Originally posted by: BassBomb
lol i levelled as assassination (backstab) for my rogue![]()
yea i did that as well
lvling a lock was painfull when the game came out as well
lvling a Huntard is still really really painfull because its so damn boring
Originally posted by: BassBomb
lol i levelled as assassination (backstab) for my rogue![]()
Originally posted by: BassBomb
lol i levelled as assassination (backstab) for my rogue![]()
Originally posted by: Aikouka
Originally posted by: BassBomb
lol i levelled as assassination (backstab) for my rogue![]()
At least you weren't noob like me... I leveled combat and used daggers... but you know the one issue with being a dagger rogue doing solo stuff... you're stuck in front of the mob half the time. But then again, there's the fact that I preferred faster weapons for poison application rather than slower weapons for more instant strike damage. I was such a nublet that I'm embarrassed even talking about it!
Originally posted by: AntiFreze
oh, whats the optimal resto druid arena/bg boot enchant?
Originally posted by: BassBomb
I was using SS with daggers alot, backstabbing sometimes (I opened with ambush :S) I never used cheapshot or SnD or rupture EVER! I also never used gouge so I could never get behind them.. no blind, no vanish nothing!
Originally posted by: Aikouka
Originally posted by: AntiFreze
oh, whats the optimal resto druid arena/bg boot enchant?
I assume it'd be boar's speed.
EDIT:
Originally posted by: BassBomb
I was using SS with daggers alot, backstabbing sometimes (I opened with ambush :S) I never used cheapshot or SnD or rupture EVER! I also never used gouge so I could never get behind them.. no blind, no vanish nothing!
I was one of those evil annoying rogues that had imp gouge and would always restealth after he gouged you.
I still remember the first time someone showed me Blind-n-Bandage. It was when we were dueling in front of IF and while talking, I probably made some remark about rogue versus rogue being highly dependent on the opener (which it is). His comment was that he could win even with such and wanted to show me how. Such things also got me a lot better at restunning way back when.
Originally posted by: Aikouka
Originally posted by: Xavier434
To be fair, let us not forget how incredibly useless druids were around this same time frame. The resto tree was the only tree worth specing and even that was very limited in usage compared to other classes until about the time they gave us swiftmend. Later, they fixed the resto tree and then it was the feral tree. Balance is still borked even though it isn't quite as bad as it used to be, but let us hope that WotLK changes that.
Funny, I knew a few good feral druids that had no problems leveling back when I leveled my rogue (Winter 2004...).
Warriors also had the fun of getting a class quest at level 30 (or whenever you got zerker stance) that you couldn't complete by yourself until 40+... and even then, you'd need help defeating Cyclonian (40 Elite).
Originally posted by: Anubis
Originally posted by: BassBomb
lol i levelled as assassination (backstab) for my rogue![]()
yea i did that as well
lvling a lock was painfull when the game came out as well
lvling a Huntard is still really really painfull because its so damn boring
Originally posted by: Anubis
hehe it was always run to rupture kite warriors and take next to no damage
was even better as Hemo whn you could open with premed - garotte - ghostly - rupture and then just stay outta the hitbox/intercept range and lol at them
Originally posted by: Xavier434
I was thinking more from a raid and 5 man perspective. Leveling has always been easy with every class and spec. Some were/are slower than others and less fun, but it was always easy.
Originally posted by: Aikouka
Originally posted by: Xavier434
I was thinking more from a raid and 5 man perspective. Leveling has always been easy with every class and spec. Some were/are slower than others and less fun, but it was always easy.
Well, you also have to say that druids were not the only class stuck like this. Shamans and Paladins were also stuck in the same mix and Blizzard knew it... why do you think there's only a healing set in T1-T3 available for Druids, Paladins and Shamans?It's almost kind of amusing looking at the "zomg we want pally tank" thought now where pre-BC, anything but a warrior was practically unheard of.
