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WotLK alpha leaks

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Catriona R - 20 May 2008 22:54 GMT
http://wotlk.wikidot.com/

Info apparently leaked from the alpha test (much spoilers), take with a
pinch of salt but the talents etc certainly sound interesting!

Oh and watch for the trolls, eveery few minutes everything gets deleted and
then reinstated, but seems it always does get put back sooner or later. Not
convinced letting just anyone edit it is the best of ideas ;-)
Signature

EU-Draenor:
Balgair - Human Rogue (lvl 70)
Naomh - Draenei Priest (lvl 70)
Sagart - Undead Priest (lvl 70)
Rosad - Human Warlock (lvl 70)
Sealgair - Dwarf Hunter (lvl 70)
Eilnich - Blood Elf Warlock (lvl 70)
Beag - Dwarf Paladin (lvl 60)

Catriona R - 20 May 2008 22:57 GMT
>http://wotlk.wikidot.com/
>
[quoted text clipped - 4 lines]
>then reinstated, but seems it always does get put back sooner or later. Not
>convinced letting just anyone edit it is the best of ideas ;-)

Ok having seen the latest trolling I should add a "not safe for work"
warning... why do some people have to vandalise stuff? I'll never
understand that mentality.
Signature

EU-Draenor:
Balgair - Human Rogue (lvl 70)
Naomh - Draenei Priest (lvl 70)
Sagart - Undead Priest (lvl 70)
Rosad - Human Warlock (lvl 70)
Sealgair - Dwarf Hunter (lvl 70)
Eilnich - Blood Elf Warlock (lvl 70)
Beag - Dwarf Paladin (lvl 60)

Xymmie - 20 May 2008 23:20 GMT
> why do some people have to vandalise stuff? I'll never
> understand that mentality.

I don't get it either.  I understand theft:  You've got it; I want it; I'll
take it.  But I don't understand spoiling something just for the sake of
spoiling it, whether it's real property (like keying a car, or egging a
house) or virtual property, it's just horribly mean-spirited.

Xymmie
Blackheart - US - PvP - 21 May 2008 05:24 GMT
> On Tue, 20 May 2008 22:54:11 +0100, Catriona R
>
[quoted text clipped - 12 lines]
> warning... why do some people have to vandalise stuff? I'll never
> understand that mentality.

probably Blizzard staff trying to get the page locked up permanently.
Jonny Barr - 21 May 2008 08:50 GMT
> On Tue, 20 May 2008 22:54:11 +0100, Catriona R
>
[quoted text clipped - 21 lines]
> Eilnich - Blood Elf Warlock (lvl 70)
> Beag - Dwarf Paladin (lvl 60)

Post some info for us ones at work!
Jonny Barr - 21 May 2008 08:53 GMT
> On Tue, 20 May 2008 22:54:11 +0100, Catriona R
>
[quoted text clipped - 21 lines]
> Eilnich - Blood Elf Warlock (lvl 70)
> Beag - Dwarf Paladin (lvl 60)

Post some info for us ones at work!
Shammy - 21 May 2008 09:07 GMT
JB> Post some info for us ones at work!

WotLK Alpha Official Wiki

-If you were adding to the wiki before things got crazy pm me for edit
rights, or just post the info you want added in forums (no registration
required).

--------------------------------------------------------------------------------

Alpha Client
Official Client Downloader
Looks like Blizzard took the client down. These links are no longer active.

PC -
http://www.worldofwarcraft.com/downloads/clients/pc/beta/WotLK-FF-enUS-downloader.exe
Mac -
http://www.worldofwarcraft.com/downloads/clients/mac/beta/WotLK-FF-enUS-download
er.dmg


Mirror
http://rapidshare.com/files/116400133/WotLK-FF-enUS-downloader.exe

--------------------------------------------------------------------------------

Official Patch Notes
Welcome to the World of Warcraft: Wrath of the Lich King Friends and Family
Alpha. The list below contains information on the current available content
available for testing and general information. This information is subject
to change.

General

 a.. The continent of Northrend is now available! To travel there, visit
one of four transportation masters in either Orgrimmar, Undercity,
Theramore,or Menethil Harbor.
 b.. Transportation between Howling Fjord and Borean Tundra can be found at
the Tuskarr villages in those zones.
 c.. NPC Transportation Locations
   a.. Horde:
     a.. Undercity to Vengeance Landing (Howling Fjord)
     b.. Orgrimmar to Warsong Hold (Borean Tundra)
   b.. Alliance:
     a.. Menethil Harbor to Valgarde (Holwing Fjord)
     b.. Theramore Valiance Keep (Borean Tundra)
World Environment Zones

 a.. The following zones are available for testing: Howling Fjord, Borean
Tundra, Dragonblight, and Grizzly Hills
Dungeons

 a.. The following dungeons are available for testing:
   a.. Howling Fjord: Utgarde Keep (70-72)
   b.. Howling Fjord: Utgarde Pinnacle (80)
   c.. Borean Tundra: The Nexus (70-72)
   d.. Grizzly Hills: Drak'Tharon Keep (74-76)
Classes

 a.. All Classes are available for play. Spells and talents will be
available for testing past 70 for the following classes: Druid, Mage,
Priest, Shaman, Warlock, Warrior
 b.. The Death Knight Hero class is now available for play.
   a.. Creating a new Death Knight will start you at level 55 in Eastern
Plaguelands.
   b.. No starting quests are implemented though Death Knight abilities
will be available for testing.
   c.. Several Death Knight talents, although they will appear on the
talent pane, are not yet implemented.
Professions

 a.. The following tradeskills are available to train up to 450: First Aid,
Herbalism, Mining, and Skinning.

