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[PC] World of Warcraft
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dagget
Spoot


Member 72

Level 36.40

Mar 2006


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Old May 9, 2006, 01:06 PM #51 of 1941
I like how people are saying it's Draenei like it's fact. All because of that article in that one gaming magazine. It looks more like Eradar/The Broken than Draenei, but everyone is like "OMG WE DUN NO WUT UNCORRUPTED DRAENEI LUK LIK KEKEKEKEKE~"

http://www.wowwiki.com/Image:Drakonid.jpg ??

This thing is sticky, and I don't like it. I don't appreciate it.


Last edited by dagget; May 9, 2006 at 01:19 PM.
dagget
Spoot


Member 72

Level 36.40

Mar 2006


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Old May 9, 2006, 02:56 PM #52 of 1941
Boss in BWL as well as the last boss of the tier 0.5 armor quests.
kk I just saw some pictures and shit, so I dunno.


Some Tier 3 sets:

http://i3.tinypic.com/xm76m0.jpg (Priest--->Drood--->Warrior)

Warlock: http://img359.imageshack.us/my.php?i...aker0177ms.jpg

Rogue: http://img359.imageshack.us/my.php?i...aker0169vp.jpg

Mage: http://209.221.152.78/gallery/displa...album=25&pos=2


Rogue looks AWESOME. Hell it may even inspire me to think about joining a damn high end DKP guild to get.

that's all for now.

I am a dolphin, do you want me on your body?


Last edited by dagget; May 9, 2006 at 03:45 PM.
dagget
Spoot


Member 72

Level 36.40

Mar 2006


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Old May 9, 2006, 04:57 PM #53 of 1941
Yeah I saw those. Looks like they'll be able to be paladins or something, according to what people who've commented on that second picture have said.

Which means Blood Elves may be shaman. (IF ANY OF THIS IS TRUE)

ORPHAN WEEK IS BACK!

Rewards for completing it:

Choice of:

A pig pet. (Named Mr. Wiggles)
a turtle pet (named Speedy)
A rat pet (named Mr. Whiskers)
a bag containing 5g. Description reads: For those who like telling children there's no such thing as Great Father Winter"

edit: legendary thread in which I've tributed to: http://forums.worldofwarcraft.com/th...&T=8221933&P=1 add more! It's all funny cause every single thing is true. :P

I was speaking idiomatically.


Last edited by dagget; May 9, 2006 at 08:57 PM.
dagget
Spoot


Member 72

Level 36.40

Mar 2006


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Old May 10, 2006, 10:28 AM #54 of 1941
NYT article confirmed it being Draenei. Of course with E3 haven't started yet (officially, anyway), who knows.

Originally Posted by New York Times
Today, as the video game industry gathers here for E3, the top annual game convention, those players will start getting answers. In the biggest piece of news, Blizzard Entertainment, the company behind the game, plans to announce that in the expansion, to be called The Burning Crusade, players will be able to join an otherworldly species called the Draenei.

Much of the storyline in World of Warcraft, which now has more than 6 million paying subscribers worldwide, revolves around the strife between two competing factions, the Alliance and the Horde. Players can join either side of the fantasy conflict; the Alliance includes races like human, dwarves and gnomes, while the Horde includes orcs, trolls and the undead.

Blizzard announced last year that in the expansion it would add a new race called the Blood Elves to the Horde, but the identity of the new Alliance race has been a closely-guarded secret until today. On Web message boards, players have spilled hundreds of thousands of words debating what the new Alliance race would be.

In the Burning Crusade, much of the action will take place on a planet called Draenor. The Draenei are the remnants of a once-thriving culture there that was mostly destroyed by orcs after the orcs were corrupted by the demons of the Burning Legion — the big bad guys in the game, who oppose both the Alliance and the Horde.

In a twist, the Draenei are descended from the same demonic race, the Eredar, that produced some of Warcraft’s most fearsome foes, like the demon Archimonde.

“Lots of players have wanted to play demons, and Draenei are the closest you can get to looking like an Eredar,” Jeff Kaplan, one of the game’s top designers, said in an interview. “They have these cool forehead features, and one of the customization features is switching around these facial features and the tendrils hanging beneath the chin and so on.”

In addition to being able to test-play the Draenei, attendees at the convention this week, formally known as the Electronic Entertainment Expo, will get their first peek at the Nether Drakes, which are among several flying beasts that players will be able to mount in Burning Crusade.

Attendees will also be able to try out Naxxramas, the next big dungeon in the game, which is expected to be added free next month.
http://www.nytimes.com/2006/05/09/te...in&oref=slogin

What kind of toxic man-thing is happening now?


Last edited by dagget; May 10, 2006 at 10:39 AM.
dagget
Spoot


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Old May 10, 2006, 01:09 PM #55 of 1941
Jeff Kaplan Interview

Quote:
Seth Schiesel, video-game reporter for The Times, spoke recently with Jeff Kaplan, a lead designer at Blizzard Entertainment for World of Warcraft, about the company’s plans for an expansion of the game, to be called The Burning Crusade. Fans of the game will eat up the details he offers, but others may find the conversation baffling. Sorry, we aren't providing a glossary.

Q. Why were the Draenei the right choice for the Alliance expansion race?

A. It was the right choice for a number of reasons; it wasn’t just one factor. One of the main reasons is that the expansion mostly takes place in the Outlands. The Outlands were formerly the land of Draenor, the orcs’ homeworld. It was this nice peaceful planet at one time and then it was corrupted. In the story of the Draenei they were a very pure and good race aligned with The Light, sort of this holy representation.

Q. What classes will be available to the Draenei?

A. Warrior, Priest, Paladin, Mage and Hunter. We might change that, however, maybe add or remove a class.

Q. Tell us about the physical appearance of the Draenei.

A. Well, the Draenei share a heritage with one of the major enemies in Warcraft, Archimonde. They are both descended from the Eredar. Lots of players have wanted to play demons, and Draenei are the closest you can get to looking like an Eredar. They have these cool forehead features, and one of the customization features is switching around these facial features and the tendrils hanging beneath the chin and so on.

Q. A lot of players speculated that you would create an “ugly” race for the Alliance to balance out the “beautiful” Blood Elves for the Horde in order to help balance out the overall faction balance in the game. Is that so?

A. I’ve heard that a lot, that we would make an ugly Alliance race to make more people play Horde. But we can’t tank a race. We can’t say, “Let’s make it ugly so people won’t play it.” We want to make everything in this game as cool as possible. Our goal is to make something that people want to spend hours and hours playing.

But the artists’ take on the Draenei was very interesting. If you look at the silhouettes of the night elves, dwarves, humans and gnomes, they really wanted to create an interesting profile of the Draenei so that in a group shot you would have this big beefy guy on their side, which they didn’t have before. The Horde obviously had that with the Tauren, and the Alliance knew the fear of having this big Tauren running up to them with the big head and the big feet and so on, and we wanted to give that sense of intimidation to the other side.

Q. What is the core game mechanic that you most wanted to change or add in the expansion?

A. The flying mounts are a great example of something we wanted to add. The first time we watched someone get on a gryphon for a taxi ride, we had people saying “That’s so cool” and just watching it. And then two minutes later the comment was, “Man, we gotta make it so you can fly wherever you want.” And the problem was that the way the world was built, the old Azeroth and Kalimdor continents, in terms of the technical limitations it would totally break the world to be able to have flyable mounts in terms of how the art is constructed.

