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[PC] World of Warcraft
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Talbain
Quilty as Charged


Member 19

Level 10.84

Feb 2006


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Old Mar 24, 2006, 06:33 PM Local time: Mar 24, 2006, 11:33 PM #126 of 1941
My suggestion is a combination of the following:
  • Auctioneer
  • Uneducated People

Scan twice a day. Once when you just get on, once just before you log off. Simply buy low, and sell high. Keep prices in mind and if you have doubts, don't buy. Check Allakhazam if you'd like, but it's not the same on all servers. Make sure to keep in mind the vendor value of items when you plan to put them on auction (Hint: Recipes = Good / Weapons = Bad) for deposit values, considering you're putting up 1G per auction minimum for some epics.

It's worked for me thus far. I know I've burned through about 6k gold in about a month or two of playing. Just takes a little time to find deals, as there usually aren't many. However, it's much more fun to me than, say, grinding mobs with gankage and all the other associated problems.

http://www.rpgoutfitter.com/wow-gm/c...jaw@US-Illidan

What kind of toxic man-thing is happening now?

Last edited by Talbain; Mar 24, 2006 at 08:39 PM.
Zio
I'm so cool, I got my own castle.


Member 456

Level 19.69

Mar 2006


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Old Mar 25, 2006, 02:23 AM Local time: Mar 25, 2006, 02:23 AM #127 of 1941
All I know is I love warlocks, 5/31/15 is the best way to go for PVP and PVE I think. Soul link, I love it so much.

FELIPE NO
Originally Posted by Zio
Heh, heh, heh. Now, now. That's the expression I want to see! A face filled with pain and anguish, begging fearfully for help, a face quivering with anger! Go, on! Get angry! Suffer! Be sad! That would truly be the ultimate offering to me and my great god!
dagget
Spoot


Member 72

Level 36.40

Mar 2006


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Old Mar 26, 2006, 03:26 AM #128 of 1941
tonight we ventured forth into MC and took down Sulfuron and Golemagg. It was nice to finally see what was past Baron Geddeon. Sulfuron and Golemagg were pushovers.. next week we're attempting Domo.

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

Jessykins
Burnt out on dealing with mortals


Member 444

Level 31.50

Mar 2006


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Old Mar 26, 2006, 04:30 AM Local time: Mar 26, 2006, 02:30 AM #129 of 1941
Did you guys skip Shazzrah or did you just forget to mention?

Jam it back in, in the dark.
dagget
Spoot


Member 72

Level 36.40

Mar 2006


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Old Mar 26, 2006, 07:05 AM #130 of 1941
oh, we killed shazzrah and geddeon last week. I guess it slipped my mind to mention that we've downed everyone from that point. All that's left is Major Domo and Ragnaros. Although with the way everything's going I don't know if I'll be a part of the ragnaros kill. Got in another DKP arguement (sort of) last night and was basically belittled for calling DKP elitist and unfair. It drains the fun out of it when it comes down to this game is all about the epics and who has them.

There's nowhere I can't reach.

Menzoberranzan
Chocobo


Member 1470

Level 12.83

Mar 2006


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Old Mar 26, 2006, 09:42 AM Local time: Mar 27, 2006, 12:42 AM #131 of 1941
For a complete WoW noob (that being me) what does DKP represent?

How ya doing, buddy?

Kostaki
Team Bonklers!


Member 2155

Level 22.18

Mar 2006


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Old Mar 26, 2006, 10:29 AM Local time: Mar 26, 2006, 10:29 AM #132 of 1941
DKP is "Dragon Kill Points" ... a concept which started in the early days of EverQuest. As there were only two big mobs to kill back then before any expansions, both of which were dragons, the points were aptly named that. When you attend a raid and it is successful, you earn a particular amount of points. Even after Ruins of Kunark came out and the Plane of Fear/Hate were established with non-dragon bosses, the points remained being called DKP. It's just one of those things that caught on like the WTB/WTS acronyms.

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


Member 1470

Level 12.83

Mar 2006


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Old Mar 26, 2006, 10:49 AM Local time: Mar 27, 2006, 01:49 AM #133 of 1941
Ahh now that makes sense Thanks

I was speaking idiomatically.

Zio
I'm so cool, I got my own castle.


Member 456

Level 19.69

Mar 2006


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Old Mar 26, 2006, 11:18 AM Local time: Mar 26, 2006, 11:18 AM #134 of 1941
I hate idiots... Espeically when they are in your guild.

Remember how my rogue Zio, pre MC stuff, well he still is cause I had to take a vacation from WoW where I couldn't do much raiding... Anyway...

Well I was told I "duel" like a noob but I could beat this shammy who had like 5 out of the ten storm set. I guess giving it my all is the noob style. Like trying to acutally win, the fucker kept using nature's swiftness everytime and waited to duel till he got that back so he could instantly heal cause I was using things like sprint, blade flurry(to keep totems away for that time) and other things to WIN, is the noob way to duel.

Bah, why can't anyone understand that a duel is control PVP, I don't care what you use, I'd rather have you fight fully then to play half ass cause it seems the 'hardcore' duelers seem to use nothing that has a bigger cooldown then 2 mins.

What kind of toxic man-thing is happening now?
Originally Posted by Zio
Heh, heh, heh. Now, now. That's the expression I want to see! A face filled with pain and anguish, begging fearfully for help, a face quivering with anger! Go, on! Get angry! Suffer! Be sad! That would truly be the ultimate offering to me and my great god!
Kaelin
Sworn Protector


Member 3844

Level 12.54

Mar 2006


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Old Mar 27, 2006, 03:24 PM #135 of 1941
Originally Posted by dagget
oh, we killed shazzrah and geddeon last week. I guess it slipped my mind to mention that we've downed everyone from that point. All that's left is Major Domo and Ragnaros. Although with the way everything's going I don't know if I'll be a part of the ragnaros kill. Got in another DKP arguement (sort of) last night and was basically belittled for calling DKP elitist and unfair. It drains the fun out of it when it comes down to this game is all about the epics and who has them.
It depends on what kind of DKP you're using. My guild implemented a zero sum DKP system, and it is MUCH better than /random 1-100. I will say that I hate the Blizzard random number generator (RNG) with a passion, but will still recognize it for when I have won some good items from it. Being able to throw out the RNG like the steaming POS it is for distrubuting epic loots, and using DKP gives the rewards to those who put in the most work. It's only logical that those folks should be the first to receive the rewards reaped from the time they've put in to help the guild or guild alliance down the boss(es).

Once again though, not all DKP systems are created equal. I've heard that a zero sum is one of the fairest DKP systems you can get, but being my first MMO game, I can't compare it to anything else.

FELIPE NO

Thank you Guest for the kickass signature!
dagget
Spoot


Member 72

Level 36.40

Mar 2006


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Old Mar 27, 2006, 10:27 PM #136 of 1941
we don't use a DKP system. It's all random rolling. Why should people get more epics and why should I just sit there and do all the work and then not get a chance on something because someone "buys" all the good shit? DKP is shit and nothing anyone will tell me will convince me otherwise. /Random is by far the fairest way to get epics. If it's good enough to use in every other instance pre-MC, then why should it be any different post-MC?