Originally posted by: rh71
In a 3v3 it was just me (rogue) vs. a warrior left, both at equal health around 85%. Rather than bleed kiting him I decided to go toe-to-toe and he finished me off toward my lower 30% pretty easily... their burst is just a lot better plus I can't get him down near fast enough with all that plate. I decided that bleed kiting while we were both around 85% would not have worked... my ruptures dot at like 250hp each... wtf is that really going to do to him? Even as a sub rogue with a better rupture it won't take him down near enough. Should I perhaps have used expose armor? Is 2050 armor loss for a warrior a lot?
I only rupture other rogues and sometimes clothies if I wanna play hide and seek.
Originally posted by: Aikouka
EDIT:
Oh yeah, my brother won Blizzcon tickets, so it looks like I get to go!!1!
Originally posted by: Xavier434
No shit!? That's awesome dude! Did all of the winners get announced or are there still more to come?
WotLK Mounts - Spectral Gryphon
Today's mount ... isn't really a mount actually. In the current build of the WotLK beta, people dying in Storm Peaks are resurrected on a ghost flying mount ! Running to your corpse could be very hard in a region with so many mountains and developpers solved it by giving you a very nice mount. Obviously, its only purpose is to make corpse running easier in the zone and it fades off once you're back among the living.
http://static.mmo-champion.com...st/spectralgryphon.jpg
Lake Wintergrasp Upcoming Changes
We?re hoping to get the zone into better shape in the next couple patches. Here?s a few things that should be coming in the next build:
? All vehicles should be despawn after the battle ends
? Demolisher and Siege Vehicle health has been reduced by 50-75%
? Demolisher and Siege Vehicle ram attacks no longer knock a player high enough to kill them
? Jet & Bomber health has been reduced
? Bomber damage has been increased
? Players in Bombers should no longer take damage
? Reward for holding the keep has been added
? The Goblin Workshops in the North and South now also supply players with land mines that deal bonus damage to tanks
We also hope to have a system for rewarding only players that participated in the battle working soon.
Profession recipes collection achievements
We're working on the ability to do these kind of achievements. We wouldn't do anything percentage based but rather choose a flat number and add more achievements as we add more content.
Most likely, you'll see a cooking version like this in the near future. Versions for the primary professions won't go live until account-based achievements are active. We don't want to encourage people picking up and dropping profressions simply to gain achievements. (Source)
Feats of Strength - Spirit of Competition 2008
Great idea. We implemented two Feats... one for the Tabard and one for the Pet. (Source)
Shaman
Anticipation / Shamanistic Focus changes / Windfury concerns
One change we're doing to Anticipation is changing it to 3-points, and giving it disarm reduction. We are also most likely going to change Shamanistic Focus to make it a flat mana reduction in shock cooldowns. It's too spammy right now, and the class has too many on proc buffs. (Source)
Edit: BTW, one thing I totally agree with is the Windfury Weapon concern. We'll see if we can make the ability less complicated/"mathy".
Warlock
Warlock changes and Patch 3.0 Deployment
We'll be doing some considerable work on Warlocks before that patch hits. (Source)
Warrior
Furious Attacks
This talent will see some revision before retail so don't worry about a world where warriors are dual wielding daggers for MS bonanzas. (Source)
Originally posted by: Beev
I got an email, I get to go as well![]()
Originally posted by: nanobreath
Hahaha, me and friends have said blizzard needs to institute a gd ghost mount for AGES. Especially in vanilla wow where you have to run across the entire map to get to your corpse. 20 minute corpse runs SUCK. This is just proof it can be done...now do it for every zone!
With the release of upcoming content patch players will see a change in the way we allow buffs and debuffs to stack exclusively in a raid. For the most part, what this change means is that many buffs and debuffs that were previously allowed to stack together no longer can, and that many buffs and debuffs that only a single talent specialization could bring can now be brought by multiple different specializations. The philosophy behind this change shows up in many of the changes we have made in Wrath of The Lich King, such as when we made almost all buffs raid-wide. We want players to be able to form raids and parties based on who they want to play with, rather than who has the correct talents and abilities to min-max their raid performance.
