Posted on October 12th, 2008 by admin
There are no new weapon agility enchants. There is greater savagery which is a 2H only enchant that gives 85 AP for a fairly reasonable mats cost, and greater potency which is the 1H version for 50 AP. At the high end there is massacre which is 110 AP (and quite expensive). Currently it does not restrict you to 2H but I expect they’ll add that in as there is also a superior potency enchant with almost as many mats that is only 65 AP.
There is also a new weapon enchant which puts 25 crit and hit on your weapon. This is also not currently restricted to 2H. I’m not sure if they plan to make this 2H only but if they don’t change this and the massacre enchant, I suspect pretty much every hunter will be having to favor 1H weapons.
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Posted on October 10th, 2008 by admin
Since I haven’t seen any thorough enchanting feedback discussions, I decided to post one here. Blizzard Dev’s please take a look at the following write up and consider the following. This list may be long but it’s going to be a break down of each Northrend enchant I feel needs something changed about it. And no, I don’t care about the Titanium Rod requiring a second set of rods being made, sure it may be hard to make on beta, but on a live server full of auction house items it wont be too hard to make a second set of rods to make a Runed Titanium Rod as well. This list is strictly about the Enchants themselves.
Boot Enchants -
Greater Spirit (+18 spirit) : 12 Infinite Dust, 5 Greater Cosmic Essence – Sure, I could see this enchant requiring this many mats to make it, if some other similar enchants cost this much to make. Looking over others, Greater Fortitude (+22 Stam) requires ¼ the Dust and 1/5 the Essence but it grants a greater increase in a stat thats very desirable for tanks. Sure this Spirit enchant will be desirable for healers, but you are making it much more costly for them to get this enchant done. Please lower the amount of mats by
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Posted on October 8th, 2008 by admin
Wrath of the Lich King: the magic of hot things Dalara Summary
Wow, as risk-takers of the end-result of the new Dalara, have many wonderful items
Deformation such as surgery: a black cat
Although expensive, but you will certainly become a Master pursuit of a hot item
Dalara pet shops sell all kinds of baby supplies
For example, wool ball
After throwing out, your baby will come to retrieve it
Dalara will sell some of the strange items
For example, following the lvl 70 mark for the throwing arms, they need 15 lvl80 ten copies of the brand
I remember as a child’s paper airplane you played?
Dalara toy store on sale
Although the fine in airship is, but also pay attention to read
The price is a little expensive, 5G 5 times
However, tadalafil is not a safe place
That here, do not jump forward, the fence is just decorative
Dalara toy store also sold a small electric train
250G price a little expensive ..
30-minute CD, around the issue of mandatory train whistles
Dalara somewhere wonderful Yinjing Gai, the attention of the red map, in the above step, then went into a state without pvp flags to push for … …
I personally verified by, really = dead. =
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Posted on October 7th, 2008 by admin
Don’t panic: Paladin changes in Beta build 9014
I know I’m a bit late posting this, but it took me a while to calm down enough. Alright, some of you might have already read this and most of you might have crouched into a fetal position when you heard of the change to Divine Plea. In it’s first appearance, Divine Plea was a phenomenal, channeled return of 50% total mana over 6 seconds. Of course, that was simply too powerful and was subsequently “tuned” in further builds. That tuning has resulted in gutting the ability, with the latest version granting a buff that regenerates 25% of total mana over 15 seconds but reduces healing by 100%.
A moment of silence, please.
It reduces healing by 100%. This means that it makes the one spec that needs it absolutely useless for 15 seconds. I seriously have no idea anymore where Blizzard is going with this. Ghostcrawler issued a quick revision, however, stating that the healing penalty will only be 20%. That’s good news, but it’s scary that such a massive nerf was even applied to what is a key spell for Holy Paladins considering that their only source of mana regeneration is a crit-based
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Posted on October 6th, 2008 by admin
WoW Moviewatch: The last goodbye
This is a hard post to make. I’ve grown so fond of the commentary and insults that it’s difficult for me to tell you that today is my last day at WoW Insider. I’ve received an opportunity to work in machinima that will allow me to help machinimators in a whole new way. However, my replacement, Natalie Mootz, is an excellent blogger and I’m sure she’ll make you proud! I’ll miss you guys.
Instead of being overly sappy, I thought I’d do a top five list of my favorite machinimas and scandals:
1. Here Without You – This love story is three and a half years old, but has stood the test of time.
2. First of May – This extremely not-safe-for-work video caused a riot on Valentine’s Day!
3. Thaenor Chronicles: Chapter One – The only movie where I’ve been accused of ruining a PR campaign.
4. Tunasushi – The time I accidentally blogged a movie with questionable subliminal images.
5. How to Paladin: Insanity Remix – I honestly have no words to even describe this video …
6. 9 Crimes – A bonus video that
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Posted on October 6th, 2008 by admin
Skill Mastery: Improved Fire Nova Totem
I’m having a lot of fun playing an Elemental Shaman in the Wrath beta. As Mike described in Skill Mastery: Thunderstorm, we have some fun new talents to play with and I hope we get to keep most of them. The new talent I’m highlighting today is Improved Fire Nova Totem.