I could go on many rants but I guess since I'm a casual raider I have no business playing warcraft, right?

Most amazing jew boots

Zio
I'm so cool, I got my own castle.


Member 456

Level 19.69

Mar 2006


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Old Mar 27, 2006, 10:47 PM Local time: Mar 27, 2006, 10:47 PM #137 of 1941
Dagger I know how that feels... People with no lives = all the phat loot.

But in reality, it helps peopel from randomly joining a guild, getting all the loot and then leaving... but then again that coudl happen with DKP... Who knows....

And about gold farming... I farm either herbs, make pots and or sell the felcloth off the satyrs in azshera.

Jam it back in, in the dark.
Originally Posted by Zio
Heh, heh, heh. Now, now. That's the expression I want to see! A face filled with pain and anguish, begging fearfully for help, a face quivering with anger! Go, on! Get angry! Suffer! Be sad! That would truly be the ultimate offering to me and my great god!
dagget
Spoot


Member 72

Level 36.40

Mar 2006


Reply With Quote
Old Mar 28, 2006, 01:00 PM #138 of 1941
lol Dagger.

PATCHES NOTES!:

World of Warcraft Client Patch 1.10.0




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





New High-Level Armor Sets!


Adventurers of
Azeroth can now quest to upgrade their previous Rare-quality Dungeon
set to a new, higher-quality set, including epic gear! These tasks
include all-new boss encounters, so prepare your finest group of
dungeon-delvers and prepare for a challenge!





Weather!


Weather has been introduced in the following areas around Azeroth:
o Elwynn Forest
o Tirisfal Glades
o Dun Morogh
o Darkshore
o Alterac Mountains
o Stranglethorn Vale
o Feralas
o Un'Goro Crater
o Tanaris
o Winterspring
o Silithus
We will be adding more weather to the world as time progresses; this is simply the beginning!





High-Level Instance Changes


Along with the
new Armor Sets, the high-level 5-10 man dungeons have received some
changes regarding loot. Many items have been improved in quality and
use. In addition, several epic items, such as Headmaster's Charge and
the Runeblade of Baron Rivendare, have had their drop rates
significantly increased. In order to preserve the challenge of these
dungeons, they have had their instance caps lowered. Stratholme,
Scholomance, and Blackrock Depths now allow a maximum of five players
inside, and Blackrock Spire allows a maximum of ten.





Quest Experience to Gold Conversion at Level 60


Previously,
quest experience was wasted if one completed a quest at level 60. In
this patch, any quests done at maximum level will have their experience
reward converted to a healthy amount of gold, thus adding additional
incentive to completing those quests in your log once you hit 60.





New Final Destination Flight Paths!


If you're
making several jumps to get to your destination, you will now be able
to choose that flight path from your initial Flight Master. The costs
will remain the same, but you no longer need to manually click on each
path. The UI has also been improved significantly.





General


* All
spells/abilities that remove existing effects (e.g. Dispel Magic,
Cleanse, Remove Curse etc...) will now verify that there is an effect
that can be removed before casting.
* You will no longer lose your current target when affected by a crowd control spell (e.g. Fear, Polymorph etc...).
* Various tooltips updated.
* Pets no longer modify your reputation if you kill them.
* You no longer teleport to your flight destination when hit by snowballs.
* Passive damage effects like Oil of Immolation will cause creatures to attack when they are hit.
* Turning off the At-War flag will no longer stop neutral guards from attacking you.
* Trying to spoof item links will disconnect you.
* Fixed error message when attempting to start melee combat while unable to attack.
* Channelled spells are cancelled when a rogue vanishes.
* Channelled spells are cancelled when you zone.
* Damage over time spells are no longer affected by changes in equipment after the cast.
* You are no longer kept in combat while on auto-attack at long range.
* Area effect spells and abilities will no longer consider totems as valid targets.
* Charm spells on charmed creatures are no longer available to the players that charm them.
* Fixed a bug which could cause lava flows to be improperly rendered or invisible.







PvP & Battlegrounds


* Alterac Valley
o Flavor
items from player loot in Alterac Valley will now stack and can be sold
for a small value. These are items like Documents from Boomstick
Imports, Worn Running Shoes, etc.
o Players
in Alterac Valley will no longer drop Darkspear Troll Mojo, Dwarf
Spines, Forsaken Hearts, Human Bone Chips, Orc Teeth, etc. and the
quests have been removed for these items. Instead when a player is
slain in Alterac Valley, any enemies that were in that player's threat
list will gain 1 point of reputation with either the Frostwolf or
Stormpike factions.
o Frostwolf
and Stormpike faction will now be gained by killing players of the
opposite faction. Reputation will no longer be split up among the
entire raid group.
o Tower Banners in Alterac Valley can no longer be used through walls.
o Korrak the Bloodrager and his band of trolls have packed up their bags and left Alterac Valley for greener pastures.

* The reputation gain in Warsong Gulch and Arathi Basin has been significantly increased.






Druids


* Healing Touch - Mana cost on all ranks reduced approximately 9%.
* Ravage - Can no longer be dodged, parried, or blocked.
* Cure Poison - Can no longer be cast while in Moonkin form.
* Gift of the Wild - Range and area of effect increased.
* Rip - Is now properly considered a Bleed effect.
* All shapeshift forms can now use equipped items.
* Nature's Swiftness - Now makes Rebirth and Soothe Animal spells instant cast.
* Bear Form and Dire Bear Form - It is no longer possible at very low health to die when shifting out of these forms.
* Pounce - This ability will no longer apply its bleed effect when the attack misses or is dodged.
* Some
creature Mana Drain spells were previously able to mana drain druids in
forms that do not display mana. That has been fixed.
* Previously,
shifting into an animal form granted a one-second immunity to roots and
snares. That has been changed to dispelling roots and snares.
* A new level 52 druid quest that takes place in Un'Goro crater has been added.





Hunters


* Multi-Shot
- This ability now has its attack power normalized the same as melee
instant attacks. This means that the attack power contribution from all
ranged weapons will be the same, no matter what their speed. All
weapons will contribute attack power as if they were 2.8 speed. Weapons
slower than 2.8 speed will do slightly less damage than previously;
weapons faster than 2.8 speed will do slightly more damage.
* Aimed
Shot - This ability now has its attack power normalized the same as
melee instant attacks. This means that the attack power contribution
from all ranged weapons will be the same, no matter what their speed.
All weapons will contribute attack power as if they were 2.8 speed.
Weapons slower than 2.8 speed will do slightly less damage than
previously; weapons faster than 2.8 speed will do slightly more damage.
* Improved
Aspect of the Hawk - The buff from this talent has had its duration
increased from 8 seconds to 12 seconds. Note that the haste it provides
does not begin until the second shot after the triggering shot. This
change is to compensate for that delay.
* Hunter's
Mark - This spell no longer triggers procs on the spell caster. This
was being abused to land debuffs without getting on the creature's hate
list.
* Claw
and Bite - Pets using these abilities will now generate the correct
amount of threat. Only ranks 7 and 8 of claw were generating the
correct amount previously.
* Bestial Wrath - No longer generates threat for the Hunter.
* New high-level boars now exist in the Eastern Plaguelands and have a new rank 6 version of the pet ability: Charge.
* The
special turtle ability Shell Shield has been improved to no longer root
or pacify the turtle, but instead apply a 30% melee slow for the
duration of the effect. Cooldown has been improved from 5 minutes to 3
minutes.
* Freezing Traps are now affected by diminishing returns.
* Pet Frenzy - This effect will now trigger off any kind of critical hit by the pet.
* Fixed problem where a tamed pet would be lost if the hunter died as the tame completed.
* Distract no longer rotates hunters who have feigned death.