--------------------------------------------------------------------------------

Pictures
NPCs

Arthas (CoT: Stratholme) -
http://img212.imageshack.us/img212/2967/arthasaa6.png
Arthas Lich King -
http://img233.imageshack.us/img233/7299/arthaslichkingjk2.png
Arthas Undead - http://img291.imageshack.us/img291/6307/arthasundeadel3.png
Geist - http://img100.imageshack.us/img100/1931/geistpr4.png (walking
animation: http://img175.imageshack.us/img175/5769/geistwalkingdl6.gif)
Northrend Giant -
http://img413.imageshack.us/img413/8426/northrendgiantel4.png
Northrend Ice Giant -
http://img527.imageshack.us/img527/86/northrendicegiantfz6.png
Frost Wyrm Pet - http://img443.imageshack.us/img443/6282/frostwyrmpetyv8.png
Snowflake Creature -
http://img443.imageshack.us/img443/3761/snowflakecreaturexh6.png
Tauren Mounted Canoe -
http://img413.imageshack.us/img413/4184/taurenmountedcanoetw1.png
Compilation (by Amber Rock) - http://i30.tinypic.com/2d7wrx3.jpg

Locations
Map of Northrend -
http://farm4.static.flickr.com/3102/2501540299_a33c09523a.jpg
Dalaran - http://img384.imageshack.us/img384/3207/dalaranqw7.png
CoT: Stratholme - http://weohteelkah.we.funpic.de/Stratholme_Old/
Drak'Tharon Keep - http://weohteelkah.we.funpic.de/DrakTheronKeep/
Stormwind Harbor - http://weohteelkah.we.funpic.de/StormwindHarbor/
http://img177.imageshack.us/img177/5328/wowscrnshot052008030154zs7.jpg
http://weohteelkah.we.funpic.de/Nexus80/WoWScrnShot_052108_000446.jpg

http://img136.imageshack.us/img136/3338/ulazerothmapxc0.jpg
http://img291.imageshack.us/img291/3500/screenshot100hm9.png

Frostmourne
http://img147.imageshack.us/img147/9590/frostju5.png

Installation
http://img174.imageshack.us/img174/1059/installip3.jpg
http://img168.imageshack.us/img168/61/wotlkpm8.png

Mounts
http://farm3.static.flickr.com/2032/2501540517_66f455c268.jpg

Weapons
http://i31.tinypic.com/15yaope.png Daggers
http://i32.tinypic.com/2rfziis.png Bows
http://i29.tinypic.com/ezefrn.png Crossbows
http://i32.tinypic.com/33vi91y.png Bows
http://i32.tinypic.com/wtsnb.png Axes
http://i28.tinypic.com/21ca3j7.png Polearms
http://i32.tinypic.com/29yqvro.png 2H Swords
http://i30.tinypic.com/15hhb9u.png 1H Swords
http://i30.tinypic.com/f9ksx0.png Fist Weapons
http://i30.tinypic.com/23hvaft.png Guns
http://i25.tinypic.com/dy3ezd.png Staves
http://i25.tinypic.com/ri6zus.png Axes
http://i30.tinypic.com/316pvts.png Maces

Shields
http://i26.tinypic.com/rhlq3r.png

Dragonblight
http://img225.imageshack.us/img225/1056/dragonblighthv3.jpg
http://img222.imageshack.us/img222/7184/dragonshrinego8.jpg

Catapult
http://img300.imageshack.us/img300/6407/catapaultuy1.jpg

WoTLK Maps/Exploration
http://fr.youtube.com/watch?v=sNGyxU3G9eA

Death Knights
Gnome female - http://img142.imageshack.us/img142/8048/testzq9.jpg
Draenei male -
http://img408.imageshack.us/my.php?image=wowscrnshot051908193518cp4.jpg
Human male - http://img80.imageshack.us/img80/7591/testxl4.jpg
Human male with helm -
http://img177.imageshack.us/img177/668/screenshot052008021627kz4.jpg
Dwarf male with helm-
http://i184.photobucket.com/albums/x31/Philly088/WoWScrnShot_051908_213707.jpg
Night Elf Male with helm -
http://i184.photobucket.com/albums/x31/Philly088/WoWScrnShot_051908_214333.jpg
Tauren -
http://i44.photobucket.com/albums/f7/altofcurti/WoW%20Lich%20King%20Alpha/WoWScr
nShot_052008_182818.jpg

All horde races - http://img93.imageshack.us/img93/6779/forthehordeqj3.jpg

Possible Warlock Demon Form

http://img375.imageshack.us/img375/5028/demonwl8.jpg
http://img233.imageshack.us/img233/8792/demon2be6.jpg

Loading Screens

Northrend -
http://img409.imageshack.us/img409/7537/loadscreennorthrendkn6.jpg
Azjol-Nerub Upper City -
http://img171.imageshack.us/img171/1912/loadscreenazjoluppercitev3.jpg
Drak'Tharon Keep -
http://img171.imageshack.us/img171/5649/loadscreendraktheronwp9.jpg
Nexus 70 - http://img375.imageshack.us/img375/2966/loadscreennexus70je1.jpg
Nexus 80 - http://img441.imageshack.us/img441/5898/loadscreennexus80fy9.jpg
Caverns of Time: Culling of Stratholme -
http://img375.imageshack.us/img375/462/loadscreenoldstrathomenj3.jpg
Utgarde Catacombs -
http://img341.imageshack.us/img341/1241/loadscreenutgardepd0.jpg
Utgarde Pinnacle -
http://img341.imageshack.us/img341/3968/loadscreenutgardepinnecuq7.jpg