Q. What do you mean? Can you give an example?

A. Stormwind City is the best and easiest example. So Stormwind looks beautiful, but there are a lot of optical tricks and illusions about the city, like some of the spires are fake; they seem to be sitting there but they are actually off in the distance standing in null space. And the way the city is portaled, which is what they do in 3D Studio Max, so that when you’re in the bank it’s not rendering the Cathedral of Light or something, there are a lot of tricks involved. When you fly over Stormwind you think you see the whole city but actually a lot of the city clips out on you. A lot of what you think you see is actually a façade on the hill and there’s no interior space behind it. But then when you land and you’re down on the ground, it feels like you really are running into the keep.

Q. So if you could fly freely over that land it would look disjointed, like when you could get behind Kazzak’s area in the Tainted Scar before that was fixed?

A. Exactly. There are lots of areas that look like that and we don’t want the players to see that. So that’s why we can’t allow flying mounts in the old areas of the world. But now that we’re making new areas, we can build them to support being able to fly anywhere you want. And now it doesn’t just have to be transportation. Now we can make it so you’re opening up new areas and new content based on whether you have the capability to fly.

Q. Now that the game has been out for about 18 months, and given the size of the player base, for how long do you expect the “original” low-level World of Warcraft content to continue to attract new players?

A. I think it will always draw in new players. This game in the early levels is so enjoyable and rewarding and fun. There are players who still have never played WoW before who can drop into Northshire Abbey and really enjoy it. At the same time, we’ve added totally new newbie areas for the Blood Elves and Draenei so veterans can have a new low-level experience. But it’s not like we’re pocketing the Blood Elves and Draenei in their own areas and they’re locked out of the rest of the game. After level 20 or so we very quickly start breadcrumbing them all over the world and integrating them with the rest of the quests. One of the big fears we had was that if we added these cool new areas, the rest of your old world is empty all of a sudden. That’s something we talked about four and five years ago. So we wanted to make sure that the old areas stayed relevant, and we’re filling them in with things like the Caverns of Time in Tanaris.

Q. Why not add any new low-level instances like Deadmines?

A. Stuff like the Deadmines and Wailing Caverns is extremely popular and gets a lot of use. But at the same time people skip over and pass that content extremely fast and they never go back. So there’s not a lot of bang for our buck in those dungeons. And Draenei and Blood Elves will be able to do those dungeons anyway. If we put the time into making another Deadmines, it would mean one less instance at level 60 or something when you need it to level up.

But you raise an important point in that we want low-level players to really feel invested in the world and not feel like they’re off killing rats or something. So for example we have a new area called Deatholme and it’s in sort of the Blood Elf version of Westfall, like the level 10 to 20 zone. And when you get to the final encounter area in Deatholme it’s this staging base where Arthas and his Scourge army got ready to march through Quel’Thalas straight through Silvermoon City to the Sunwell. So you have this crazy Scourge base with banshees and all these big building models and stuff like you see in Eastern Plaguelands, but its only level 19 and 20 elite mobs. So even though it’s not instanced, it will have that epic dungeony feel to it.

And in that sense Deatholme is actually more epic than Stratholme; Deatholme comes after Stratholme in the storyline. The point is that we don’t want to rob low-level characters of having that content. Even at those levels we want to give you some big meaty story content that makes you feel like the hero.

Q. Looking at the high-end raid content, were there significant changes in class roles you wanted to make? [I mentioned that my guild is working on C’Thun, the final boss in the Temple of Ahn’Qiraj.]

A. Well, 40-man content in particular is very challenging to tune correctly. The more people there are, the harder it is to tune because there are so many more variables. But we do like changing up class roles. You mentioned the C’Thun encounter and I think the coolest part of that encounter is that there is no concept of main tanking in the first part.

Sure, you need to tank the giant tentacles in phase two, but in the first part it’s bouncing around from a mage to a rogue to a warrior and everyone needs to perform as a team. And then in the second part we change it up again and go back to reinforcing those traditional class roles of tanking and healing. So I mention C’Thun as something I’m proud of in terms of changing up class roles, but we have to remember that people like playing certain classes for a reason. As much as we like mixing things up, we have to remember to come back and reinforce those traditional roles as well.

Q. How has your concept of itemization changed since the game launched?

A. We sure have been learning from our mistakes. I think that itemization is something that’s never perfected. The key is just to learn from your mistakes and avoid making the same mistakes over and over again. We’ve really embraced the psychological impact of the color of the items in the game. What I mean is that we can see according to all our formulas and spreadsheets and so on what an item is really worth and we can see a blue item and a purple item and see that they’re the same power, but there is a huge difference in the reaction from players if it’s purple versus if it’s blue and that’s been a very interesting thing to observe psychologically.

Also we’ve learned a lot about resist gear. It was a huge mistake to put nature resist gear on bosses that required nature resist to kill and that was a straight-up flub on our part. So we’ve learned things like that. We’ve also gotten a bit more creative in our itemization. Like with the Tier 3 armor sets, they do have eight-piece set bonuses, but there are actually nine pieces in each set. [The ninth piece is a ring.] So now you can break up your set a bit and still get the eight-piece bonus.

Q. So for the Tier 3 sets, is Naxxramas a token system or are there straight-up drops?

A. It is a token system but a refined token system. In Ahn’Qiraj and Zul’Gurub we realized we made a bad mistake with itemization. Token systems can be good and reputation systems can be very useful, but combining token systems with reputation requirements is not necessarily a good design decision, or at least it wasn’t with ZG and AQ. For example, ZG was supposed to be a stepping stone into raiding. So you take a guild that has little experience and they go into ZG and for a new group, it’s going to take them a few tries to down the first boss, Venoxis. And they finally kill Venoxis and what do they get? Probably one blue item and then this token item. But even using that token item might require Honored reputation, and so they feel like they’re not being rewarded.

Instead for that first boss we need to be saying, “Good job! Here’s two good items.” Instead they get something like a purple Hakkari item that only makes blue shoulders, and then only if they have Honored rep. I had that happen to me on one of my characters and I was like, “This is just broken.” So we realize things like that and we’re moving to fix them.

Q. It’s great to hear that you realize the issues like this that really frustrate players. But why can’t you fix them faster?

A. We can only make changes so quickly and we can only make them so responsibly. Even when we change one small thing it can break something way on the other side of the game, so we have to be careful. And then you add the fact that we’re in China, Taiwan, Europe, Korea, and we have to patch all those regions in the same week, it gets pretty complex. People would like us to just instantly fix stuff, but we’re not always able to do that.

Q. Speaking of patching things simultaneously, there was a big controversy a couple weeks ago when you hotfixed C’Thun. With the time change and so on, European realms had like a half-day before their instances reset after the hotfix while North American guilds mostly had to clear AQ all over again to take advantage of the change. As a result, Europe downed C’Thun before the top U.S. guilds and a lot of people thought you did it on purpose.

A. That’s one of the great conspiracy theories of all time. I’m fascinated by that. I happened to be on vacation the week before, when there was all this drama on the forums about C’Thun and Ouro. We just happened to put the hotfix in the pipeline on Monday morning and it just happened to go live Monday night. I wasn’t even thinking about the instance reset. We didn’t even put two and two together until afterwards. So no, it wasn’t on purpose to hurt the North American guilds.

Q. Describe the different play styles that are supposed to be represented by the Paladin and Shaman and how they are supposed to balance each other out.