Mages


* Improved Frost Ward - This ability now functions properly again.
* Improved Fire Ward - This ability now functions properly again.
* Detect
Magic - This spell no longer triggers procs on the spell caster. This
was being abused to land debuffs without getting on the creature's hate
list.
* Ignite
- This talent will now only trigger off fire damage generated by mage
spells. In addition, when a fire spell is reflected back at the caster,
the caster will now correctly receive the Ignite damage.
* Arcane Brilliance - Range and area of effect increased.
* Impact - When a fire spell is reflected back at the caster, the caster will now correctly receive the Impact effect.





Paladins


* Blessing of
Light - Different ranks of this spell were stacking without causing
additional effect. It was never intended for them to be able to stack,
so they can no longer stack.
* Judgement of Justice - This judgement will now always hit.
* Righteous
Fury - Righteous Fury will now always generate the correct amount of
additional threat on all holy damage. There were some abilities, such
as Retribution Aura, where this did not work correctly.
* Holy Shock - This ability now works with Divine Favor and Illumination.
* Holy
Shield - Mana cost reduced approximately 15%. The effect now has a
small bonus coefficient from spell damage items and effects.
* Eye for an Eye - This talent can now trigger while you are mounted.
* Blessing
of Sacrifice - This Blessing can no longer be used to prevent the death
of a target that is supposed to die for a spell effect (e.g.:
Sacrifice, Demonic Sacrifice, Divine Intervention, Ritual of Doom).
* Seal of Command - Will now be able to proc when the Paladin is silenced.
* Improved
Seal of Righteousness - Tooltip updated to reflect actual
functionality. This talent increases Seal of Righteousness and
Judgement of Righteousness by 3-15%.
* Lay on Hands - Range increased.
* Divine Intervention - Range increased.
* Holy
Shield - Tooltip updated to reflect that damage caused by Holy Shield
causes 20% additional threat. This has been active since 1.9, but was
undocumented.
* All Greater Blessings now have increased range.
* Holy Shock - Mana cost reduced.
* Most creatures that were previously immune to Scorpid Sting are now also immune to the Paladin Talent Vindication.
* Fixed problem where occasionaly repeated casts of Consecration will not deal damage.
* If a paladin avoids damage with Divine Shield, Eye for an Eye will not react.
* Fixed stacking of paladin auras so they overlap, but only the best aura in a given category is in effect.





Priests


* Due to
significant talent changes, Priests will have all talent points
refunded and can be respent. Training costs for all talent spell
replacements have been significantly reduced.
* All racial priest spell replacements have had their training costs reduced.
* Prayer of Fortitude - Range and area of effect increased.
* Holy Fire - Is now available to all priests, starting at level 20.
* Mind Soothe - Is now instant cast.
* Shadowform - Now reduces all physical damage taken (melee and ranged), as the tooltip suggests.
* Feedback
(Human) - Redesigned. The priest surrounds himself with anti-magic
energy. Any successful spell cast against the priest will burn mana
from the attacker and cause Shadow damage.
* Elune's
Grace (Night Elf) - Now also increases chance to dodge. Ranged damage
reduction increased, duration decreased, mana cost decreased, now has a
cooldown.
* Shadowguard
(Troll) - Is now instant cast. Updated tooltip to reflect that damage
caused by Shadowguard causes no threat. This was previously the case,
but was undocumented.
* Inner
Fire - Redesigned. Now increases armor by a significant amount but has
20 charges. Each melee or ranged damage hit will remove a charge. Lasts
10 minutes, mana cost increased.
* Desperate Prayer (Dwarf/Human) - Cooldown reduced.
* Touch
of Weakness (Undead) - Now a 10 min. buff on the caster that is
triggered when they are struck in melee. The effect is otherwise the
same. Mana cost decreased substantially.
* Hex
of Weakness (Troll) - Now also applies a -20% healing modifier in
addition to its normal effect. The healing debuff does not stack with
the warrior's Mortal Strike ability, although the damage penalty now
stacks with either Touch of Weakness or Curse of Weakness. Mana cost
decreased substantially.
* Starshards
(Night Elf) - This spell now works like Curse of Agony, with lower
initial damage which increases as the duration continues. Mana cost
dropped approximately 30% on all ranks. Ranks 1 and 2 increased to 6
second duration. Damage increased approximately 17%.
* Lesser Heal - Mana cost dropped approximately 9%.
* Heal
- Ranks 2, 3, and 4, cast time reduced to 3 seconds. Rank 1 mana cost
dropped approximately 9%. Rank 2, 3, and 4 the healing amount has been
reduced to generate the same amount of healing per cast time as before
the cast time was reduced. Rank 2, 3, and 4, the mana cost was reduced
to cost approximately 9% less mana per point of healing generated. The
net effect on all ranks is that the healing per mana is 10% higher, the
cast time is limited to 3 seconds, and the healing per second is
unchanged. Note that spells with less than 3.5 second cast time will
not receive the full bonus from plus healing items.
* Greater
Heal - Cast time reduced to 3 seconds. Healing and Mana cost reduced so
that the healing per second is unchanged, but the healing per mana is
increased approximately 10%. Note that spells with less than 3.5 second
cast time will not receive the full bonus from plus healing items.
* Vampiric
Embrace - Damage resisted by the target will no longer be counted as
damage caused for the purposes of the healing from this ability.
* Power Word: Shield - This spell will now get a small bonus from items and effects which increase your healing.
* Holy Nova - Self cooldown on this spell removed. Mana cost increased.
* Devouring Plague - No longer keeps players in combat for its duration.





Rogues


* Slice and
Dice - This ability can no longer be blocked, dodged, or parried, and
cannot miss. If you attempt to use this ability when your target is
dead, you will now receive an error message instead of displaying the
spell animations.
* Sap - Lightning Shield will no longer break Stealth when the Sap is resisted.
* Remorseless
Attacks - This ability will no longer trigger off killing creatures
that do not award experience, or players that do not award honor.
* Distract - This ability will no longer trigger a Shaman's Lightning Shield (which caused the Rogue to lose stealth).
* Blade
Flurry - The additonal attacks generated by this ability will now
properly take into account the armor of the second target.
* Blind - Now considered a ranged attack. It can no longer be dodged or parried.
* Creatures will no longer get one hit on a rogue before cheap shot takes effect.