Minimaps

Borean Tundra - http://weohteelkah.we.funpic.de/MapsButtons/BoreanTundra.jpg
Crystalsong Forest -
http://weohteelkah.we.funpic.de/MapsButtons/CrystalsongForest.jpg
The Dragonblight -
http://weohteelkah.we.funpic.de/MapsButtons/Dragonblight.jpg
Grizzly Hills - http://weohteelkah.we.funpic.de/MapsButtons/GrizzlyHills.jpg
Howling Fjord - http://weohteelkah.we.funpic.de/MapsButtons/HowlingFjord.jpg
Icecrown Glacier -
http://weohteelkah.we.funpic.de/MapsButtons/IcegrownGlacier.jpg
Sholazar Basin -
http://weohteelkah.we.funpic.de/MapsButtons/SholazarBasin.jpg
The Storm Peaks - http://weohteelkah.we.funpic.de/MapsButtons/StormPeaks.jpg
Zul'Drak - http://weohteelkah.we.funpic.de/MapsButtons/ZulDrak.jpg
Stormwind Harbor -
http://img395.imageshack.us/img395/3010/stormwindupdatedvl6.jpg
New battleground - http://img180.imageshack.us/img180/683/newbghu9.jpg
Snowy Arathi Basin - http://www.worldofwar.net/gallery/data/500/absnow.jpg

--------------------------------------------------------------------------------

Videos
World first WotLK Preview (by Glefs of Nogg-aholic) -
http://bercy.de/killer7/Worlds%20first%20WOTLK%20preview%20by%20Glefs.wmv
World first WotLK Preview (same as above, streaming) -
http://www.vimeo.com/1041658
Drak'Tharon Keep (by Bieberbrüder) - http://www.vimeo.com/1043029
The Lich King dancing - http://www.vimeo.com/1039256
Model preview - http://fr.youtube.com/watch?v=S9hPsPTpLXM
Nerubian Models - http://youtube.com/watch?v=tMlr6A-MhE4
Borean Magnataur Instance - http://youtube.com/watch?v=9oooOPqM2L8

--------------------------------------------------------------------------------

Music
WotLK Main Title
http://rapidshare.com/files/116188155/WotLK_main_title.mp3.html

Zone Music
Borean Tundra
Dragonblight
Grizzly Hills
Howling Fjord
Northrend
(uploaded by TheChao)

--------------------------------------------------------------------------------

Factions
Alliance
Valiance Expedition - The main armies of the Alliance in Northrend, moving
against the Scourge and unified under King Varian Wrynn's command.
The Silver Covenant - A militant core of high elves that rejects the
admission of blood elves into the Kirin Tor. They've united under the banner
of Vereesa Windrunner and joined the Alliance forces in Northrend.
Explorer's League - This organization seeks to find the origin of the
dwarven race by collecting Titan artifacts. Their most recent research has
led them to various archeological sites in Northrend.

Horde
The Taunka - These hardy people are cousins of the Tauren and have become
valuable scouts for the armies of the Horde as they march northward.
The Hand of Vengeance - The Forsaken tasked by Sylvanas Windrunner with
enacting Undercity's vengeance against Arthas by delivering the latest
strain of their deadly Plague.
Warsong Offensive - Garrosh Hellscream commands the Horde's main
expeditionary forces as they make their way into Northrend to face Arthas
and the armies of the Scourge.

Neutral
The Kalu'ak - The tuskarr are a tough but peaceful people who derive their
livelihood from fishing and whaling. Their settlements have recently come
under fierce attack and welcome any allies who would come to their aid.
Kirin Tor - The mages and archmages running the city of Dalaran. Faced with
the rising threats of the Blue Dragonflight and the Scourge, they've
transported their city to the heart of Northrend.
The Wyrmrest Accord - With the Blue Dragonflight's violent upheaval against
all mortal users of magic, the remaining dragonflights have banded under the
leadership of the Red Dragonflight to combat their wayward kin.
Knights of the Ebon Blade - Freed from the grasp of the Lich King, his
former Deathknights have regrouped against him under the banner of Highlord
Darion Mograine.

--------------------------------------------------------------------------------

Spells & Talents
A lot of Talents: http://urlshort.com/wotlk/site/talentlist.php

Deathknight spells:

 a.. Army of the Dead - Summons an entire legion of your best Ghouls to
fight by your side.
 b.. Death and Decay - ${$m1+$AP*0.039} shadow damage inflicted every $t1
sec to all targets in the effected area for $d. Has a chance to cause
affected targets to cower in fear.
 c.. Chromatic Rune Mastery - Whenever a Blood, Frost or Unholy Rune
activates, it has a 6% chance of converting into a Chromatic Rune. This Rune
counts as a Blood, Frost or Unholy Rune. Lasts 10 sec.
 d.. Degeneration (Rank 3, Level 76) - Instantly attack the target, dealing
60% weapon damage and inflicting a disease dealing ${$m2*7} over 15 sec.
This disease will corrupt an existing heal over time spell, removing it and
dramatically increasing the damage dealt. While afflicted by this disease,
other heal over time effects on the target will have no effect.
 e.. Dancing Runeblade - Summons a second Runeblade that fights on its own
for 1 sec per 10 Runic Power, doing the same strikes that you do.
 f.. Hungering Cold - A wave of cold leeches all heat from the earth,
freezing all enemies in the cone-shaped area, and causing 10 damage per
Runic Power. The frozen terrain persists for 1 sec per 10 Runic Power and
will freeze enemies that attempt to cross it.
 g.. Unholy Blight - A creeping swarm of unholy insects surrounds the
caster for a 10 yard radius. All enemies caught in the swarm take 120 damage
and are plagued with a disease that can stack up to 3 times. Lasts for 1 sec
per 10 Runic Power.
 h.. Corpse Explosion - "Target a corpse, causing it to explode for 12
damage per 10 Runic Power to all enemies within 10 yards."
 i.. Mark of Blood (spell or talent?) - "Place a Mark of Blood on an enemy
or ally. Whenever the marked target is healed, all party members receive a
fraction of that healing. If a marked target that grants experience or honor
is killed, all party members are healed for 10% of their total health. Each
person can be healed for a maximum of 3000 per Mark."
 j.. Icebound Fortitude - Consumes all available Runic Power, causing the
Death Knight to become immune to Stun effects and increasing armor by 50%
for up to 12 sec. Does not remove existing Stun effects. [60 sec cooldown]
Deathknight talents:

