run. Ever. Literally 3 deaths in the entire run. Not a single wipe. And on top of that, two pieces of the Elements dropped (the boots and the cord; boots are... meh. Very, very, meh), and like 3-4 Valor bracers dropped as well... but I didn't win a single one.

Aside from that, though, not much dropped for me. I'm stoked about getting the Elements drops, though. Now I can actually continue my Tier .5 quest. ='D

How ya doing, buddy?
The_Griffin
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Mar 2006


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Old Aug 30, 2006, 03:30 AM Local time: Aug 30, 2006, 01:30 AM #105 of 1941
Originally Posted by Knighthawk
Wait...Smooth run is 3 deaths? LBRS is pretty easy, even with just 5 people going along. I think the only challenging part is the Firebrand people if you pull more then you can handle.

Ditch the .5 stuff and just try to do some ZG or AQ20 runs, the tier 0 and .5 stuff is really lame and definatly not worth what you have to do to upgrade it (although doing it the first time is fun as Lord Vathalak is one of my favorite fights).
A) My server is from January of '06. And an RP server. The top Horde guild is just starting BWL, and working on AQ20. Tier 0 and Tier .5 is literally the best stuff I can reasonably get without joining a raiding guild (which I don't wanna do because it would mean leaving my current guild, which isn't large enough for 5-mans, much less raids, not to mention the strict raid schedules and likely requirement of speccing Resto).

B) I'm still 59. My chances of getting in a ZG run, especially geared as I am at the moment, are next to nil.

C) Those 3 deaths are compared to a Scholo run I'd done earlier, which had multiple wipes, around 6-7 people joining and leaving at various parts (by the time we finished, the only people left who were in the original group were me and the tank), and it was my first run of the place ever. So yeah, it was pretty damn smooth.

Jam it back in, in the dark.
The_Griffin
Nostalgia and Crossovers


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Mar 2006


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Old Aug 31, 2006, 11:43 AM Local time: Aug 31, 2006, 09:43 AM #106 of 1941
Damn. That's a pretty nice Hemo weapon there... shame that no rogues were able to pick one up.

Of course, hemo is a "meh" raiding spec at best... but still.

There's nowhere I can't reach.
The_Griffin
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Mar 2006


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Old Sep 2, 2006, 06:50 PM Local time: Sep 2, 2006, 04:50 PM #107 of 1941
YES. I have FINALLY hit 60 on my shammy.

About. Fucking. Time. ='D

This thing is sticky, and I don't like it. I don't appreciate it.
The_Griffin
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Old Sep 4, 2006, 02:25 PM Local time: Sep 4, 2006, 12:25 PM #108 of 1941
Criminy, are they TRYING to make the guns look like something straight out of a sci-fi movie?

I am a dolphin, do you want me on your body?
The_Griffin
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Old Sep 5, 2006, 01:45 AM Local time: Sep 4, 2006, 11:45 PM #109 of 1941
Very lol-worthy, but definitely fake.

The very last one, with the Draenei male going "You know, our tails add to our natural balance and agility *CRASH!*" is... no.

And then the Blood Elf female saying "I'm the girl the ESRB warned you about..."

Criminy. If that were true and went live, I don't think you'd ever see a single RP'er /silly is a blood elf female. EVER. =\

A few were quite hilarious though. "Do gnomes have a vibrate setting? Just curious."

I was speaking idiomatically.
The_Griffin
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Old Sep 6, 2006, 02:58 AM Local time: Sep 6, 2006, 12:58 AM #110 of 1941
Fuck that. What I wanna know is... how the hell did you get one, and how did you play it without getting banned?

What kind of toxic man-thing is happening now?
The_Griffin
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Old Sep 6, 2006, 07:00 PM Local time: Sep 6, 2006, 05:00 PM #111 of 1941
OOoooh. I wonder if there's any possibility of getting a look at the talents, spells, and itemization...

FELIPE NO
The_Griffin
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Old Sep 11, 2006, 06:57 AM Local time: Sep 11, 2006, 04:57 AM #112 of 1941
Grats on the EF shoulders. For healing, what you'll want to work towards is DEFINITELY the Ten Storms bracers, boots, and (I think) leggings for the 3-piece bonus, and the rest Earthfury. That combo is literally the best you can get until Tier 3.

Never, EVER, though, roll on any other piece of Ten Storms, or spend DKP, or do anything to get it unless it's guaranteed to be free and it's gonna be sharded otherwise. The freaking Tier .5 helmet is better than the Ten Storms helmet. ._.