Raid composition will still matter to some extent, but without this change, it would have overwhelmed every other aspect of raid planning (as we added new capabilities to each of 30 different talent trees). You no longer need to rigidly control the melee/spellcaster balance of your raid, or make sure every group has all the critical buffing classes, etc. This change has many class balance implications.
IMPORTANT! Before we are done, we will thoroughly test the performance of every class. It should not be assumed that one class' current performance relative to others in beta is final. Some classes (and specializations) will need to be reduced in power and some increased. Many may feel the change has more impact on class X than class Y. We will address all of those concerns via our internal testing and community feedback.
There are thirty or so different categories into which buffs and debuffs fit. Here you will find a comprehensive list of the changes made broken down by category and which spells/talents are in that category.
* Armor Debuff (Major): Acid Spit (exotic Hunter pet), Expose Armor, Sunder Armor
* Armor Debuff (Minor): Faerie Fire, Sting (Hunter pet), Curse of Recklessness
* Physical Vulnerability Debuff: Blood Frenzy, (2nd Talent Spec TBA)
* Melee Haste Buff: Improved Icy Talons, Windfury Totem
* Melee Critical Strike Chance Buff: Leader of the Pack, Rampage
* Attack Power Buff (Flat Add): Battle Shout, Blessing of Might
* Attack Power Buff (Multiplier): Abomination's Might, Trueshot Aura, Unleashed Rage
* Ranged Attack Power Buff: Hunter's Mark (only Hunters benefit, so no need to exclude against other class abilities)
* Bleed Damage Increase Debuff: Mangle, Trauma
* Spell Haste Buff: Wrath of Air Totem
* Spell Critical Strike Chance Buff: Moonkin Aura, Elemental Oath
* Spell Critical Strike Chance Debuff: Improved Scorch, Winter's Chill
* Increased Spell Damage Taken Debuff: Ebon Plaguebringer, Earth and Moon, Curse of the Elements
* Increased Spell Power Buff: Focus Magic, Improved Divine Spirit, Flametongue Totem, Totem of Wrath, Demonic Pact
* Increased Spell Hit Chance Taken Debuff: Improved Faerie Fire, Misery
* Percentage Haste Increase (All Types): Improved Moonkin Aura, Swift Retribution
* Percentage Damage Increase: Ferocious Inspiration, Sanctified Retribution
* Critical Strike Chance Taken Debuff (All types): Heart of the Crusader, Totem of Wrath
* Melee Attack Speed Slow Debuff: Icy Touch, Infected Wounds, Judgements of the Just, Thunderclap
* Melee Hit Chance Reduction Debuff: Insect Swarm, Scorpid Sting
* Healing Debuff: Wound Poison, Aimed Shot, Mortal Strike, Furious Attacks
* Attack Power Debuff: Demoralizing Roar, Curse of Weakness, Demoralizing Shout
* Stat Multiplier Buff: Blessing of Kings
* Stat Add Buff: Mark of the Wild
* Agility and Strength Buff: Strength of Earth Totem, Horn of Winter
* Stamina Buff: Power Word:[/b] Fortitude
* Health Buff: Commanding Shout, Blood Pact
* Intellect Buff: Arcane Intellect, Fel Intelligence
* Spirit Buff: Divine Spirit, Fel Intelligence
* Damage Reduction Percentage Buff: Grace, Blessing of Sanctuary
* Percentage Increase Healing Received Buff: Tree of Life, Improved Devotion Aura
* Armor Increase Percentage Buff: Inspiration, Ancestral Healing
* Cast Speed Slow: Curse of Tongues, Slow, Mind-numbing Poison.