To the right you can see the stats for the Fire Nova Totem at level 71 without taking the Improvement talent. However, 20 points into the Elemental talent tree, you can spec Improved Fire Nova Totem. If you take both talent points, you’ll slash the time it takes for the totem to activate and you’ll add some handy bonuses to the spell.
First, the timing. The unimproved Fire Nova Totem takes 3 seconds to fire, but for each talent point you put into Improved Fire Nova Totem, it process one second faster. So, if you spec both points, it will only take one second for the Fire Nova to explode after you drop it. With only a 15 second cooldown on the spell, that means you can use this bad-boy several times during a PvE fight.
The second cool thing about Improved Fire Nova Totem is that it stuns all targets for 2 seconds. It stuns melee and caster alike, as
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Posted on October 6th, 2008 by admin
Is Leading the Cavalry possible?
I mentioned the Leading the Cavalry achievement earlier, the achievement that requires 75 mounts to… well, achieve. The big question is, is that actually possible? Let’s find out!
Let’s use a Forsaken for our example, since they have no factors working against them like racial boundries on mounts. Keep in mind that some races will have a harder time, like Tauren can’t use two of the five Horde mounts, and Gnomes don’t allow anybody but Gnomes and Dwarves to use mechachickens.
The Horde has Peacocks, Raptors, Wolves, Skeletal Horses, and Kodo. From a glance at Wowhead, there seems to be…
· Seven Hawkstriders
· Five Skeletal Horses
· Six Raptors
· Six Wolves
· Five Kodo
Now, keep in mind: You’re not restricted by ‘type’ of mount. If you buy all seven flavors of Hawkstrider, you have seven mounts toward your goal, not one. Buying all of the available Horde mounts brings you to 29 mounts. Of course, buying all of those is going to cost you between one and two thousand gold, but they’re there.
Then
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Posted on September 27th, 2008 by admin
Wowhead offers another chance to win Tyrael
Do you still need a Wrath of the Lich King beta key? Or perhaps you covet your very own mini-Tyrael (which you can now bestow on all your characters)? If so, you may want to check out Wowhead’s latest contest, which is once again giving away cards from the Worldwide Invitational with codes for the LK beta and for Tyraels. Happily, this one is open to both EU and US. It’s happening today, starting at 4:00 EST (1:00 PST), which is just under two hours from now. It’s a similar format to their previous contest (which unfortunately had to be cancelled), but with a twist:
· The goal is to identify five screenshots, figuring out which exact Wowhead pages those screenshots are displayed on.
· When you get all five answers, put the URLs of the Wowhead pages corresponding to the screenshots in an email to . Make sure your answers are in order.
· At 4:00, a heavily altered version of the screenshots are posted (seems to be run
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Posted on September 25th, 2008 by admin
Skill Mastery: The Art of War
For today’s Skill Mastery, we’ll take a look at a passive talent instead of a fancy button you can press. This has been my favorite talent ever since it was introduced in the Beta even though it has seen numerous iterations — so many, in fact, that it might be a little premature to write about it. On the other hand, this latest version feels like it’s almost in its final form — not overpowered and quite utilitarian.
The Art of War is a two point talent on Tier 7 of the Retribution tree that increases the Critical Strike damage of Judgements, Crusader Strike, and Divine Storm. For PvE, that’s a simple DPS increase that scales properly while in PvP, it helps to counter Resilience. Ideally, however, the number should be tweaked to completely negate it as Resilience damage reduction from crits is capped at 25%. The damage bonus is a good buff for the three main damage sources of a Retribution Paladin, but the better part of the spell is the reduction in the cast time of Flash of Light.
With the changes in Wrath, Retribution Paladins are no longer gimped healers and Flash of Light can heal for decent amounts. The
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Posted on September 24th, 2008 by admin
Vengeance back to 3 stacks
Vengeance posed a delicate problem for Blizzard. On one hand, the talent provided an amazing 15% damage increase for 5 talent points, which was cheap enough but offset by the fact that it relied on crits in order to be kept up. On the other hand, Vengeance scaled too well with gear because as the Paladin’s gear got better, his crit rating got higher, and it came to the point where Paladins could keep Vengeance up indefinitely.
The problem was two-fold — first, Vengeance in that regard was overpowered because it was never intended to be a permanent buff; second, most Paladins felt that they needed to have Vengeance up permanently in order to be competitive in raid DPS. Blizzard nerfed Vengeance to two stacks totalling +10% damage for five talent points. Of course, as they mentioned in a thread, a stack of two isn’t much of a stack at all.
Ghostcrawler also says that they’re looking at bringing the stacks back up to three, “because that just feels more fun than 2.” I like Blizzard’s repeated use of the word ‘fun’ throughout Wrath’s development cycle. This indicates that their design is geared
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