How ya doing, buddy?
The_Griffin
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Old Sep 11, 2006, 04:21 PM Local time: Sep 11, 2006, 02:21 PM #113 of 1941
Originally Posted by dagget
It's always free. No DKP in our runs.

I didn't do a too bad job healing with me not being Restore. (Elemental/Enhanced) My only problem was getting out of mana way too fast, even from lesser healing waves. I'll probably respec today, since I'm 57 and really don't need much more to level
You're a suicide build? =o

Trust me and wait until 60 to respec. And might I suggest a 30/0/21 or 0/30/21 build? Those two allow you Nature's Swiftness, which, IMO, is a must-have talent for raiding, and allows you to maintain a decent PVP capability. If you're going to be focusing more on raiding than PVP, then you might also consider the Enhancement build because it allows you to farm efficiently with little to no downtime. If you're going to be raiding exclusively and/or there's no Healing Way specced shaman running, however, you'd most likely be best off going with a 0/5/46 build and getting all the goodies Resto has to offer, as much as I am loathe to admit it.

Quote:
Mana Stream totems are pathetic compared to paladins wisdom. I guess for shamans it's good that you guys get paladins, but on the other hand, you might lose raid spots because they are better more effecient healers.

I think it's a bad move from blizzard personally to get rid of the only thing that seperated the horde and alliance.
Eh, you're thinking in terms of today's raiding. 25-mans are going to most likely result in a very high demand for hybrids, and pallies and shammies are being shifted more or less to the point where the only thing they have in common is a healing spell. If blizzard pulls it off right, then both are going to have their place: Paladins will be needed for tanking (personally, I hope that they're made as effective yet different from warrior tanking, myself, and the preview of their snap-aggro spell looks to accomplish that), and shammies will be needed for DPS... although they need to work on that a little bit. Giving us a 20% natural aggro reduction deep in Enhancement, an Evocate copy-cat or the like deep in Elemental, and an aggro wipe like other classes either already have or are getting would go a LONG way to accomplishing this. Our 41-pointers need buffing BADLY, too. Totem of Wrath translates to about 1.25% crit, and Unleashed Rage, under the most generous and unlikely of circumstances, basically translates into a free major mana potion. With Judgement of Wisdom, it's... okay, but I'd rather not have to rely on another person's proc for my own viability.

How ya doing, buddy?
The_Griffin
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Old Sep 12, 2006, 04:22 AM Local time: Sep 12, 2006, 02:22 AM #114 of 1941
Heh, you better pray then that Blizzard doesn't force raids to bring tankadins along then by requiring massive healing one fight and massive tanking the next.

Which may very well happen, given the direction they seem to be taking.

How ya doing, buddy?
The_Griffin
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Old Sep 18, 2006, 09:47 AM Local time: Sep 18, 2006, 07:47 AM #115 of 1941
As for the Rag fight, I'd also say you need to gear out your DPS a little better. Bloodrite, on their first Rag kill after re-organizing and starting MC again, had Rag down to like 38% before the first wave of Sons.

As for MY luck with raids... well, I've joined a pair of guild alliances that are running ZG and AQ20 (they're up to the Rajaxx fight and have him down to around 8% right now), but because of work and school, I can at most raid Sunday and MAYBE Monday. It sucks, really.

This thing is sticky, and I don't like it. I don't appreciate it.
The_Griffin
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Old Sep 19, 2006, 03:41 AM Local time: Sep 19, 2006, 01:41 AM #116 of 1941
Yeah, I'm heading into MC for the first time this Saturday. I really should do some BRD runs to get better fire resist (sitting at an amazing 33 resist unbuffed), but I haven't had too much time lately. =(

We'll see how it goes. Hopefully with any luck I can get some drops, although I doubt I will.

I am a dolphin, do you want me on your body?
The_Griffin
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Old Sep 19, 2006, 12:10 PM Local time: Sep 19, 2006, 10:10 AM #117 of 1941
Hunters... hrrm.

First off, disregard Xellos. The problem with Beast Mastery is NOT a lack of quality. A freshly-dinged 60 BM hunter is as powerful as a freshly-dinged Marksman or Survival hunter.

The problem with Beast Mastery is that a fully-decked out, best-gear-in-the-game Beast Mastery hunter is a peon compared to a Marksmanship or Survival hunter in the same gear.

With BM, your damage comes primarily from your pet. However, when you go on raids, another hunter put it best:

"Okay, so I go to kill Onyxia and I get a shiny that I can put to good use, but Rufus... he gets to see the sights and that's it."

On that note, Warlocks are getting yet ANOTHER buff in TBC. A forum CM confirmed two things recently: HOTs will now stack, and pets will scale with gear.