A. I don’t think that paladins and shamans are supposed to explicitly balance each other out. They are supposed to be different, and frankly at some perverse level I think it’s good that there’s this animosity. It adds to the immersiveness because the Horde are supposed to have a special hatred for paladins and the Alliance is supposed to really hate shamans. The paladin was always supposed to be this holy warrior in plate armor, very much a support class, though one that could tank in a pinch, and they most certainly can. The shaman is a more offensive caster who wears chain armor, centered around his totems. But when I play Horde I hate paladins. It’s like I could never kill them and it seems so futile.

Q. So is that you talking on the Nefarian class calls?

A. No that’s not me. I think that might actually be Chris Metzen [Blizzard’s vice president for creative development].

Q. What can you say about new Player vs. Player content?

A. We don’t have a lot of details to talk about right now, but the really important thing is that there are major PvP changes coming. We recognize that there are major problems with the honor system currently. In particular we’re not content with it being so time-focused. But there will be significant changes coming, and there will be world objectives. Now that we’re building new zones from scratch, with the Burning Crusade zones we can make specific locations in our zones reserved for PvP, and maybe taking over certain objectives will give one side or another a persistent bonus like access to an additional graveyard.

Q. Can you give an example?

A. Well we’re not going to do this in particular, but imagine if that tower between Tarren Mill and Southshore was a PvP objective of some sort, all the time. And the key is to do that in a lot of places and not just have one place where everyone shows up all the time and crashes the server.

Q. Can you walk me through some of the high-level instances in Burning Crusade? We already know about Karazhan and Hellfire Citadel, and I guess the final dungeon where Illidan hangs out is the Black Temple, yes?

A. Right, and then there’s Tempest Keep, which is sort of right before the Black Temple, and that’s where you’ll find Kael’Thas Sunstrider. Tempest Keep is one main building and three smaller satellite buildings floating off it. That’s all off the tip of an area called Netherstorm.

And then there’s Coilfang Reservoir, which is a slightly lower level instance, and that houses Lady Vashj. Coilfang Reservoir is in an area called Zangar Marsh and you’ll obviously find a lot of naga in there. It’s not a totally underwater instance, but parts of it are sort of underwater, kind of like the Sunken Temple. That has a raid part in addition to five-man parts to it. In that sense Coilfang is a bit like Hellfire Citadel, where you have two 5-man wings that are what I call level-up content: a level 58 to 60 wing and a level 60 to 62 wing. Then you have a level 70 five-man wing and then Magtheridon’s Lair, which is a quick 40-man raid like Onyxia.

Q. Overall, what percentage of level 60 players do you think have killed Ragnaros?

A. I don’t have firm statistics, but my gut feeling is around 25 percent.

Q. And what about Nefarian?

A. From the gut, I’d say maybe 15 percent.

Q. Shifting from Burning Crusade to the next big content patch, can you describe the progression you have in mind from Ahn’Qiraj to Naxxramas?

A. Well with Naxxramas we’re tuning it really to be the hardest raid dungeon out there. The number of people who have killed Ragnaros and so on is just going to keep getting larger and larger, so we really want Naxxramas to be at the top end and make it extremely challenging. With AQ we had a different design approach. With AQ we wanted the beginning to be approachable for Molten Core guilds but then we wanted a brick wall in Huhuran and the Twin Emperors where those guilds would realize they would have to leave and come back when they were a bit more experienced. With Naxxramas the shift in difficulty from the very first encounter to the very last encounter is much narrower. But the easiest encounter in Naxxramas should be around Twin Emperors level.

Q. And what about the itemization in Naxxramas? Will we have to farm the earlier parts over and over again in order be able to get through the later parts?

A. Well the items in Naxxramas are pretty amazing. They are as good as they get in World of Warcraft. If you look at the jump in quality over existing gear it is pretty shocking. So I wouldn’t say that we want people to have to farm over and over again. By the time they figure out how to beat a given encounter, they should be geared enough. And on resist gear we’ve learned our lesson. There is purple frost resist gear coming your way.

Q. And will we hear more about Ashbringer soon?

A. You are definitely going to hear more about Ashbringer in patch 1.11. The story continues, though I can’t claim to say that it ends. It’s a good continuation though.

Q. What about legendary caster items?

A. A caster legendary is in the game and ready to go for patch 1.11.

Q. In terms of the progression from Naxxramas into the Burning Crusade later this year, do you want Kel’Thuzad [the final boss in Naxxramas] to still be alive by the time the expansion comes out?

A. Definitely not. If he’s not dead in four or six months or whatever, then something is wrong and we need to take a look at the encounter. Conversely, he could die the day we patch it in. You hope that doesn’t happen, but you never know.

Q. Are we going to need to kill Kel’Thuzad in order to open the Dark Portal?

A. No. It wouldn’t be fair to impose pre-Burning Crusade requirements in order to open Burning Crusade content. When the expansion goes live, there are a lot of people who don’t want to raid and never want to raid and we can’t have them depending on raiders in order to open the Dark Portal.

Q. So does that mean the Dark Portal will open automatically by itself?

A. We haven’t decided. We have a few ideas and we are vehemently debating that with each other currently.

Q. In terms of how Burning Crusade players will be able to handle older content, how many level 70 characters, for example, do you think it will take to kill Ragnaros?

A. I’m not sure because we’re actually about to start testing on that, but I would guess 10 to 15.

Q. To wrap up, give us the big thought on what you’re trying to achieve with the Burning Crusade.

A. My biggest hope is that for fans of World of Warcraft, the Burning Crusade will be the only game that’s better than World of Warcraft. Our biggest goal with it is to ensure that there is a lot of content that caters to everyone’s play style. We have a lot of people with a lot of different ways of playing the game, and we want everyone to feel like they’re getting what they need.


FELIPE NO

dagget
Spoot


Member 72

Level 36.40

Mar 2006


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Old May 10, 2006, 10:10 PM #56 of 1941
http://www.malicesb.net/wapnew/tier-3.php

tier 3 armor sets.

Dreadnaught Stats:

Dreadnaught Battlegear: 0/9 (warrior)
Dreadnaught Bracer
Dreadnaught Breastplate
Dreadnaught Gauntlets
Dreadnaught Waistguard
Dreadnaught Helmet
Dreadnaught Legplates
Dreadnaught Pauldrons
Dreadnaught Sabatons
Ring of the Dreadnaught

(2) Set: increases the damage done by your Revenge ability by 75.
(4) Set: Improves your chance to hit with taunt and challenging shout by 5%
(6) Set: Improves your chance to hit with Sunder Armor, Heroic Strike, Revenge and Shield Slam by 5%
(8) Set: When your health drops below 20%, for the next 5 seconds healing spells cast on you help you to Cheat Death, increasing healing done by up to 160.


The Earthshatter: Shaman
Earthshatter Boots
Earthshatter Girdle
Earthshatter Handguards
Earthshatter Headpiece
Earthshatter Legguards
Earthshatter Spaulders
Earthshatter Tunic
Earthshatter Wristguards
Ring of the Earthshatterer

(2) Set: Reduces mana cost of your totem spells by 12%
(4) Set: Increases the mana gained by your mana spring totems by 25%
(6) Tiyr healing wave spells have a chance to imbue your target with Totemic Power
(8) Set: Your lightning shield spell also grants you 15 mana/5 secs while active
Totemic Power:
Healers: +20 Mana per 5 sec.
Mages & Warlocks: +45~ Spell Damage
Warriors: +400 Armor
Rogues: +60~ Attack Power.