In each category, you can only benefit from the most powerful spell granting that effect. For example, Fel Intelligence grants spirit and intellect, both weaker than Arcane Intellect and Divine Spirit. If a player has Fel Intelligence and receives a stronger Arcane Intellect buff, he will gain the intellect value from Arcane Intellect and the spirit value from Fel Intelligence.
In most cases, fully-talented players will have exactly equal power on the strength of these buffs and debuffs. Fel Intelligence is an example of where one ability is weaker than others. The buffs in the "Increased Spell Power Buff" category are also not all the same potency, as they scale and grow in radically different ways. In virtually every other case, however, the buffs are equal. This means, for example, that fully-talented Battle Shout and Blessing of Might now grant the exact same amount of attack power.
In addition to this change, we also needed to address the "mana battery" roles in a raid. The mana regeneration effect they grant is no longer limited to their own party, and it no longer depends on the amount of damage they deal. Each time they trigger the mana regeneration effect, 10 people in their raid group will receive a buff which causes them to regenerate 0.5% of their maximum mana each second. This buff, Replenishment, will be given preferentially to raid members with the lowest mana, but will re-evaluate which raid members receive it each time it is fired. Replenishment is provided by Shadow Priests, Survival Hunters, and Retribution Paladins.
Finally, we have modified Heroism and Bloodlust to affect the entire raid. However, all affected raid members will be unable to cast or benefit from Bloodlust/Heroism for 5 minutes.
Below you will find a list of the changes to abilities which exhibit new behavior regardless of the exclusive categories. The changes usually mean the old behavior was removed and replaced by the new behavior. Numbers listed are for maximally-talented versions. Here is that list of changes:
* Improved Scorch: Increases spell critical strike chance against the target.
* Winter's Chill: Also increases spell critical strike chance against the target.
* Elemental Oath: Grants 5% spell crital strike to raid members.
* Improved Moonkin Aura: Grants 3% haste of all types.
* Earth and Moon: Increases spell damage taken from all schools by 13% on the target.
* Misery: Causes spells cast at the target to have +3% spell hit.
* Shadow Weaving: Buffs only self.
* Improved Shadow Bolt: Buffs only self.
* Expose Weakness: Buffs only self.
* Shadow Embrace: Buffs only self.
* Blood Pact: Grants health instead of Stamina.
* Fel Intelligence: Has replacement ranks that grant flat values of Intellect and Spirit.
* Frost Aura: Excludes properly against all other resistance buffs.
* Grace: Reduces damage taken by target by 3%.
* Rampage: Increases melee and ranged critical strike chance by 5% for the raid.
* Improved Faerie Fire: No longer benefits melee and ranged hit chance, only spell hit.
* Hunter's Mark: No longer increases attack power bonus from attacks against the target.
* Improved Hunter's Mark: No longer grants melee attack power.
* Sting (Hunter pet): Now acts as a minor armor debuff.
* Waylay: Attack speed reduction changed to 20%.
* Icy Touch: Only slows melee attack speed (not ranged or spell).
* Tree of Life: No longer grants healing based on spirit, grants 3% increased healing received to raid.
* Demonic Pact: Now buffs raid instead of debuffing monsters.
* Focus Magic: Now buffs raid instead of debuffing monsters.
* Totem of Wrath: Now grants a flat amount of spell damage, and all enemies in its radius have an increased chance of being struck by criticals.
* Heroism: Cannot be recast while caster has Exhausted debuff, and those with Exhausted debuff cannot be affected by it.
* Bloodlust: Cannot be recast while caster has Sated debuff, and those with Sated debuff cannot be affected by it.
* Vampiric Touch: Grants Replenishment mana regeneration buff to up to 10 raid members on dealing damage.
* Hunting Party: Grants Replenishment mana regeneration buff to up to 10 raid members on specified shots.
* Judgements of the Wise: Grants Replenishment mana regeneration buff to up to 10 raid members on Judging.
Originally posted by: Aikouka
EDIT:
Yeah... didn't take a meteorologist to predict the QQ storm on this one.