Jesus Christ, this is getting insane. First they give Unstable Affliction a five-second silence on top of an excellent DOT that can't be dispelled without punishment, while simultaneously buffing the tree needed to get to that talent (granted, it needed fixing), then they confirm that a Felguard is (from what I can remember) "Warrior in a Can," and now they're giving their pets scaling?

Felhunter is already the most overpowered pet in the game, for Christ's sake. It doesn't need a buff.

I was speaking idiomatically.
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Old Sep 21, 2006, 11:12 AM Local time: Sep 21, 2006, 09:12 AM #118 of 1941
God fucking dammit, Thorium Brotherhood's economy is so fucked up.

Magister's Belts going for TEN GOLD.

Nightblades going up for one-hundred and fifty gold (I actually bought one for FIFTY gold). And people UNDERCUTTING that price.

It's fucking impossible to make ANYTHING these days. Seriously, this server is either filled to the brim with gold farmers or complete fucktards. >=(

What kind of toxic man-thing is happening now?
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Old Sep 21, 2006, 06:30 PM Local time: Sep 21, 2006, 04:30 PM #119 of 1941
The same twilight guys who almost require a 5-man to farm? ._.

FELIPE NO
The_Griffin
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Old Sep 22, 2006, 12:26 PM Local time: Sep 22, 2006, 10:26 AM #120 of 1941
I'm talking about the guys who are just outside of Cenarion Hold.

And it's not so much that they're difficult to kill, but that it's difficult to get just ONE. Seriously, I can't count how many times I saw 5-mans running away from that place, a stream of a dozen or more mobs after them... and how many times I was in that same position.

What, you don't want my bikini-clad body?
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Old Sep 22, 2006, 03:53 PM Local time: Sep 22, 2006, 01:53 PM #121 of 1941
300 herbalism already. The only problem is that I'm too lazy I don't have enough time.

Jam it back in, in the dark.
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Old Oct 1, 2006, 04:36 AM Local time: Oct 1, 2006, 02:36 AM #122 of 1941
Finkle's Lava Dredger? Man, that is excellent, especially if you're enhancement looking for some gear to flesh out your mana pool.

I'm (hopefully) stepping into the Core tomorrow morning for a serious attempt. Here's hoping it goes well!

EDIT: Weeell... le sigh. Leadership changing hands in BOTH alliances teaming up to run MC + people joining raiding guilds (and being told that they can't raid with the alliances) + a grand total of 12 sign-ups for MC = dead run.

There's nowhere I can't reach.

Last edited by The_Griffin; Oct 1, 2006 at 06:02 AM.
The_Griffin
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Old Oct 3, 2006, 05:20 PM Local time: Oct 3, 2006, 03:20 PM #123 of 1941
On a completely unrelated note... http://forums.worldofwarcraft.com/th...45633&pageNo=1

Best thread ever.

RABicle would love it so much...

This thing is sticky, and I don't like it. I don't appreciate it.
The_Griffin
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Old Oct 4, 2006, 06:35 PM Local time: Oct 4, 2006, 04:35 PM #124 of 1941
http://www.worldofwarcraft.com/info/...t/talents.html

Blargh.

New Shadow priest 41-point talent basically gives exactly what Elemental shamans have been asking for since around release: An activated mana regen talent that not only buffs the party, but also gives an Elemental shaman a reason to DPS on fights.

Le sigh. I guess I'm happy for shadowpriests, but still, as it is, the token elemental shaman is going to be left sitting next to his caster friends, dropping Totem of Wrath and the +spell damage totem and going back to healing next to the token Resto shaman, while both look on in envy at the token Enhancement shaman providing valuable group buffs to melee. =\

I am a dolphin, do you want me on your body?
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Old Oct 5, 2006, 12:53 AM Local time: Oct 4, 2006, 10:53 PM #125 of 1941
Originally Posted by Zio
That's cause it makes sense for a shadow priest to have such an ability, not a shaman.

Second, with the coming of shamans and pallies on both sides. Watch how shamans/loladins get respeced/redone again to make them more even. Cause to me, i don't think there maybe much shamans going into raids.
How does it make sense for a pure healing class whose damage tree's main problem is scaling to get a mana regen talent, when a class that Blizzard themselves has stated they want to move into a DPS/Hybrid role is being held back by both mana regen AND a reason to DPS in raids as Elemental gets... nothing except a totem they can drop before going back to healing?

Also, as it is, there are 9 classes, 25 spots. That leaves 3 spots for each class, with a pair of them taking 2. And the way that it looks right now... well, Elemental shammies may be one of the classes left out. =\

I was speaking idiomatically.
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