Plagueheart Raiment (Warlock)
Plagueheart Belt
Plagueheart Bindings
Plagueheart Circlet
Plagueheart Gloves
Plagueheart Leggings
Plagueheart Robe
Plagueheart Sandals
Plagueheart Shoulderpads
Plagueheart Ring

(2) Set: Reduces Cooldown and delay on your Curse of Doom by 10 Seconds
(4) Set: Your Shadow Bolts now have a chance to gain Vampirism against targets afflicted by Corruption, healing you for 270-330
(6) Set: Your spell critical hits generate 50% less threat
(8) Reduces Health cost of your Life Tap by 12%

Bonescythe Armor (Rogue)
Bonescythe Bracers
Bonescythe Breastplate
Bonescythe Gauntlets
Bonescythe Helmet
Bonescythe Legplates
Bonescythe Pauldrons
Bonescythe Sabatons
Bonescythe Waistguard
Bonescythe Ring

(2) Set: your normal Melee swings have a chance to invigorate you, healing you for 90-110
(4) set: Your backstab, Sinister Strike and hemmorage critical hits cause you to regain 5 energy
(6) Set: reduces the threat from your Backstab, Sinister Strike, Hemmorage and Eviscerate abilities
(8) set: Your Eviscerate has a chance per combo point to reveal a flaw in your opponents armor, granting a 100% critical hit chance for your next Backstab, Sinister Strike or hemmorage


Vesitments of Faith (Priest)
Belt of Faith
Bindings of Faith
Circlet of Faith
Gloves of Faith
Leggings of Faith
Robe of Faith
Sandals of Faith
Shoulders of Faith
Ring of Faith

(2) Set: Reduces the mana cost of your Renew spell by 12%
(4) Set: On Greater Heal Criticals, your target will gain Armor of Faith, absorbing up to 500 damage
(6) Set: Reduces the threat from your healing spells.
(8) Set: Each spell you cast can trigger an Eiphany, increasing your mana regeneration by 24 for up to 30 sec.

Frostfire Regalia (Mage)
Frostfire Belt
Frostfire Bindings
Frostfire Circlet
Frostfire Gloves
Frostfire Leggings
Frostfire Robe
Frostfire Sandals
Frostfire Shoulderpads
Frostfire Ring

(2) Set: Reduces Cooldown on your Evocation by 1 minute
(4) Set: gives your Mage Armor a chance when struck by a harmful spell to increase resistance against that school of magic by 35 for 30 seconds.
(6) Set: Your Damage spells have a chance to cause your target up to 200 increased damage from subsequent spells
(8) Set: Your damage spells have a chance to displace you, causing the next spell cast to generate no threat.


Redemption Armor (Paladin)
Redemption boots
Redemption Girdle
Redemption Handguards
Redemption Wristguards
Redemption Headpiece
Redemption Legguards
Redemption Spaulders
Redemption Tunic
Ring of Redemption

(2) Set: Increases the amount healed by your Judgement of Light by 20
(4) Set: Reduces cooldown on your Lay on Hands by 12 min.
(6) Set: Your Flash of Light and Holy Light spells have a chance to imbue your target with Holy Power
(8) Set: Your Cleanse spell also heals the target for 100.


Cryptwalker (Hunter)

No image is shown but only the 8 equipped set

(8) Set: Whenever your pet dies (required level 60, 2 minute cooldown) you gain a fear immunity for 15 seconds and a +20% range haste.

Dreamwalker Raiment (Druid)
Dreamwalker Boots
Dreamwalker Girdle
Dreamwalker Handguards
Dreamwalker Headpiece
Dreamwalker Legguards
Dreamwalker Spaulders
Dreamwalker Tunic
Dreamwalker Wristguards
Ring of the Dreamwalker

(2) Set: Your Rejuvenation ticks have a chance to restore 60 mana, 8 energy or 2 rage to your target
(4) Set: Reduces the mana cost of your Healing Touch, Regrowth, Rejuvination and Tranquility spells by 3%
(6) Set: Your initial cast and Regrowth ticks will increase the maximum health of your target by up to 50, stacking up to 7 times
(8) Set: On Healing Touch critical hits, you regain 30% of the mana cost of the spell

What, you don't want my bikini-clad body?


Last edited by dagget; May 10, 2006 at 11:39 PM.
dagget
Spoot


Member 72

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Old May 15, 2006, 10:37 PM #57 of 1941
I have a stupid question, but I feel I need to ask. Does having 51 points in prot make someone a better tank? I'm currently in a debate with people in my guild who expect MTs to be dealt in 0/0/51 spec. Because apparently 51 points in protection makes someone a better tank than someone balanced like I am (14/0/37) and there's a high possibility that loot is going to be distributed to those who are in full defensive spec before those who are "hybrids" like myself.

Jam it back in, in the dark.

dagget
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Old May 15, 2006, 11:37 PM #58 of 1941
Originally Posted by Zio
I don't see how 0/0/51 is very helpful especially as a warrior... /me shrugs.

Oh and that drama is bullshit there. I don't care, I hate when people do that shit and then the guild breaks up.

I've already told the raid leader that I refuse to respec to 0/0/51 and that's it's insane to think people in that build are better tanks. Someone even said that 0/0/51 tanks take more damage, and I looked up and down that talent calculator and can't find anything else but the 5 points that give +10 defense to all equipped items or some shit like that. I dunno. But this is some bullshit. Officer's loot/rotation is a fair way to distribute loot, but if the shit goes to the 0/0/51s first and no one else can get till they're geared (which there are currently 6 people in that build and probably every warrior that wants Might will go that build) and it's just complete bullshit. I joined this guild because I was led to believe everything was going to be civilized. At first it was, then shit started going downhill.

There's nowhere I can't reach.

dagget
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Old May 16, 2006, 10:44 AM #59 of 1941
Originally Posted by Gechmir
By the by, are the servers down? o__O There's no chatter about it on Gamefags, which is where I check first if I have connectivity issues.

Just when I had a day off from work, too... ;__; They're down I s'pose. Off to run errands then...

Tuesday = screwsday. haha no, not really. Maitenience on Tuesdays from 5am PST till like 11 PST, I think.

This thing is sticky, and I don't like it. I don't appreciate it.

dagget
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Old May 17, 2006, 07:15 AM #60 of 1941
Ah-ha I prevail! So Might is going to be handed out in a rotation order. ALL prot spec warriors 31+ roll for a rotation that Might is set on. Which is the fairest way to distribute it. Of course some of the complete tree dumps aren't happy about it and think that everyone is out to get them and hates them (all because they can't get the gear absolute first)

Now you guys tell me, why is it every fucking other class can get along and not have shit over getting geared, but most warriors have to act like retards when it comes to Might? "Let's see, he has two pieces of Might and would benefit from the 3-set bonus. We should pass to dag before anyone else gets their first piece."

War 1. Yeah that makes sense, I agree.
War 2. I can see where he would benefit the most.

Other warriors: I WANT MIGHT. I WANT ROLL. RRAARRGHRGHARGRH!!!!111

Now the DPS warriors know that Def should receive it first, so they're passing on the pretense that all def warriors pass on non-might plate. (which I have no problem with in)

and Jessy, that sucks ass. I hate when that shit happens. You get invited to go. Someone tells you your help won't go unrewarded only for someone to pull a douche-move like that. If the leader is that stupid to do all that shit and not have common sense, I can tell they're the type of people who probably constantly talked trash about you after you left and how "stupid you must be to think they'd give you something like that". Along with the retards that follow their every word because somewhere along the lines this game got to be about purples instead experience and fun.