Shaman


* Lightning
Shield - Bonfires and other environmental damage sources will no longer
consume charges of the Lightning Shield. Warsong Gulch power-ups will
also no longer consume the charges.
* Grounding
Totem - This totem will no longer absorb the procs from: Frostguard,
Annihilator, Bludgeon of the Grinning Dog, The Chief's Enforcer, The
Judge's Gavel, Hammer of the Titans, Blackblade of Shahram, and
Bonereaver's Edge. Tooltip updated to be more clear.
* Flurry - Your haste will now last only the intended next 3 swings.
* Healing Wave - Mana cost on all ranks reduced approximately 9%.
* Shaman can now use equipped items while in Ghost Wolf form.
* Shaman will no longer stop falling when they use a Sentry Totem.





Warlocks


* Curse of Agony - The damage over time component of this curse will now only trigger periodic triggerable procs.
* Shadowburn
- The debuff which produces the soul shard upon death is now visble to
the player and has a 5 sec duration. The Warlock will no longer
sometimes receive two soul shards upon the victim's death. Targets
which do not grant experience or honor will no longer produce shards.
* Rain of Fire - This ability will correctly trigger Pyroclasm again.
* Master
Demonologist - Pets that were crowd controlled at the moment of summon
prevented you from receiving the buff from this talent. That has been
fixed.
* Curse of Doom - This curse can no longer be cast on players who are under the control of a creature.
* Shadowburn
- This spell will no longer apply its debuff to the creature when the
spell is resisted. Targets which do not grant experience or honor will
no longer produce shards.
* Curse of Weakness - Mana cost decreased substantially.
* Curse of Recklessness - Mana cost decreased.
* Creatures immune to fear are now also properly immune to the fear effect of Death Coil.
* Suffering (Voidwalker) - Radius increased, tooltip updated.
* Death Coil - The horrify component no longer affects undead creatures (they've seen it all before.)
* Siphon Life - No longer keeps players in combat for its duration.
* Improved
Shadow Bolt - When a fire spell is reflected back at the caster, the
caster will now correctly receive the Shadow Vulnerability effect.





Warriors


* Execute -
This ability will now work with Sweeping Strikes again. If 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.
* 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.
* Flurry - Ranks 1 through 4 of this talent will now activate correctly again.
* 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. In addition, this shout will now affect a
maximum of 5 targets.
* Flurry - Your haste will now last only the intended next 3 swings.
* Sweeping
Strikes - The additonal attacks generated by this ability will now
properly take into account the armor of the second target.





Items


* Relics have
been introduced to the game. These are class specific items for Druids,
Paladins, and Shaman which can be equipped in the ranged slot.
Currently there are a handful for each class which can be found
scattered throughout Blackrock Depths, Blackrock Spire, Dire Maul,
Scholomance, Stratholme, and The Temple of Ahn'Qiraj. We hope that you
enjoy the first round of available relics and we will continue to add
more in future patches.
* Many
items in Blackrock Depths, Stratholme, Scholomance, and Blackrock Spire
have been re-evaluated and adjusted to make them more appealing. In
addition several new items have been added to all of these instances.
* The
following item sets have had their set bonuses adjusted: Valor,
Magister's, Lightforge, Shadowcraft, Dreadmist, Devout, Wildheart,
Beaststalker, and Elements.
* The
locations of some of the waist, wrist, and hand slot pieces of the
dungeon armor sets have been moved from their old creatures, including
the Lightforge Gauntlets and the Magister's Boots. Additional creature
types can also drop many of the previously difficult to obtain armor
pieces.
* All of the hand slot items in the dungeon armor sets are now bind on equip. The Belt of Valor is also now bind on equip.
* Death's Head Vestment and Wolfrunner Shoes now have stats more appropriate for cloth wearers.
* The
value of Health per 5 seconds items was re-evaluated and has been
changed to be the same as Mana per 5 items. As a result most items that
restore Health per 5 seconds will see an increase in effectiveness.
* Biznicks
247x127 Accurascope now only affects ranged attacks, and Elemental
Sharpening Stones no longer will affect ranged weaponry. The schematic
for the Accurascope will now drop once again in the Molten Core.
* Item use can no longer trigger the effect on the Five Thunders set or the Darkmoon Card: Blue Dragon trinket.
* The
On Use ability on the Blade of Eternal Darkness has been changed to an
On Equip triggered effect with a chance to occur on any damage spell.
* The
Netherwind Regalia Set's instant cast spell bonus will no longer be
consumed if the mage is not facing his or her target. In addition, the
instant cast bonus will not be consumed if Presence of Mind is active;
only Presence of Mind's effect will be consumed.
* The
Lightning Shield bonus on the Ten Storms set will now work the same way
as all other Lightning Shield auras, including increased damage from
bonus spell damage effects.
* The
tooltip on Thunderfury has been clarified to indicate that only the
primary target will receive the slowing effect. In addition, the two
effects have been broken down into two different debuffs to prevent
incorrect information from appearing in the debuff tooltip for
secondary targets (previously secondary targets were told they were
slowed when they were not actually slowed).
* Wrath of Cenarius will now trigger off all damaging spells.
* The
charges from the Zandalarian Hero Charm will now be consumed by melee
and ranged abilities and spells which do non-physical damage. This
includes: Hammer of Wrath, Judgement of Righteousness, Seal of Command,
Judgement of Command, Volley, and Arcane Shot. The trinket will also
now burn charges from each casting of a damage over time spell, heal
over time spell, and area aura spells such as Blizzard and
Consecration. Only one charge will be burned per area spell cast,
rather than multiple charges per target hit as was previously the case.
* The
Panther Hide Bag from High Priestess Arlokk will no longer take the
place of other items. Instead, this item will now sometimes drop in
addition to the normal loot.
* The
following items were found to be more powerful than intended and have
been tuned to be more in line with their level: Satyr's Bow, Inventor's
Focal Sword, and Scepter of the Unholy.
* Green Whelp Armor no longer affects targets above level 50 and the sleep duration was reduced to 10 seconds.
* Many
Recipes now have different icons. Recipe icons should correspond with
the item color; a green-glowing scroll is a green recipe, and a
blue-glowing scroll is a blue recipe, for example. As a reminder, white
recipes can be purchased from a vendor somewhere in the world, so
players should not pay too much for them at the Auction House.
* The Phantom Blade's effect will now prevent players from trying to become stealthed or invisible.
* The Luffa and Talisman of Ephemeral Power now have sell prices.
* The Crystal Force, Crystal Ward, and Oil of Immolation effects now have effect tooltips.
* The Royal Sceptre of Vek'lor has the proper spell hit chance instead of melee hit chance.
* The damage dealt by Demonic Rune and Dark Rune will no longer be affected by the user's increased spell damage items.
* The target of the Demon Forged Breastplate's effect no longer has to be in front of the wearer.
* The spell hit effect on the Felheart Robes is now properly listed as an On Equip effect.
* The Augural Shroud and Spidertank Oilrag now have stats more appropriate for cloth wearers.
* The Skeletal Guardian and Skeletal Berserker now drop loot appropriate to their non-elite status.
* Flavor items from the Stratholme postbox are now listed as poor quality.
* The Black Diamond and Pristine Black Diamond now stack to 20, the same as other gems.
* The tooltip of the Seeping Willow's effect has been reworded for clarity.
* The Chromatic Boots and Boots of the Fallen Hero have had their stats adjusted.
* The duration of the Fetish of the Sand Reaver's effect has been increased, but the effect lowered.
* Many
trinkets will now trigger a cooldown equal to the duration of their
effects that will prevent simultaneous use of more than one of these
trinkets. The Trinkets affected include the Zandalarian Hero Charm,
Zandalarian Hero Badge, Zandalarian Hero Medallion, and most all the
other Trinkets available from Zul'Gurub, Earthstrike, the Talisman of
Ephemeral Power, and the level 50 class quest trinkets such as the
Devilsaur Eye.
* Rumsey Rum gained from fishing is no longer soulbound.
* The Innkeeper in Everlook now sells Winter Kimchi.
* The drop rate for Essence of Air has been increased.
* The Diablo Stone now has a unique icon.
* Fixed typos in the names of Last Month's Mutton and Last Year's Mutton.
* The Expose Weakness effect of the Hunter's Dragonstalker set can no longer be resisted as a magical spell.
* The Dawn Treaders, Timbermaw Brawlers and Might of the Timbermaw now make sounds when moved in your inventory.
* The Zulian Stone Axe has the proper inventory icon again.
* Clarified the Hand of Justice and Force of Will tooltips to better describe their functionalities.
* The
Bonereaver's Edge's triggered effect has been changed. Instead of
lowering your victim's armor, it will cause you to ignore a portion of
your victim's armor. Its triggering rate was substantially increased as
well as the magnitude of the effect. In addition, the item now has 16
stamina.
* Players will no longer be stuck in zoomed vision if they zone while using the Ornate Spyglass.
* Abyssal Cloth Pants were missing their Spell Critical bonus; this has been corrected.