 a.. Black Ice - Increases your Frost and Unholy spell damage by
1/2/3/4/5%.
 b.. Dirge - Whenever you kill a diseased target that yields experience or
honor you have a 1/2/3/4/5% chance of the corpse riding as a free Ghoul. You
can have a maximum of 2 Ghouls at one time.
 c.. Spell Deflection - Reduces all spell damage taken by 3/6/9/12/15% for
10 sec following a successful parry.
 d.. Bladed Armor - You gain 4/8/12/16/20 attack power for every 1000
points of your armor value.
 e.. Butcher - Whenever you kill an enemy that grants experience or honor,
you generate Runic Power. In addition, Runic Power takes longer to decay
outside of combat.
 f.. Bone Armor (Rank 1) - "The caster is surrounded by 4 whirling bones.
Each bone reduces the damage from the next spell or melee attack by 40% but
is then consumed. Lasts 5 min." [Power type: 5, power cost: 25, cooldown: 30
sec]
 g.. Chromatic Rune Mastery - "Whenever a Blood, Frost or Unholy Rune
activates, it has a 2/4/6% chance of converting into a Chromatic Rune. This
Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec."
 h.. Rage of Rivendare - You do 2/4/6/8/10% additional weapon damage to
diseased targets.
 i.. Tundra Stalker - "You deal 2/4/6/8/10% more melee damage to targets
under the effects of Icy Touch, Chains of Ice, Howling Blast or Hungering
Cold."
 j.. Deathchill (Rank 1, Level 56) - "Launches an Icy Touch at every enemy
within 40 yards, dealing 4 damage per Runic Power to each target and causing
a high amount of threat." [0 power cost, cooldown: 60 sec]
 k.. Wandering Plague - "When the diseases you inflicted upon an enemy
target cause damage, there is a 5/10/15% chance the disease will instead
damage all enemies within 8 yards. This damage will not cancel spells
normally cancelled when targets take damage."
 l.. Improved Corpse Explosion - "While Corpse Explosion is active, corpses
have a 10/15/20/25/30% chance to explode for increased damage."
 m.. Crypt Fever - "Diseases caused by you or your Ghouls also reduce an
enemy's attributes by 5/10/15% per disease."
 n.. Ravenous Dead - "Increases the Strength of you and your ghouls by
1/2/3/4/5% and reduces the cooldown on Raise Dead by 30 sec."
 o.. Pestilence - "When an enemy that grants experience or honor dies while
suffering from one of your diseases, its corpse has a 10/20/30% chance of
producing 1/1-3/3-5 Blood Worms. Blood Worms attack your enemies, healing
you for the amount of damage they deal for 15 sec or until killed."
 p.. Sudden Doom - "Your Blood Strikes have a 4/8/12/16/20% chance to make
your next Death Coil consume no Runic Power if cast within 8 sec."
 q.. Scent of Blood - "After being struck by a ranged or melee critical
hit, you gain the Scent of Blood effect, causing your melee hits to steal
life from the enemy for the next 6 sec."
 r.. Improved Icebound Fortitude - "Increases the duration of your Icebound
Fortitude. In addition your Icebound Fortitude will dispel any damage over
time effects and replace them with heal over time effects."
Rogue spells/talents DO NOT EXIST YET. The oft-posted fake ones are not in
the DBC at all. The patch notes themselves note the exclusion of new rogue
skills

Warrior spells/talents:

 a.. Titan's Grip - Allows you to equip two-handed axes, maces and swords
in one hand, but you attack 28/26/24/22/20% slower then normal (fury)
 b.. Strength of Arms - Increases your Strength and total health by
1/2/3/4/5%. (arms)
 c.. Shockwave - "Sends a wave of force in front of the warrior, causing
${$m3/100*$AP} damage (based on attack power) and stunning all enemy targets
within 10 yards in a frontal cone for 4 sec. This ability causes a high
amount of threat." [20 rage, 45 sec cooldown] (prot)
 d.. Sword and Board - When your Devastate and Shield Slam abilities deal
damage they have a 2/4/6/8/10% chance of refreshing the cooldown of your
Shield Slam ability and reducing its cost by 100% for 5 sec. (prot)
 e.. Safeguard - ,"Reduces damage taken by the target of your Intervene
ability by 20/40/60% for 6 sec. In addition, your Charge, Intercept and
Intervene abilities have a 33%/66%/100% chance to remove all movement
impairing effects when used." (prot)
 f.. Trauma - "Your normal melee critical strikes increase the
effectiveness of Bleed effects on the target by 15/30% for 15 sec."
 g.. _Bladestorm - Instantly Whirlwind all nearby targets and for the next
4.5 sec you will perform a whirlwind attack every 1.5 seconds. While under
the effects of Bladestorm, you can move but cannot perform any other attacks
or abilities but you do not feel pity or remorse or fear and you cannot be
stopped unless killed. [25 rage, cooldown: 90 sec] (arms)
 h.. Stalwart Protector - You gain 1/2 rage every time you parry or dodge
an attack.
 i.. Furious Resolve - Reduces threat caused by attacks in Battle and
Berserker Stance by 4/7/10% and increases your total Stamina by 1/3/5%.
(fury)
 j.. Bull Rush - Increases the duration of the Stun effect of your Charge
and Intercept abilities by .4/.7/1 seconds. (arms)
 k.. Unrelenting Assault - Reduces the cooldown of your Overpower and
Revenge abilities by 1/2/3 seconds. (arms)
 l.. Bloodsurge - Your Bloodthirst critical hits have a 33/66/100% chance
of reducing the swing time of your next Slam by 100% for 5 sec. (fury)
 m.. Critical Block - Your successful blocks have a 10/20/30% chance to
block double the normal amount. (prot)
 n.. Shield Break (Level 75, 15 rage, 1m cooldown) - Break down the enemy's
defenses, disarming any shield they have equipped or reducing the chance the
enemy will block by 3% for 10 sec.
Talent Tree - http://www.war-tools.com/t52331.html