I am a dolphin, do you want me on your body?

dagget
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Old May 19, 2006, 06:04 AM #61 of 1941
Originally Posted by Kaelin
My guess is that it's because Warriors are usually up at the front of it all the time, so they naturally want the best gear they can get their hands on as fast as possible. In raid instances this extends to Warriors wanting to be the brightest star on the team. They want to be the one at the very front of the raid, the one who tanks all the bosses directly, and the one who can brag and say they tanked Rag the night their guild downed him. This is probably what leads to such squabbles among some warriors who all feel they should be the MVP of the raid.

Actually it was more of a theortical question. Also half these warriors don't want to be upfront tanking. They just want Might.

Thirdly, doing the new Suicide Kings way of loot (which seems to be what everyone is doing in the guild) Gauntlets of Might dropped. First guy had them, second guy passed, other 2 had them, so they went to me. I got A. by default and B since I was at the bottom of the list anyway, no penalty. :P 3/8 Might! woot!

I was speaking idiomatically.

dagget
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Old May 19, 2006, 03:34 PM #62 of 1941
Originally Posted by jedi optimus
So anyone else play on Ursin Alliance? Got a 60 mage and would love to have some more company with me.

I've got a couple of characters on Ursin I almost never play. well two. A human rogue and NE druid. I may go back on there to tinker around when I get boreed but I dunno.

What kind of toxic man-thing is happening now?

dagget
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Old May 20, 2006, 12:53 AM #63 of 1941
Originally Posted by jedi optimus
What level is your druid Dagget?

my rogue, Sunshade, is like 12 and my druid, Auroris, is about 10 or 11

How ya doing, buddy?

dagget
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Old May 22, 2006, 08:25 AM #64 of 1941
Originally Posted by rpgcrazied
Xpack is for you then

Actually, I'm sure when it's all said and done, the expansion will be all raiding too. When WoW was in the works there were promises that it won't be like NeverRest, but look at it now. Granted the expansion will have content for people who like to and can only play in a non-hardcore style, but I'm sure that by then Naxx will be on farm status and there will be crying that there's no new content for raiders. OMG QQ! :P

With that note, we're attempting Onyxia on Thursday. This will be my first Onyxia run, as well as the guild's first attempt since they had a major breakup a few months ago. My MC progress is now equal to what it was with the guild I ran with before. Took Golemagg down. We were going to attempt domo, but not enough people had the Hands quest done. Gonna try for Domo next week.

What, you don't want my bikini-clad body?

dagget
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Old May 22, 2006, 03:48 PM #65 of 1941
Anyone know what mod(s) this guy has in this video here? I've been trying to find it(them) since I saw this. <3

http://video.google.com/videoplay?do...15&q=UBRS+boss

Jam it back in, in the dark.

dagget
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Old May 22, 2006, 07:55 PM #66 of 1941
Originally Posted by Xellos
Fucking bastards! They're already removing the new vitality talent (10% more health) for warriors. We never even got to use it!

ffs blizzard! when will warriors get something besides the constant fucking nerfs?!

They won't be happy at all until our plate is like cloth and our weapons hit like wood. I swear I'm so fucking tired of someone losing to one in PVP or a duel and then something that got used is screamed at as "UNFAIR" and "NERF WARRIORS"

Maybe I should have rolled a hunter or lock as my main.

There's nowhere I can't reach.

dagget
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Old May 22, 2006, 10:18 PM #67 of 1941
Originally Posted by Zio
Um, to let you know Gech, if there is a druid the fang set should go to them, if not then take it all up.

And Dagget, I see nothing wrong with warriors now and even before hand. They still are very powerful, atleast when they have very good equipment and good play style.

Maybe it's just me, I don't play warrior cause of the fact that I don't like being a total melee character.

Dude, warriors have been nerfed so much since the game was released. Granted, I've only been playing since April of last year, but even then warriors had more "umph" than they do now. In most every patch, there has been a nerf to warriors in some form or fashion. People screaming they're over-powered. Blah blah blah.

With the teir 3 gear, there are a lot of people who I know play druids that are pissed because the Naxx gear stats are all healing effects. Blizzard more or less forcing druids to go healing/restore instead of being feral. I have a sneaking suspicion that Blizz is going to start forcing warriors to be tanks.

I dunno, but it's just funny that everytime someone loses to someone else in PVP or what have you, there's a scream about a nerf. It happens to every class, just not apparent as it is with warriors it seems like.

Makes me glad I'm leveling a rogue and mage.

Gech: http://www.thottbot.com/?i=5092 is ok, but you can get better, really. If you know some people to take you through a SFK run, you can end up with:

http://www.thottbot.com/?i=39715
http://www.thottbot.com/?i=9472

I've got those on my Shaman. The Stinging Viper is ok, but the Meteor Shard w/ Flametongue procs more and does a nice bit of damage (I should know, my shaman has it ) Of course, Meteor shard is level 24, but it's worth it if Arugal drops it.

Course you could always try to get them to run you through VC as well and try to get the cloak he drops:

http://www.thottbot.com/?i=3903

also a few other nice goodies drop there as well:

http://www.thottbot.com/?i=4815
http://www.thottbot.com/?i=5730
http://www.thottbot.com/?i=4350 (never seen that drop, personally)
http://www.thottbot.com/?i=7076 would be good too if you have a bunch of higher levels take you through that don't need it.

This thing is sticky, and I don't like it. I don't appreciate it.


Last edited by dagget; May 22, 2006 at 10:26 PM.
dagget
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Old May 22, 2006, 11:57 PM #68 of 1941
I didn't know they could use dagger either until someone was like, "get that fucking dagger!!!" I was like "but..." "But nothing, this is your run through SFK, get that shit foo!"

If I had tons of money I could twink out, since most of my gear is blue from doing lower instance runs with people to help me out. I have about 6 rare weapons now and really only use two on my Shaman. :\

How ya doing, buddy?

dagget
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Old May 23, 2006, 03:36 AM #69 of 1941
Test realm patch notes:

World of Warcraft Client Patch
(Disclaimer: These patch notes are for the Public Test Realm and the content of the patch is subject to change.)

World of Warcraft Client Patch 1.11.0
Shadow of the Necropolis

Floating above the Plaguelands, the necropolis known as Naxxramas serves as the seat of one of the Lich King's most powerful officers, the dreaded lich Kel'Thuzad. Horrors of the past and new terrors yet to be unleashed are gathering inside the necropolis as the Lich King's servants prepare their assault. The Scourge marches again...
Naxxramas is the new 40-man raid dungeon that will present even the most experienced and powerful players with an epic challenge.

General

* The cost to unlearn talents will now decay over time. This cost will be reduced by a rate of 5 gold per month to a minimum of 10 gold.
* After a disconnect from the server, it is now possible to log back in immediately, instead of receiving the message, "A character with that name already exists."
* Chain targeted spells and abilities (e.g. Multi-shot, Cleave, Chain Lightning) will no longer hit stealthed or invisible units unless visible to the caster.
* 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. In addition, Intimidating Shout now follows that player versus non-player distinction, while previously it did not.
* Periodic Healing: Spells which do periodic healing will now have their strength determined at the moment they are cast. Changing the amount of bonus healing you have during the duration of the periodic spell will have no impact on how much it heals for.
* Reflection: Effects which cause reflection will no longer reflect triggered effects separately from their base effects (eg. Impact, Improved Shadow Bolt, Aftermath, etc.)
* Optimization code known as "M2Faster" is now enabled by default. M2Faster can improve performance in crowded scenes when "Vertex Animation Shaders" is turned on.