Professions


* Players that unlearn Engineering or Leatherworking may now respecialize if they decide to relearn the professions.
* Blacksmithing
o The Statues
in Ahn'Qiraj now drop chunks of obsidian that can be crafted by
blacksmiths in to various types of armor. The Recipes come from both
Cenarion Circle vendors as well as drops and other sources.
o The materials required to make the Gloves of the Dawn have been reduced.
o New high level World Drop epic recipes have been added for Hammersmiths, Swordsmiths and Armorsmiths.

* Engineering
o The Alarm-o-Bot now pulses its detection every 7 seconds rather than every 30 seconds.
o Fused Wiring now stacks to 5.
o Rocket Clusters now require Solid Blasting Powder and Large Rocket Clusters require Dense Blasting Powder.
o Target
Dummies now have a much shorter duration, but have significantly more
health. They also have a general 3 minute cooldown on their use.
o The Goblin Mortar's maximum range has been increased from 20 yards to 40 yards.

* Tailoring
o Mooncloth Bag recipe only requires a single mooncloth to make.
o Tailors
can now make bags with up to 24 slots that can only hold enchanting
materials or herbs. The recipes can mostly be found on vendors that
sell enchanting materials or on vendors in Silithus.

* Enchanting
o A new
enchanting recipe that adds +25 Agility to two-handed weapons has been
added to the Timbermaw Furbolgs that requires Friendly reputation.
o Enchant Gloves - Healing only requires a single Righteous Orb.

* Leatherworking
o Many of the beast bosses in the game will now be skinnable for significantly more leather.
o There is now a fourth item in the Stormshroud Armor set: Stormshroud Gloves.
o The recipe for the Heavy Scorpid Vest is no longer soulbound.
o The Dreamscale Breastplate is now Bind on Equip.
o Red Dragonscales drop significantly more often off the dragonkin in the Wetlands.
o Golden Mantle of the Dawn no longer requires Righteous Orbs.
o The Dreamscale Breastplate only requires 6 Dreamscales instead of 12 to make.

* Alchemy
o There is now an Elixir of Greater Firepower recipe in the world. The Dark Iron Dwarves of the Searing Gorge hold the secret.






Quests


* The Hexxer's Head is no longer a requirement for the Collection of Heads quest in Zul'Gurub.
* Realms that have Ahn'Qiraj open have access to a new questline at Cenarion Hold.
* The
Deathly Usher in the Blasted Lands will now transport a whole group up
to the Rise of the Defiler as long as one person is on the quest 'You
Are Rakh'likh, Demon.'
* Fragments for the quest Uncovering the Past in the Wetlands are now easier to find.
* Magma Elementals in the Searing Gorge can now drop the Heart of Flame quest item.
* Dire Maul library book quests are no longer repeatable.





Raids & Dungeons


* The Four Green Dragons will now spawn as originally intended. They should all now spawn at the same time everytime.
* Ruins of Ahn'Qiraj
o Ayamiss the Hunter now flies down from the air much earlier.
o Lieutenant General Andorov will now offer supplies if kept alive through the battle.
o Certain monsters have had their hitpoints reduced.
o Qiraji Scorpions and Qiraji Scarabs now yield a small amount of experience.

* Temple of Ahn'Qiraj
o The Plague effect from Anubisath Defenders and Anubisath Sentinel's is no longer amplified by +damage gear.
o Spawn of Fankriss will now enrage if not dealt with in a timely manner.
o Fixed a bug that was causing Battleguard Sartura's low-health enrage to have very little effect.

* Molten Core
o You no longer charge into the lava when charging Ragnaros.

* Dire Maul
o Magister Kalendris has been moved in to the middle of the hall.
o Guard Slip'kik's patrol path has been altered.

* Blackrock Spire
o Some monsters were removed to reduce the time it takes to run the dungeon.
o Mother's Milk off Mother Smolderweb will now only affect players.
o Spire Spiderlings now have fewer hitpoints.

* Blackrock Depths
o Lord Roccor is no longer a rare spawn. His patrol path was altered accordingly.
o Pick lock and Seaforium now work on the Shadowforge Gates Mechanism.
o The difficulty of the Lord Incendius and Ambassador Flamelash encounters has been increased.
o Marshal Windsor will now open the door to the supply room during the escort 'Jail Break,' instead of walking through it.

* Stratholme
o Some of the undead that invade the Scarlet Bastion after Balnazaar's death have been removed to make exiting faster.
o Added new crates to Stratholme that only hold Stratholme Holy Water. The old crates still exist.

* Scholomance
o Skin of Shadow now has a chance to drop from creatures in the Scholomance.

* Zul'Farrak
o The summoned zombies will now attack any player in the instance after their grave has been disturbed.






User Interface


* The Reputation UI has gotten a significant overhaul:
o You can now click on a faction in the reputation pane to get additional details/options.
o You
can display one of your reputations on your main display where your
experience bar currently displays. If you are not level 60 it displays
two thin bars - experience and reputation.
o You
can mark any of your factions as "Inactive". These factions will be
moved to the bottom of your reputation pane in a callout that is closed
by default.