Mage spells/talents:

 a.. Arcane Barrage (Rank 3, Level 80, 610 mana, instant, 3 sec cooldown) -
Launches several missiles at the enemy target, causing 936-1145 Arcane
damage.
(Rank 1, 60, 335 mana, 385-470)
(Rank 2, 70, 405 mana, 709-866)

 a.. Burnout - Increases your spell critical damage bonus with all Fire
spells by 5/10/15/20/25% but every time you critical with a Fire spell you
lose an additional ?[internal entry blank]% of your total mana.
 b.. Chilled to the Bone - Increases the damage caused by your Frostbolt
and Ice Lance spells by 1/2/3/4/5% and reduces the movement speed of all
chilled targets by an additional 2/4/6/8/10%.
 c.. Deep Freeze - Stuns the target for 5 sec. Only usable on Frozen
targets. [30 sec cooldown]
 d.. Frostfire Bolt (Rank 1, Level 75) - "Launches a bolt of frostfire at
the enemy, causing 629-732 Fire damage, slowing movement speed by 40% and
causing an additional 57 Fire damage over 9 sec. If the target is more
vulnerable to Frost damage, this spell will cause Frost instead of Fire
damage."
 e.. Netherwind Presence - Gives your Arcane Missiles, Arcane Barrage,
Arcane Blast, Fireball, Frostbolt and Frostfire Bolt spells a 1/2/3/4/5%
chance to cause the next Arcane Blast, Fireball, Frostbolt or Frostfire Bolt
to be instant.
Despite the similar name and effect, this is not the same as the tier 2
bonus.

 a.. Food: Sweet Potato Pie (75), Strudel (79)
 b.. Water: Rain Water (74), Crystal Spring Water (78)
 c.. Gem: Mana Sapphire (77, 3412 mana)
Talent Tree - http://www.war-tools.com/t52325.html
Alternative Talent Tree - http://www.war-tools.com/t52314.html

Druid spells/talents

 a.. Living Seed - When you gain a critical effect from your Swiftmend,
Regrowth, Nourish or Healing Touch spell you have a 20/40/60/80/100% chance
to plant a Living Seed on the target for [broken]% of the amount healed. The
Living Seed will bloom when the target is next attacked. Lasts 15 sec.
 b.. Spark of Nature- "Increases the critical effect chance of your
Swiftmend and Nourish spells by 5/10/15%."
 c.. Improved Tree of Life- "Increases your Armor while in Tree of Life
Form by 120/240/360%, and increases the effect of your Bark's Blessing by
1/3/5%"
 d.. Nature's Fury - "Converts 2/4/6/8/10% of your bonus healing into bonus
spell damage. In addition, your Wrath and Starfire spells have a
20/40/60/80/100% chance of applying the Nature's Fury debuff on the target.
The Nature's Fury debuff increases Nature and Arcane damage done to the
target by 2%. Lasts 10 sec. Stacks up to 3 times."
 e.. Starfall (Rank 1, Level 80, 866 mana, instant, 3 min cooldown) - "You
summon a flurry of stars from the sky on all targets within 30 yards of the
caster, each doing 500 Arcane damage, and an additional 170 Arcane to all
nearby targets within 10 yards. Maximum 20 stars. Lasts 10 sec."
 f.. Infected Wounds - Your Shred, Maul and Mangle attacks have a
20/40/60/80/100% chance to cause an Infected Wound in the target. The
Infected Wound reduces the movement speed and casting speed of the target by
10%. Stacks up to 5 times. Lasts 12 sec.
 g.. Berserk - Removes all Stun, Fear, Snare and Movement Impairing Effects
and increases your energy regeneration rate by 100% while in Cat form, and
increases your total health by 20% while in Bear form. After the effect
ends, the health is lost. Effect lasts 20 seconds.
 h.. Flourish (Rank 1, Level 80, 450 mana, instant) - "Heals friendly party
or raid members within 10 yards of the target for 665 over 7 sec. The
healing is applied quickly at first, and slows down as the Flourish reaches
its full duration."
 i.. Improved Moonkin Form - "Your Moonkin Aura also causes affected
targets to have a 33/66/100% chance to gain 100% spell haste when they
critically hit with spells for [broken] seconds. This effect cannot occur
more than once every few seconds."
 j.. Replenish - "Your Rejuvenation and Flourish spells have a 4/7/10%
chance to restore 10 Energy, 4 Rage, [broken]% Mana or 10 Runic Power per
tick."
 k.. Typhoon - "You summon a violent Typhoon that does 745 Nature damage
when in contact with hostile targets, slowing their movement speed by
[broken]%. If hit twice from the same Typhoon, the enemy will be knocked
back 5 yards. Typhoon will travel 20 yards and last up to 8 sec."
 l.. Gale Winds - "Increases damage done by your Hurricane and Typhoon
spells by 25/50%, and increases the range of your Cyclone spell by 10/20%."
 m.. Defense Curl - "You have a 33/66/100% chance when critically struck
while in Bear Form, Dire Bear Form and Cat Form to increase your Agility and
Armor by 40% for 6 sec."
 n.. Owlkin Frenzy - "Attacks done to you while in Moonkin form have a
5/10/15% chance to cause you to go into a Frenzy, increasing your spell
haste by 25% and increasing your damage by 10%. Lasts 10 sec."
 o.. Eclipse - "When you critically hit with Starfire, you have a 20/40/60%
chance of increasing damage done by Wrath by 10%. When you critically hit
with Wrath, you have a 20/40/60% chance of increasing your critical strike
chance with Starfire by 10%. Effect lasts 12 sec."
 p.. Tree Form addition - "Your heals also grant friendly targets your
Bark's Blessing, increasing healing done to them by 25% of your total
Spirit. Bark's Blessing lasts 8 sec." - While it may seem identical to the
already present aura, note that it affects any friendly targets (vs only
party members), and may stack with the aura.
 q.. Nourish- "Heals a friendly target for 1550 to 1800. Heals for an
additional 387.5 to 450 if Rejuvenation is on the target."
Talent tree: http://www.war-tools.com/t52345.html