Battlegrounds

* Alterac Valley
o Most of the NPC guard units have been removed.
o Players now drop more quest items.
o Creatures that remain in Alterac Valley have had their hit points reduced.
o The buff that is periodically cast by each faction's Captain has been changed to a flat 20% hit point buff.
o Upgrading troops through armor scrap turn-ins will also now result in your team's General enabling a periodic buff to your melee and spell damage.
o This buff scales from 10% at the Seasoned unit level, 20% at the Veteran unit level, and 30% at the Champion unit level.

Druids

* Innervate: This spell is now a base ability for all Druids, trainable at level 40. Any Druid who formerly had the Innervate talent now has the Swiftmend talent instead.
* Nature's Grace: You will no longer consume this effect when casting a spell which was made instant by Nature's Swiftness.
* Swiftmend: This new talent has been added to the Druid Restoration tree, replacing Innervate as the 31 point ultimate talent. It consumes a Rejuvenation or Regrowth aura to produce an instant heal.
* Enrage: Tooltip edited to clarify functionality.

Hunters

* Counterattack (Survival Talent) - All ranks of this talent will now share the same cooldown.
* Scorpid Poison: Duration slightly lengthened.
* Changed the way hunter pet family armor bonuses and penalties are applied to allow the exact value from the Natural Armor talent to be applied correctly. This may result in a very slight loss of armor to some pets (less than a third of a percent).
* Improved Scorpid Sting: The aura from this Sting will now be removed (as intended) when a different Sting aura is placed on the victim.

Mages

* Due to significant talent changes, mages will have all talent points refunded and can be respent. Training costs for all talent spell replacements have been significantly reduced.
* Arcane Explosion is now instant cast and will no longer remove the Presence of Mind effect when used.
* Evocation - Is now available to all mages (via trainer), starting at level 20.
* Conjure Food now has a new rank (Rank 7) available in Stratholme.
* Frost Ward now has a new rank (Rank 5) available as item loot in dungeons.
* Mana Shield - Damage taken will now be absorbed by other absorb spells (e.g. Ice Barrier, Power Word: Shield) before being absorbed by Mana Shield.
* Dampen Magic - Damage and healing reduction increased on ranks 3 through 5.
* Amplify Magic - Damage and healing bonus increased on ranks 2 through 4.
* Counterspell - Fixed a bug that made Counterspell unresistable.
* Winter's Chill - Changed to increase crit chance by 1% per stack, but stacks up to 10 times.
* Improved Scorch - Duration of Fire Vulnerability increased to 30 seconds.
* Blast Wave: The bonus this spell receives from effects that increase spell damage has been increased.
* Cold Snap: This talent will now always clear the cooldown for Frost Ward, even if the cooldown was triggered by casting Fire Ward.
* Cone of Cold: The bonus this spell receives from effects that increase spell damage has been increased.
* Fire Ward: The amount of damage absorbed by this ward was increased substantially on all ranks.
* Frost Ward: The amount of damage absorbed by this ward was increased substantially on all ranks.
* Arcane Power: This ability will no longer stack with Power Infusion. If you gain both at the same time, Arcane Power will take precedence.
* Added a new level 60 quest available from Archmage Xylem in Azshara for mages.
* Fire Ruby now has a sell value and can be disenchanted.

Paladins

* Benediction: This talent will no longer incorrectly provide a double discount to Seal of Justice.
* Blessing of Light: It is no longer possible for a target to appear to have multiple ranks of Blessing of Light. These multiple auras had no beneficial effect, merely causing confusion. Problems with targeting the spell when the caster has Blessing of Light effect on them have also been fixed.
* Divine Favor: It is no longer possible to cast this immediately after a healing spell and "retroactively" make it a critical hit.
* Illumination: When several critical effect healing spells are cast very quickly, you will now receive the correct mana refund for each one.
* Judgement of Command: Now consumes a charge of the Zandalarian Hero Charm. In addition, when this spell is resisted it will no longer erroneously still do damage.
* Judgement of Righteousness: Now consumes a charge of the Zandalarian Hero Charm.
* Seal of Command: Clarified tooltip.
* Vengeance: Seal of Command critical hits can now trigger this ability.
* Vindication: This effect will no longer be absorbed by Grounding Totem.

Priests

* Lightwell - Casting time reduced. Lightwell object increased in size to make it easier to click; relative click radius decreased slightly.
* Mind Control: If you cast Power Word: Shield while Mind Controlling a target, the Recently Shielded aura will now appear on the correct target instead of yourself.
* Shadowguard: This Troll Priest racial spell now works with Vampiric Embrace, Blackout, and Shadow Weaving. In addition, the damage from Shadowguard will now consume charges of the Zandalarian Hero Charm's Unstable Power aura.
* Spirit of Redemption: This spell has a number of fixes: Priests prematurely leaving battlegrounds with this aura on will now receive the Deserter debuff (as intended); Priests in Spirit of Redemption form at the completion of a battleground will have the aura removed without dying; It will now work correctly with the Darkmoon Card Twisting Nether item, resurrecting you after Spirit of Redemption has run its course; If you should die underwater the Spirit of Redemption will no longer have a breath bar appear; the Warlock Drain Soul spell will terminate producing 1 shard when the Priest switches to Spirit of Redemption form; You will no longer have to wait 30 seconds for graveyard resurrection upon your first death while using Spirit of Redemption.
* Vampiric Embrace: This ability will no longer heal for damage caused when the target had no life remaining.

Rogues

* Detect Traps is now a passive skill.
* Pick Pocket: This ability will no longer trigger effects on your target.
* Slice and Dice: This ability will no longer play its sound effect twice.
* Vanish: Cancelling your Stealth aura while Vanish is running will now cause Vanish to be canceled as well.

Warlocks

* Shadow Ward now has a new rank (Rank 5) available as item loot in dungeons. The amount of damage absorbed by this ward was increased substantially on all ranks.
* Curse of Agony: The damage from this spell will now continue even if the caster dies or leaves the area.
* Emberstorm: This talent will now correctly increase the damage the Warlock takes from Hellfire.
* Hellfire: Aftermath can now be triggered by this spell.
* Improved Shadowbolt: Periodic damage spells and non-damaging spells will no longer consume charges of Shadow Vulnerability.
* Shadowburn: If you cast Drain Soul while this aura is on the victim, you will no longer receive two soul shards upon the victim's death.
* Soul Link: If your pet is banished, it will now break the Soul Link. In addition, Soul Link's tooltip has been clarified to indicate it only works with your imp, voidwalker, succubus, or felhunter.

Shaman

* Due to significant talent changes, Shaman will have all talent points refunded and can be respent. Training costs for all talent spell replacements have been significantly reduced.
* Searing Totem - Mana cost reduced.
* Disease Cleansing Totem - Duration increased.
* Fire Resistance Totem - Duration increased.
* Flametongue Totem - Duration increased.
* Frost Resistance Totem - Duration increased.
* Grace of Air Totem - Duration of ranks 1 and 2 increased.
* Nature Resistance Totem - Duration increased.
* Poison Cleansing Totem - Duration increased.
* Stoneskin Totem - Duration increased.
* Strength of Earth Totem - Duration of ranks 1 through 4 increased.
* Tremor Totem - Duration increased.
* Windfury Totem - Duration increased.
* Windwall Totem - Duration increased.
* Mana Spring Totem - Mana cost reduced.
* Healing Stream Totem - Mana cost reduced.
* Two-Handed Axes/Maces (Enhancement Talent) - Skill levels gained with these two weapons will now be retained if you decide to unspend this talent point and return to it later.
* Flame Shock - Damage over time portion of all ranks slightly increased. Mana cost of ranks 3 through 5 decreased. In addition, a new rank is available (Rank 6) from Upper Blackrock Spire.
* Improved Reincarnation (Restoration Talent) - Fixed a bug where rank 1 of this talent was not decreasing the cooldown properly.
* Rockbiter, Frostbrand, Flametongue and Windfury Weapon mana costs reduced.
* Elemental Fury: Tooltip now indicates it increases the critical damage for Searing Totem, Magma Totem, and Fire Nova Totem.
* Fire Nova Totem: This totem now receives increased damage from effects that increase the Shaman's spell damage.
* Grounding Totem: This totem will no longer reflect the Mage talent Combustion back onto the Mage.
* Healing Wave Totem: This totem now receives increased damage from effects that increase the Shaman's healing.
* Lightning Bolt: Mana cost reduced approximately 17%.
* Magma Totem: This totem now receives increased damage from effects that increase the Shaman's spell damage.
* Searing Totem: This totem now receives increased damage from effects that increase the Shaman's spell damage.