* Your
experience bar will no longer display when you are level 60. The
primary benefit of this relates to the improvements to the Reputation
systems.
* Shift-R will now reply to the last person that you sent a tell to rather than the last person who sent a tell to you.
* Purchasing Bank Slots now has a confirmation dialogue to prevent accidental purchase.
* All
Set bonuses for a set now display even if you do not have all the
required items for that set. The set bonuses that you do not have yet
display in gray and also show in parenthesis the number of pieces of
the set required for that bonus.
* You can now mouseover items in your mailbox and get item mouseover information without opening the mail.
* The raid option to "Show Castable Buffs" should now work correctly.
* If
a /who search brings up few enough names that those names are displayed
to the chat interface, those names will be right clickable for
invite/whisper purposes.
* Fixed a bug that would prevent health and mana display in group or raid from updating properly.
* Fixed problem where character specific macros could be overwritten by account-wide macros.
* You are no longer able to modify the Blizzard XML and Lua files.
* Addons and macros may not call or hook functions that initiate movement.
* SpellStopCasting() requires input to work, like spell casting does.
* Toggling autocast for pet actions requires input to work, like commanding your pet does.
* New API Functions
o frame = CreateFrame("frameType" [,"name"] [, parent]) -- Dynamically create a new frame of the specified type
o font = CreateFont("name") -- Dynamically create a font object
o num = GetNumFrames() -- Get the current number of frames created
o nextFrame
= EnumerateFrames(currentFrame) -- Get the Frame which follows
currentFrame (in internal order, use currentFrame=nil for the first
one)
o seterrorhandler(errfunc) -- Sets a new script error handler (a function taking error message as its argument)
o errfunc = geterrorhandler()
o version, buildnum, builddate = GetBuildInfo()


* New Object Methods (inherited by all fonts, frames, textures and fontstrings)
o type = Object:GetObjectType()
o isType = Object:IsObjectType("type")

* New Font Object
o name = Font:GetName()
o a = Font:GetAlpha()
o Font:SetAlpha(a)
o font = Font:GetFontObject() -- Get the 'parent' of the Font.
o Font:SetFontObject(font or nil) -- Set the 'parent' of the Font.
o Font:CopyFontObject(font) -- Set this Font's attributes to be the same as those of font.
o fontFile, fontHeight, flags = Font:GetFont()
o wasFound
= Font:SetFont("fontFile", fontHeight [, flags]) -- Returns 1 if
specified font was valid, and nil if it was not (the change will not
occur).
o r,g,b,a = Font:GetTextColor()
o Font:SetTextColor(r, g, b [, a])
o r,g,b,a = Font:GetShadowColor()
o Font:SetShadowColor(r, g, b [, a])
o x,y = Font:GetShadowOffset()
o Font:SetShadowOffset(x, y)
o Font:SetSpacing(spacing)
o spacing = Font:GetSpacing()
o Font:SetJustifyH("LEFT" or "CENTER" or "RIGHT")
o justifyh = Font:GetJustifyH()
o Font:SetJustifyV("TOP" or "MIDDLE" or "BOTTOM")
o justifyv = Font:GetJustifyV()


* New LayoutFrame Methods (inherited by all frames, textures and fontstrings)
o x,y = LayoutFrame:GetCenter()
o x = LayoutFrame:GetLeft()
o x = LayoutFrame:GetRight()
o y = LayoutFrame:GetTop()
o y = LayoutFrame:GetBottom()
o width = LayoutFrame:GetWidth()
o LayoutFrame:SetWidth(width)
o height = LayoutFrame:GetHeight()
o LayoutFrame:SetHeight(height)
o numPoints = LayoutFrame:GetNumPoints()
o "point",relativeObject,"relativePoint",xOfs,yO fs = LayoutFrame:GetPoint(index)
o LayoutFrame:SetPoint("point" [, LayoutFrame] [, "relativePoint"] [, offsetX, offsetY])
o LayoutFrame:SetAllPoints(LayoutFrame)
o LayoutFrame:ClearAllPoints()

* New Texture Methods
o parent = Texture:GetParent()
o Texture:SetParent(parent or "parent")
o layer = Texture:GetDrawLayer()
o Texture:SetDrawLayer("layer")
o blendMode = Texture:GetBlendMode()
o Texture:SetBlendMode("blendMode") -- blendMode is one of "DISABLE", "BLEND", "ALPHAKEY", "ADD", "MOD"
o r,g,b,a = Texture:GetVertexColor()
o isFound = Texture:SetTexture("path") -- Now returns 1 if the path was found, nil if not.

* New FontString Methods
o parent = FontString:GetParent()
o FontString:SetParent(parent or "parent")
o layer = FontString:GetDrawLayer()
o FontString:SetDrawLayer("layer")
o font = FontString:GetFontObject()
o FontString:SetFontObject(font or nil)
o fontFile, fontHeight, flags = FontString:GetFont()
o wasFound
= FontString:SetFont("fontFile", fontHeight [, flags]) -- Returns 1 if
specified font was valid, and nil if it was not (the change will not
occur).
o a = FontString:GetAlpha()
o r,g,b,a = FontString:GetTextColor()
o FontString:SetTextColor(r, g, b [, a])
o r,g,b,a = FontString:GetShadowColor()
o FontString:SetShadowColor(r, g, b [, a])
o x,y = FontString:GetShadowOffset()
o FontString:SetShadowOffset(x, y)
o spacing = FontString:GetSpacing()
o FontString:SetSpacing(spacing)
o justifyh = Font:GetJustifyH()
o FontString:SetJustifyH("LEFT" or "CENTER" or "RIGHT")
o justfiyv = FontString:GetJustifyV()
o FontString:SetJustifyV("TOP" or "MIDDLE" or "BOTTOM")

* New methods for all Frames
o texture = Frame:CreateTexture(["name"] [,"layer"]) -- Create a new Texture object as a child of a frame.
o fontstring = Frame:CreateFontString(["name"] [,"layer"]) -- Create a new FontString object as a child of a frame.
o numRegions = Frame:GetNumRegions() -- Return the number of regions (Textures/FontStrings) attached to a frame.
o a, b, c, ... = Frame:GetRegions() -- Return the regions attached to a frame.