Shaman spells/talents

 a.. Due to the nature (internally: 0 mana cost, 0 cooldown) of these
spells, and the fact that there are no new shaman talents in the DBCs, it
may be that they are actually boss abilities.
 b.. Temporal Rift - Channels a temporal rift on an enemy target for $d.
While trapped in the rift, all damage done to the target is increased by
$s1%. In addition, for every 2000 damage done to a target affected by
Temporal Rift, 1 Shock Charge is generated.
 c.. (Unknown name) - Halts the passage of time, freezing all enemies
within $r1 in place for $d. This attack applies 5 Shock Charges to each
affected target
Priest spells/talents

 a.. Beauty of Health - Your Cleanse Disease spell now also cleanses
poison.
 b.. Dispersion (51pt shadow, 5m cooldown) - You disperse into pure shadow
energy, reducing all damage taken by 90%. You are unable to attack or cast
spells, but you regenerate 6% health and mana every 1 sec for 6 sec.
 c.. Persecution - Gives your Holy damage spells a 4/7/10% chance to
Incapacitate the target for 3 sec.
 d.. Nightmare (level 68, 1665 mana, instant) - "Assault the target's mind,
causing a powerful nightmare that deals 306 Shadow damage to all enemies
within 10 yards of the target. Lasts 8 sec." [note: it's 306 every second]
 e.. Rapture - "Causes your party members to gain mana equal to x/x/x/x/x%
of the healing done by your Greater Heal, Flash Heal and Penance spells."
[spell applies dummy aura - serverside script]
 f.. Divine Providence - "Increases the amount healed by Circle of Healing,
Binding Heal, Prayer of Healing and Prayer of Mending by 2/4/6/8/10%."
 g.. Guardian Spirit (51pt holy, instant, 3m cooldown) - "Calls upon a
guardian spirit to heal and watch over the friendly target. The spirit heals
the target for 624 every 2 sec, and also prevents the target from dying by
sacrificing itself. Lasts 10 sec."
 h.. Growing Pains - "Converts 4/8/12/16/20% of your bonus healing into
bonus spell damage. In addition, your Mind Flay has a 20/40/60/80/100%
chance to refresh the duration of your Shadow Word: Pain on the target."
 i.. Psychic Horror - "Causes your Psychic Scream spell to have a chance to
Fear the target in horror for 4 sec."
 j.. Improved Shadowform - "Your Fade ability now has a 50/100% chance to
remove all movement impairing effects when used while in Shadowform, and
gives you a 25/50% chance to avoid interruption caused by damage when
casting any Shadow spell while in Shadow form."
 k.. Serendipity - "If your Greater Heal or Flash Heal spells heal the
target for less than 50% of its intended effect, you have a 33/66/100%
chance to be refunded the mana cost of the spell. This effect has a 10
second cooldown."
 l.. Aspiration - "Reduces the cooldown of your Inner Focus, Power Infusion
and Pain Suppression spells by 10/20%."
 m.. Divine Aegis - "Critical heals create a protective shield on the
target, absorbing 20/40/60% of the amount healed. Lasts 12 sec."
 n.. Grace - "Your Flash Heal, Greater Heal, and Penance spells bless the
target with Grace, reducing damage done to the target by 1/2/3%, and
increasing healing done to the target by 1/2/3%. This effect will stack up
to 3 times."
 o.. Dark Spirit - "Increases your Shadow damage by up to 10/20/30% of your
total Spirit."
 p.. Test of Faith - "Increases healing by 5/10/15% and spell critical
effect chance by 4/7/10% on friendly targets at or below 50% health."
 q.. Divine Hymn (instant, 10m cooldown) - "You recite a holy hymn,
granting your party protection from attackers. Any attacks done to you or
your party will cause the attacker to be afflicted by sleep for 20 sec.
Divine Hymn will last 10 sec."
 r.. Mind Sear (level 75, instant, 545 mana) - "Causes an explosion of
shadow magic around the enemy target, causing 481-519 Shadow damage every 1
sec for 5 sec to all targets within 10 yards."
Warlock spells/talents