Warriors

* Improved Revenge - Chance to stun at each rank changed to 15/30/45%.
* Bloodrage - Fixed a bug that caused Bloodrage to cost twice the intended health
* Sweeping Strikes: This spell has a number of fixes: When used in conjunction with Execute and the second victim is below 20% health, they will be hit with the full Execute amount. If the second victim is not below 20% health, they will be hit with normal melee swing damage; If the ability you are using does not deal damage, it will not use a charge of Sweeping Strikes; The extra attack it generates when used with Whirlwind now has the correct damage range; The additional attacks generated by this ability will now properly take into account the armor of the second target.
* Whirlwind - When this ability is used with Sweeping Strikes, it will burn only one charge of Sweeping Strikes and will generate only one additional attack.
* Retaliation - This ability will now function correctly at full melee range.
* Intimidating Shout - The cowering in fear effect will no longer be applied when the target resists this shout.
* Shield Slam: This ability now costs 20 rage to use and the damage it does is modified by attack power (normalized to 2.2 speed). However, the base damage has been reduced. It generates more threat per rage and more damage per rage than it did previously.
* Flurry - The tooltip for this talent has been adjusted to indicate it only works on normal melee swings. And ranks 1 through 4 of this talent will now activate correctly again. Your haste will now last only the intended next 3 swings.

Items

* Key rings have been added to the game.
o Level 1-39 = 4 slots
o Level 40-49 = 8 slots
o Level 50-60 = 12 slots
* Stack sizes have been updated:
Stacks of 20
o Leather (Light, Medium, etc.)
o Cured Hides (Light, Medium, etc.)
o Shards (Small Brilliant, etc.)
o Enchanting Dusts (Strange, Illusion, etc.)
o Flash Powder
o Rogue Poisons (Instant, Crippling, etc.)
o Rogue Poison Reagents (Essence of Pain, Deathweed, etc.)
Stacks of 10
o Hides (Light, Medium, etc.)
* We have re-evaluated the mechanics of consumable items in the game and concluded that these should work in a more intuitive manner. As such, most items that can not be equipped with right click abilities have been streamlined into one of three categories. Using an item of a particular category will trigger a shared cooldown among all other items in the same category. The categories break down as follows with category cooldowns as listed.
o Potions 2 minutes: This includes items such as Health Potion, Mana Potion, Invisibility Potion and Mighty Rage Potion.
o Aggressive 1 minute: This includes items such as explosives, Really Sticky Glue and Discombobulator Ray.
o Non-Aggresive 2 minutes: This includes items such as Healthstone, Night Dragon's Breath, Whipper Root Tuber and Target Dummy.
* Many items that can be equipped have had their cooldown category removed and will be controlled exclusively by the item's self cooldown. For example, the Gnomish Mind Control Cap should no longer trigger the cooldown of the Talisman of Arathor.
* We have re-evauluated the class specific quest rewards for both Zul'Gurub and Ahn'Qiraj Ruins. To bring them more in line with the effort required to attain them we have upgraded the superior items to epic quality.
* All food/drink can be eaten while silenced. Previously some food/drink could not be consumed when under the effect of a silence.
* The Gnomish Mind Control Cap may now only be used on targets that are not in combat.
* An updated set of armor rewards have been added to vendors for Honor ranks 7, 8, and 10.
* The armor rewards for Honor ranks 12 and 13 have been increased in level and stat point allocation.

Professions

* Four new nature resist cloth armor recipes have been added to the merchants at Cenarion Hold for those with high Cenarion Circle reputation.
* Three new nature resist leather armor recipes have been added to the ghost leatherworker of Silithus for those with high Cenarion Circle reputation.
* Three new nature resist plate recipes have been added to the merchants at Cenarion Hold for those with high Cenarion Circle reputation.
* The two-handed agility Enchanting recipe now provides a green glow on those weapons.
* When a paladin is replaced by their Evil Twin due to transporter malfunction, they can no longer revert to their normal self using divine shield.
* Tranquil Mechanical Yetis are no longer unique.

Quests

* Light's Hope Chapel has been revamped and is now a fully functional quest hub.
o A new mailbox has been added.
o The chapel is now flagged as an inn.
o A guard system is in place.
o New vendors have been added.
* Dozens of new quests have been added to Light's Hope.
* New quests available in Zul'Gurub and Light's Hope Chapel for head and leg resistance enchantments.
* Several new tradeskill quests have been added to assist players in obtaining frost resistance armor and items.
* A new LEGENDARY item quest has been added! Casters rejoice (and druids too)!

Raids and Dungeons

* Zul'Gurub
o Class specific armor quests given by the Zandalarian trolls of Yojamba Isle no longer require Bijous or Coins for completion. Armor quests now only require a Primal Hakkari piece and appropriate faction with Zandalar.
o Class specific enchantments given by Zanza the Restless no longer require Arcanum (Librams) from Dire Maul. The requirements have been changed to items found within Zul'Gurub. Speak with Zanza the Restless for more information.
o The various clan speakers (Bloodscalp Speaker, Sandfury Speaker, etc) have had their hit points reduced considerably.
o Zandalarian Armor Replacement - Because of the changes made to the armor rewards from the Paragons of Power quests, the trolls of Yojamba Isle will now offer to replace pieces of armor that have been lost or deleted.
o After careful consideration we have decided to add an additional loot table to the High Priests of Zul'Gurub. Players should now see two items in addition to the tokens when slaying these bosses.
* Ruins of Ahn'Qiraj
o Ossirian the Unscarred - There is a new crystal that will be visible before the encounter begins. Players can use this crystal just like any other crystal in the encounter, but it cannot come back up during the encounter.
o Ruins of Ahn'Qiraj Class Set Reward Replacement - Because of the changes made to the rewards from the Ruins of Ahn'Qiraj class set quests, players can obtain replacements for lost or deleted quest rewards from Warden Haro, Keyl Swiftclaw, and Windcaller Yessendra in Cenarion Hold.

User Interface

* Text that a raid leader sends to chat will now be displayed in a different color and will have the [Raid Leader] label.
* There is now a new raid warning chat channel available to raid leaders and assistants. Text that is sent to this channel will appear in the center of the screen for all players in the raid. The channel is called raid warning and text can be sent to it with "/rw"
* Raid leaders now have a Ready Check button on their raid interface. This can also be sent with /readycheck from the chat line. A ready check sends an "Are you ready?" Yes/No dialogue to all players in the raid. The raid leader will get feedback in 30 seconds on all the players who were not ready or who did not respond.
* Players now have a Raid Info button on their raid interface that functions the same way /raidinfo worked before. This function will display a pane showing all of the raid instances that a player is saved to, rather than displaying it to the chat window.
* Players in a party may now select an option that allows them to reset an instance.
o You only get the reset instance option if you are a party leader.
o The UI option appears if you are a party leader, you have one or more instances open, and you are not currently in an instance.
o The UI option is a right-click option off of your own portrait (like party loot options).
o You get a warning dialogue when you select this option asking if you really want to reset all instances.
o If you select reset all instances, all non-raid instances will be reset to their starting condition.