* New methods for MessageFrames, ScrollingMessageFrames, and EditBoxes
o font = Frame:GetFontObject()
o Frame:SetFontObject(font or nil)
o fontFile, fontHeight, flags = Frame:GetFont()
o wasFound
= Frame:SetFont("fontFile", fontHeight [, flags]) -- Returns true if
specified font was valid, and nil if it was not (the change will not
occur).
o r,g,b,a = Frame:GetTextColor()
o Frame:SetTextColor(r, g, b [, a])
o r,g,b,a = Frame:GetShadowColor()
o Frame:SetShadowColor(r, g, b [, a])
o x,y = Frame:GetShadowOffset()
o Frame:SetShadowOffset(x, y)
o spacing = Frame:GetSpacing()
o Frame:SetSpacing(spacing)
o justifyh = Font:GetJustifyH()
o Frame:SetJustifyH("LEFT" or "CENTER" or "RIGHT")
o justfiyv = Frame:GetJustifyV()
o Frame:SetJustifyV("TOP" or "MIDDLE" or "BOTTOM")

* New SimpleHTML Methods ("header" is "H1" "H2" or "H3")
o font = SimpleHTML:GetFontObject(["header"])
o SimpleHTML:SetFontObject(["header",] font or nil)
o fontFile, fontHeight, flags = SimpleHTML:GetFont(["header"])
o wasFound
= SimpleHTML:SetFont(["header",] "fontFile", fontHeight [, flags]) --
Returns true if specified font was valid, and nil if it was not (the
change will not occur).
o r,g,b,a = SimpleHTML:GetTextColor(["header"])
o SimpleHTML:SetTextColor(["header",] r, g, b [, a])
o r,g,b,a = SimpleHTML:GetShadowColor(["header"])
o SimpleHTML:SetShadowColor(["header",] r, g, b [, a])
o x,y = SimpleHTML:GetShadowOffset(["header"])
o SimpleHTML:SetShadowOffset(["header",] x, y)
o spacing = SimpleHTML:GetSpacing(["header"])
o SimpleHTML:SetSpacing(["header",] spacing)
o justifyh = SimpleHTML:GetJustifyH(["header"])
o SimpleHTML:SetJustifyH(["header",] "LEFT" or "CENTER" or "RIGHT")
o justfiyv = SimpleHTML:GetJustifyV(["header"])
o SimpleHTML:SetJustifyV(["header",] "TOP" or "MIDDLE" or "BOTTOM")


* New Button Methods
o font = Button:GetTextFontObject()
o Button:SetTextFontObject(font or nil)
o font = Button:GetDisabledFontObject()
o Button:SetDisabledFontObject(font or nil)
o font = Button:GetHighlightFontObject()
o Button:SetHighlightFontObject(font or nil)
o Button:SetNormalTexture("texturePath" or TextureObject) -- Added Texture Object option.
o Button:SetPushedTexture("texturePath" or TextureObject) -- Added Texture Object option.
o Button:SetDisabledTexture("texturePath" or TextureObject) -- Added Texture Object option.
o Button:SetHighlightTexture("texturePath" or TextureObject) -- Added Texture Object option.

* New Slider Methods
o orientation = Slider:GetOrientation() -- Return slider orientation
o Slider:SetOrientation("orientation") -- Set slider orientation ("HORIZONTAL","VERTICAL")

* New StatusBar Methods
o orientation = StatusBar:GetOrientation() -- Return bar orientation
o StatusBar:SetOrientation("orientation") -- Set bar orientation ("HORIZONTAL","VERTICAL")
o filename = StatusBar:GetStatusBarTexture()
o r, g, b, a = StatusBar:GetStatusBarColor()


* New ScrollingMessageFrame Methods
o ScrollingMessageFrame:SetFading(isFading) -- Renamed from ScrollingMessageFrame:EnableFading()
o isFading = ScrollingMessageFrame:GetFading()
o duration = ScrollingMessageFrame:GetFadeDuration() -- Get time it takes for lines to fade once they start fading.
o visTime = ScrollingMessageFrame:GetTimeVisible() -- Get time it takes before a line starts fading.

* New Minimap Methods
o Minimap:SetMaskTexture("file") -- Set the texture for the minimap mask
o Minimap:SetIconTexture("file") -- Set the texture for the minimap POI icons
o Minimap:SetBlipTexture("file") -- Set the texture for the minimap tracking blips






World Environment


* New flight paths have been added between:
o Ironforge and Light's Hope Chapel
o Stonetalon Peak and Astranaar
o Talendris Point and Everlook
o Theramore and Talendris Point
o Sepulcher and Tarren Mill

* Stable master added to Grom'gol.
* Arcane Aberrations will no longer attack hunters who cast Flare nearby.
* Incendosaurs in the Searing Gorge should now spawn much faster.





Mac


* Fixed a bug which could cause the sky to be improperly rendered when the UI overlay was shut off in full screen.
* Improved
the Mac sound engine to handle "multiple simultaneous buff" events
without excessive audible distortion, such as the Warchief's Blessing
in Orgrimmar.
* Fixed a bug which could cause doodads in the Dwarven District to be incorrectly fogged.
* Fixed
a bug which could cause terrain to be improperly rendered if "Enable
All Shader Effects" was on but "Terrain Highlights" was off.
* Fixed a bug which would sometimes cause a selection circle under a character to be drawn as a double image.
* Improved smoothness of mouse input for camera turns ("mouselook")


Most amazing jew boots

Zio
I'm so cool, I got my own castle.


Member 456

Level 19.69

Mar 2006


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Old Mar 28, 2006, 01:29 PM Local time: Mar 28, 2006, 01:29 PM #139 of 1941
Quote:
You are no longer kept in combat while on auto-attack at long range.
* Area effect spells and abilities will no longer consider totems as valid targets
Wait a minute, is that a good thing for the auto attack? Does that mean hunters who use auto atack will not be kept in combat or are they talking about being melee and running away.

Cause I know as a rogue I would have to deselect my target to stop him from having the 'out of range' thing to get out of combat cause I know if I keep far away I can go back into stealth after 6 secs of no combat.

And I'm glad totems can't be target of AOE spells, more more buffs for our shammies!

Quote:
* Slice and
Dice - This ability can no longer be blocked, dodged, or parried, and
cannot miss. If you attempt to use this ability when your target is
dead, you will now receive an error message instead of displaying the
spell animations.
Good, I was sick of by slice n dice missing.

Quote:
* Sap - Lightning Shield will no longer break Stealth when the Sap is resisted.
Never had that happen to me.

Quote:
* Distract - This ability will no longer trigger a Shaman's Lightning Shield (which caused the Rogue to lose stealth).
Never had it happen to me.

Quote:
* Blade
Flurry - The additonal attacks generated by this ability will now
properly take into account the armor of the second target.
Before it took account of the second target, it applied armor TWICE, now it wasn't applying armor and now it's going to apply armor once?

I'm confused cause I thought it was fixed.... Unless when I was doing 1800 to two targets with evis + Blade flurry. Was it only applying the target I was swinging at, it's, armor? I think that maybe the cause. It only only applying the target I was swinging at, it's, armor.... Man I miss wiping out four pull mobs with taking barly any damage.

Quote:
* Blind - Now considered a ranged attack. It can no longer be dodged or parried.
<3 And besides it has a range of 10 yards, that aint melee.

Quote:
* Creatures will no longer get one hit on a rogue before cheap shot takes effect.
That was annoying but it didn't really bother me.

This thing is sticky, and I don't like it. I don't appreciate it.
Originally Posted by Zio
Heh, heh, heh. Now, now. That's the expression I want to see! A face filled with pain and anguish, begging fearfully for help, a face quivering with anger! Go, on! Get angry! Suffer! Be sad! That would truly be the ultimate offering to me and my great god!
Masanda
Warwick who?