 a.. Everlasting Affliction - Your Corruption, Siphon Life and Seed of
Corruption spells gain an additional 4/8/12/16/20% of your bonus spell
damage effects, and your Drain Life and Shadow Bolt spells have a
20/40/60/80/100% chance to reset the duration of your Corruption spell on
the target.
 b.. Atrocity - "You devastate the area, causing Corruption (Rank 8) to all
targets within 15 yards. In addition, your Corruption spell will do 434
Shadow damage to the target when it finishes its duration."
 c.. Love Struck - "While the Succubus is active, physical attacks done to
you or your Succubus have a chance to heal you or your Succubus instead of
doing damage. The healing caused by Love Struck will not exceed 50% of the
Warlock or Succubus' total health. This effect has a 6 second cooldown."
 d.. Demonic Pact - Increases your Spirit by 1/2/3/4/5% while your Demon is
active. In addition, your pet attacks have a 7/14/21/28/35% chance to
increase your party's total Health and Damage by 1%. Stacks up to 3 times.
Lasts 10 sec.
 e.. Metamorphosis - "You transform into a Demon, with full health and
mana. While in Demon Form, you gain Demonic abilities and your armor is
increased to 360%, but your pet no longer is summoned."
 f.. When leaving Demon Form, your health and mana is returned back to
normal and your pet is re-summoned. Lasts 45 sec. [5 min cooldown]
 g.. Eternal Flames - Your Searing Pain and Incinerate spells have a
20/40/60/80/100% chance to refresh the duration of your Immolate spell on
the target, and increases the critical strike damage of your Destruction
spells by an additional 2/4/6/8/10%.
 h.. Decimate - Your next Shadow or Fire spell is instant cast, and does
damage in the form of Chaos damage, ignoring all resistances, absorption,
and immunity mechanics. After the end of the Decimated cast, you become
exhausted, disabling you from casting a spell of the same school for 3 sec.
 i.. Haunt (Rank 1, Level 80, 650 mana, 30 sec cooldown) - You send a
corrupted soul into the target, doing 800 damage over 2 sec. Haunt will
continue to travel between targets who suffer from your Corruption spell.
After traveling from up to three targets, the corrupted soul will return to
you, healing you for 50% of the total damage done.
 j.. Empowered Imp- Increases the damage done by your Imp by 5/10/15%, and
all critical hits done by your Imp have a 20/40/60% chance to increase your
spell critical hit chance by 100%. This effect lasts 8 sec.
 k.. Molten Core - Your Shadow spells and damage over time effects have a
4/7/10% chance to increase the damage of your Fire spells by 10% for 6 sec.
 l.. Backdraft - Increases the critical chance of your Conflagrate,
Immolate and Shadowflame spells by 4/7/10%.
 m.. Torture - After you critically strike with a Shadow spell, your next
Searing Pain or Immolate spells have a [broken]% chance to become instant
cast. This ability has a 20 second cooldown.
 n.. Eradication - Your Corruption, Siphon Life, and Curse of Agony ticks
have a 5/10/15% chance to increase your spell casting speed by [broken]% for
8 sec. This effect has a 10 second cooldown.
 o.. Fel Synergy - Your Summoned Demons share an additional 5/10% of your
Armor, Intellect and Stamina, and you have a 50/100% chance to heal your pet
for 15% of the amount of damage done by you.
 p.. Demonic Empathy - When you or your pet is critically hit, the other
has a 33/66/100% chance to have their casting or attack speed increased by
30% for 8 sec.
 q.. Shadowflame (Rank 1, Level 75, 745 mana, instant, 15 sec cooldown) -
Targets in a cone in front of the caster take 934-1020 Shadow damage and an
additional 492 Fire damage over 8 sec.
Warlock Talent tree: http://www.war-tools.com/t52431.html

Paladin

 a.. Martyr - "Redirect all harmful spells directed at friendly targets to
yourself for $d."
Unsure

 a.. Mark of Divinity - "Marks the target with Divinity, causing 30% of all
of your healing to also heal the target." (possibly priest or dk)