World Environment

* New flight paths can be found at Ratchet and Marshall's Refuge, Un'Goro Crater.
* Flight paths added between:
o Morgan's Vigil - Lakeshire
o Revantusk Village - Light's Hope Chapel
o Aerie Peak - Chillwind Point
o Stonetalon Peak - Nijel's Point
o Cenarion Hold - Feathermoon Stronghold
o Cenarion Hold - Camp Mojache
o Cenarion Hold - Un'Goro Crater
o Gadgetzan - Un'Goro Crater
o Crossroads - Ratchet
o Theramore - Ratchet
o Ratchet - Talendris Point
o Moonglade - Talonbranch
o Splintertree - Valormok
o Hammerfall - Revantusk Village
o Camp Mojache - Freewind Post

Macs

* "Maximized Windowed Mode" on a multiple display setup now leaves extra displays available for desktop use.
* In windowed mode, the window position and size is now saved on exit.
* Command-clicking the zoom button in windowed mode will now toggle amongst a few standard sizes.
* The desktop is no longer displayed when switching between full-screen resolutions.
* Cinematic support on 10.4.x systems has been revised to use CoreVideo for playback.
* Fixed a bug that could disrupt window sizes of other apps and desktop icons when switching in and out of fullscreen mode.
* Keyboard event processing has been improved and is less likely to drop keystrokes.
* The config.wtf variable "screenshotFormat" allows the user to choose "png", "jpeg", or "tga" (Targa) format for screen shots.
* Fixed an issue in WoW where pasting in multi-line text from the clipboard would result in one long line of text in the text view.
* Fixed an issue where international characters were not being copied and pasted correctly in some situations.
* Conditional support for future OpenGL performance enhancements in OS X.


Wow, I think I love the changes to ZG they did. New quests at Light's Hope? I'm there.

Plus I love how now the leather stacks in 20. (FINALLY)

How ya doing, buddy?

dagget
Spoot


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Mar 2006


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Old May 23, 2006, 12:06 PM #70 of 1941
Originally Posted by Kurado
Servers down for maintenance again. Should be up around 11am. Got up early because I knew I wouldn't be able to play later. Ain't this a bitch.

The forums are pretty lol right now. There's a bunch of people pissed about the Oceanic servers being pushed back til' the 30th of May and even more upset about the maintenance issues lately (namely with authentication). I could only read so much before my eyes rotted out.

But this does make me wonder about how I'm spending my money each month. Paying 15 bucks for fun gaming with unreliable service?
Mait. every Tuesday

I do agree though, the service is shitty. I was supposed to have 3 "free days of play time" because of all the problems that resulting in realms being moved and the patch 1.10 shit that caused a lot of headaches Account was supposed to expire the 14th of May with the 3 days being accredited following. Never happened. Blizzard was like "you used your free days" and I was like, "How the heck could I have used them already, when my account expires the 14th anyway?" "LOL SRY U LOSE" ._.

What kind of toxic man-thing is happening now?

dagget
Spoot


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Mar 2006


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Old May 23, 2006, 12:19 PM #71 of 1941
Mait lasts from 5am PST till 11 am PST. (Roughly 6 hours) 8 hours when it's a patch. then.. the game is down like half the day after a big patch

Yeah, gamecards ftl I guess.

FELIPE NO

dagget
Spoot


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Mar 2006


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Old May 26, 2006, 02:09 AM #72 of 1941
I utterly despise my guild and their ridiculously shitty loot system.

I just lost a Gutgore Ripper to a rogue on their first MC run today, for the FOURTH FUCKING TIME. /random is not a fucking loot system, it's throwing good gear into the god damned trash can.

So including the incident with the OEB, I've been fucked out of an MC weapon five times. Looks like I'm stuck with my Lobotomizer/Darkstone Claymore for a while still.
I happen to like random a hell of a lot more than DKP. Of course my alliance may be joining a guild that does something they call MR... dunno what that is. The horde guild I'm in does Suicide Kings. You roll for an initial order to get loot, and when you do get loot out of MC, you go to the back of the line. If you don't raid, you don't lose your spot either. To me that's even a more fair way of distributing loot than DKP and random

Of course you could always get a roll hack so you can manipulate your rolls.

Most amazing jew boots

dagget
Spoot


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Mar 2006


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Old May 26, 2006, 10:56 PM #73 of 1941
WEEEEEEEEEEEEEE guild drama! MC raid called off tonight and probably sunday as well because of it. Time to level up Cracklin!

Jam it back in, in the dark.

dagget
Spoot


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Mar 2006


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Old May 27, 2006, 01:49 AM #74 of 1941
Originally Posted by rpgcrazied
find another guild dagget. lol
nah, this was caused by the stupidity of one person, sadly. Short story. Someone who hasn't been attending many MC because of her work schedule asked if she would be able to get anything tonight. She's a lock so it's ultimately up to the warlock class leader if she would be or not. Lock class leader went to the movies tonight. Now she helps out with almost everything else when she can. Makes pots for the raid group out of her own expense, helps out in ZG and AQ when she can and everything. No one could 100% say if she could get anything or not since the lock class leader was gone. So she said she was going to drop raid until she found out the entire deal. No harm meant in anything like that. I totally understand it. However, the guild leader (or co-GL or whatever) called her a loot whore. Then went on and said he wasn't going to put up with people whining about loot (which hasn't happened...) and if we're seeking loot to go to one of the high end raiding guilds who have MC and BWL on farm status... which pissed off her husband, which pissed off alot of people. People left the guild, some of which I really fucking respect and owe a lot of my being there and helping me out with some really fucking difficult quests. This has been the 3rd incident where shit has happened because of his actions/accusations.

Infact, it's ironic the one person making a huge deal about loot, is the one calling everyone a loot whore.

MC raid was called off, everyone's mind wasn't in WoW tonight... I dunno, maybe this is the sign I need to quit.

There's nowhere I can't reach.

dagget
Spoot


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Old May 28, 2006, 02:12 AM #75 of 1941


I wouldn't take much shit either. In all honesty, if it kept being open rolls (even though I think it's a fair way, just not the fair way) I would have lost my mind. I pushed for the Suicide Kings rotation after the raid leader got involved and said if he did warrior loot, he'd make it 0/0/51 priority. (BULLSHIT)

The further you get along, the more people's greed wins out. There's a needy greed, and people being out-right dicks with it too. Every loot situations has its ups and downs.

ASIDE FROM THAT

I started playing my alliance rogue again. After nearly /gquit the guild I'm in now, because everyone would basically ignore me when I'd ask if we could do anything to help me level and get geared up (which was promised that it would happen if I were to join up, because they couldn't stand to see someone who's only trinkets were AD and Carrot on a Stick ) I got invited to a BRD run. I'm level 54 (about to hit 55) and I did better than they all thought I could have. End result, we got to go to the Room of Seven and beat it. Chest contained... Ghostshroud helm! :squeal: I is happy now. Of course this just means the first scholo I go in, the Shadowcraft helm will drop. :\

This thing is sticky, and I don't like it. I don't appreciate it.


Last edited by dagget; May 28, 2006 at 02:57 AM.
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