Member 2895

Level 4.40

Mar 2006


Reply With Quote
Old Mar 28, 2006, 02:24 PM Local time: Mar 28, 2006, 01:24 PM #140 of 1941
Originally Posted by Zio
Wait a minute, is that a good thing for the auto attack? Does that mean hunters who use auto atack will not be kept in combat or are they talking about being melee and running away.
No no, the whole auto-attack thing was for warriors.

As a warrior you could hit auto-attack on a mob from 70 yards away and pop bloodrage and just stand there for 3 minutes and let your rage build up to 100% before even touching the mob. Now, we can't =/

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


Member 72

Level 36.40

Mar 2006


Reply With Quote
Old Mar 28, 2006, 02:37 PM #141 of 1941
lololol Blizzard's having problems with the patch and server down time is extended until 1 pm PST. Some realms are down until 2 pm.

Fuck man, I can't wait to turn in my Hands of the Enemy Quest for that phat goldz.

I was speaking idiomatically.

Kaelin
Sworn Protector


Member 3844

Level 12.54

Mar 2006


Reply With Quote
Old Mar 28, 2006, 02:39 PM #142 of 1941
Originally Posted by dagget
we don't use a DKP system. It's all random rolling. Why should people get more epics and why should I just sit there and do all the work and then not get a chance on something because someone "buys" all the good shit? DKP is shit and nothing anyone will tell me will convince me otherwise. /Random is by far the fairest way to get epics. If it's good enough to use in every other instance pre-MC, then why should it be any different post-MC?

I could go on many rants but I guess since I'm a casual raider I have no business playing warcraft, right?
Where random rolling fails is when you have say a player who comes once in a blue moon. Since you're using random rolling he wins [Big Epic Sword of Slaying].....then you don't see him log on again for another 3 months, or he finds an alt more fun to play and refuses to raid with the character he just won the epic on, etc. With random rolling you have the loot going everywhere. Thus you have no core team that is geared and ready to go take on the challenges of places like MC. I have seen guilds on my server break up due not using a good loot distrubution system, and instead relying on random rolling and hoping that those folks getting lucky and hitting the high numbers will be back again for the next raid. If you need the definition of a zero sum DKP system here it is:
Quote:
Points are involved only when loot is available to be awarded. Players roll for loot they want; the winner has that loot's point total subtracted from their personal total; that total is then split evenly among the other raid attendees. Since all players start with zero DKP, the equal addition and subtraction of points ensures that the sum of all players' DKP is always zero, hence the name. Zero-sum is often preferred by casual raiders, as frequent raiders tend to have negative DKP more frequently, which means casual raiders have a much higher chance to win a bid when they want.
That's what my guild uses, and it works incredibly well. No dramas over who gets what or anything.

I will also mention how I'm a casual raider too. My guild only raids MC over two days every week so far, and that's it. That's hardly hardcore since I can name several guilds off the top of my head on my server that raid EVERY NIGHT. No I can't imagine doing that, and I don't think I would find the game enjoyable if I did.

Bottom line:If random rolling is working for you right now, great, just don't be surprised if it blows up in your face later. A good loot distribution system is what's needed, and random rolling just doesn't cut it.

What kind of toxic man-thing is happening now?

Thank you Guest for the kickass signature!

Last edited by Kaelin; Mar 28, 2006 at 02:47 PM.
Zio
I'm so cool, I got my own castle.


Member 456

Level 19.69

Mar 2006


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Old Mar 28, 2006, 03:48 PM Local time: Mar 28, 2006, 03:48 PM #143 of 1941
Guys, if any of you are having problem with dling the patch. I'm more then willing to upload it to my website and hand out the link via PMs.

FELIPE NO
Originally Posted by Zio
Heh, heh, heh. Now, now. That's the expression I want to see! A face filled with pain and anguish, begging fearfully for help, a face quivering with anger! Go, on! Get angry! Suffer! Be sad! That would truly be the ultimate offering to me and my great god!
dagget
Spoot


Member 72

Level 36.40

Mar 2006


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Old Mar 28, 2006, 04:05 PM #144 of 1941
That's why I download the patch at around 10-11am EST. so when it goes live, I'm patched up and good to go.

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

Zio
I'm so cool, I got my own castle.


Member 456

Level 19.69

Mar 2006


Reply With Quote
Old Mar 28, 2006, 04:31 PM Local time: Mar 28, 2006, 04:31 PM #145 of 1941
Yeah well I had to wait five hours for it to completely DL dagget.

And I thought starting early it'd go fast.

Jam it back in, in the dark.
Originally Posted by Zio
Heh, heh, heh. Now, now. That's the expression I want to see! A face filled with pain and anguish, begging fearfully for help, a face quivering with anger! Go, on! Get angry! Suffer! Be sad! That would truly be the ultimate offering to me and my great god!
The_Griffin
Nostalgia and Crossovers


Member 266

Level 32.27

Mar 2006


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Old Mar 28, 2006, 08:24 PM Local time: Mar 28, 2006, 06:24 PM #146 of 1941
Friggin' A... fucking realms are ALL DOWN. My shammy cries out "play me, play me, don't you love me" and I'm like "I do love you, but I can't log in" and then my shammy cries and commits suicide.

There's nowhere I can't reach.
dagget
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Old Mar 28, 2006, 08:35 PM #147 of 1941
it's been like this all damn day. I expect Blizzard will give song and dance about "free full day of gametime" in which it'll stack up with the other 2-3 days of free gametime I'm waiting to get from them

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

Zio
I'm so cool, I got my own castle.


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Old Mar 28, 2006, 08:41 PM Local time: Mar 28, 2006, 08:41 PM #148 of 1941
Originally Posted by dagget
it's been like this all damn day. I expect Blizzard will give song and dance about "free full day of gametime" in which it'll stack up with the other 2-3 days of free gametime I'm waiting to get from them

By free day, they merely mean you get one day at the end of your pay peroid. So instead of say paying the 12th of every month, you pay the 13th... Yanno?

I'd rather be reimburse by say full rest(for my alts) and then 40 gold a piece.

I am a dolphin, do you want me on your body?
Originally Posted by Zio
Heh, heh, heh. Now, now. That's the expression I want to see! A face filled with pain and anguish, begging fearfully for help, a face quivering with anger! Go, on! Get angry! Suffer! Be sad! That would truly be the ultimate offering to me and my great god!
khan0plinger
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Old Mar 28, 2006, 09:12 PM #149 of 1941
Wow so even people on this forum are complaining? Yanno...why complain? Eventually its going to be fixed and if you lose one day...big deal? I dont think alot of people take into consideration how difficult it is to maintain servers that house as many players as it does. Even so...its patch day...you never ever expect to play any MMORPg on its patch day.

I was speaking idiomatically.
Talbain
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Old Mar 28, 2006, 09:43 PM Local time: Mar 29, 2006, 02:43 AM #150 of 1941
Well, you expect a company to be able to maintain servers and some basics of service for people.

Of course, there's also the Denial of Service attacks on WoW servers these past few weeks. Wouldn't holding a mass attack on a patch day be the ultimate goal?

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