--------------------------------------------------------------------------------

Professions
Enchanting

 a.. Enchant Cloak - Haste: "Permanently enchant a cloak to increase haste
rating by 20. Requires a level 60 or higher item."
 b.. Enchant Cloak - Wisdom: "Permanently enchant a cloak to reduce threat
slightly and increase Spirit by 10. Requires a level 60 or higher item."
 c.. Enchant Cloak - Mighty Armor: "Permanently enchant a cloak to give 225
additional armor. Requires a level 60 or higher item."
 d.. Enchant Cloak - Superior Shadow Resistance: "Permanently enchant a
cloak to increase Shadow resistance by 20. Requires a level 60 or higher
item."
 e.. Enchant Cloak - Titanweave: "Permanently enchant a cloak to increase
defense rating by 16. Requires a level 60 or higher item."
 f.. Enchant Cloak - Spell Piercing: "Permanently enchant a cloak to
increase spell penetration by 35. Requires a level 60 or higher item."
 g.. Enchant Cloak - Superior Agility: "Permanently enchant a cloak to
increase Agility by 16. Requires a level 60 or higher item."
 h.. Enchant Cloak - Superior Fire Resistance: "Permanently enchant a cloak
to increase Fire resistance by 20. Requires a level 60 or higher item."
 i.. Enchant Cloak - Shadow Armor: "Permanently enchant a cloak to increase
stealth slightly and increase Agility by 10. Requires a level 60 or higher
item."
 j.. Enchant Cloak - Superior Arcane Resistance: "Permanently enchant a
cloak to increase Arcane resistance by 20. Requires a level 60 or higher
item."
 k.. Enchant Cloak - Superior Frost Resistance: "Permanently enchant a
cloak to increase Frost resistance by 20. Requires a level 60 or higher
item."
 l.. Enchant Cloak - Superior Fire Resistance: "Permanently enchant a cloak
to increase Fire resistance by 20. Requires a level 60 or higher item."
 m.. Enchant Cloak - Superior Nature Resistance: "Permanently enchant a
cloak to increase Nature resistance by 20. Requires a level 60 or higher
item."
 a.. Enchant Chest - Exceptional Health: "Permanently enchant chest armor
to increase health by 275. Requires a level 60 or higher item."
 b.. Enchant Chest - Greater Defense: "Permanently enchant chest armor to
increase defense rating by 16. Requires a level 60 or higher item."
 c.. Enchant Chest - Exceptional Resilience: "Permanently enchant chest
armor to increase resilience rating by 20. Requires a level 60 or higher
item."
 d.. Enchant Chest - Greater Mana Restoration: "Permanently enchant chest
armor to restore 8 mana every 5 seconds. Requires a level 60 or higher
item."
 a.. Enchant Boots - Tuskar's Vitality: "Permanently enchant boots to give
a minor movement speed increase and 15 Stamina. Requires a level 60 or
higher level item."
 b.. Enchant Boots - Greater Fortitude: "Permanently enchant boots to
increase Stamina by 22. Requires a level 60 or higher item."
 c.. Enchant Boots - Greater Vitality: "Permanently enchant boots to
restore 6 mana and health every 5 seconds. Requires a level 60 or higher
item."
 d.. Enchant Boots - Superior Agility: "Permanently enchant boots to
increase Agility by 16. Requires a level 60 or higher item."
 e.. Enchant Boots - Greater Spirit: "Permanently enchant boots to increase
Spirit by 18. Requires a level 60 or higher item."
 f.. Enchant Boots - Icewalker: "Permanently enchant boots to increase
snare and root resistance by 5% and increase Stamina by 15. Requires a level
60 or higher level item."
 a.. Enchant Bracers - Greater Assault: "Permanently enchant bracers to
increase attack power by 38. Requires a level 60 or higher item."
 b.. Enchant Bracers - Major Spirit: "Permanently enchant bracers to
increase Spirit by 18. Requires a level 60 or higher item."
 c.. Enchant Bracers - Expertise: "Permanently enchant bracers to increase
expertise rating by 15. Requires a level 60 or higher item."
 d.. Enchant Bracers - Exceptional Intellect: "Permanently enchant bracers
to add +16 intellect. Requires a level 60 or higher item."
 e.. Enchant Bracers - Exceptional Intellect: "Permanently enchant bracers
to add +16 intellect. Requires a level 60 or higher item."
 f.. Enchant Bracers - Major Healing: "Permanently enchant bracers to
increase healing by 46 and spell damage by 16. Requires a level 60 or higher
item."
 g.. Enchant Bracers - Greater Spellpower: "Permanently enchant bracers to
increase damage and healing from spells by 20. Requires a level 60 or higher
item."
 h.. Enchant Bracer - Major Stamina: "Permanently enchant bracers to
increase Stamina by 16. Requires a level 60 or higher item."
 a.. Enchant Gloves - Greater Assault: "Permanently enchant gloves to add
32 attack power. Requires a level 60 or higher item."
 b.. Enchant Gloves - Exceptional Spellpower: "Permanently enchant gloves
to increase your spell damage by up to 28. Requires a level 60 or higher
item."
 c.. Enchant Gloves - Exceptional Healing: "Permanently enchant gloves to
increase healing by up to 44 and spell damage by up to 15. Requires a level
60 or higher item."
 d.. Enchant Gloves - Major Agility: "Permanently enchant boots to increase
your agility by 20. Requires a level 60 or higher item."
 e.. Enchant Gloves - Gatherer: "Permanently enchant gloves to increase
Herbalism, Mining, and Skinning by 5. Requires a level 60 or higher item."
 f.. Enchant Gloves - Expertise: "Permanently enchant gloves to increase
expertise rating by 15. Requires a level 60 or higher item."
 g.. Enchant Gloves - Greater Spell Strike: "Permanently enchant gloves to
increase spell hit rating by 20. Requires a level 60 or higher item."
 h.. Enchant Gloves - Greater Blasting: "Permanently enchant gloves to
increase your spell critical rating by up to 16. Requires a level 60 or
higher item."
 a.. Enchant Shield - Exceptional Stamina: "Permanently enchant a shield to
increase Stamina by 22. Requires a level 60 or higher item."
 b.. Enchant Shield - Defense: "Permanently enchant a shield to increase
defense rating by 20. Requires a level 60 or higher item."
 a.. Enchant Weapon - Lifeward: "Permanently enchant a melee weapon to
sometimes heal you. Requires a level 60 or higher item."
 b.. Enchant Weapon - Scourgebane: "Permanently enchant a melee weapon to
increase attack power by $44594s1 against Undead. Requires a level 60 or
higher item."
 c.. Enchant Weapon - Exceptional Spellpower: "Permanently enchant a melee
weapon to increase spell damage and healing by up to 55. Requires a level 60
or higher item."
 d.. Enchant Weapon - Greater Savagery: "Permanently enchant a melee weapon
to increase attack power by 90. Requires a level 60 or higher item."
 e.. Enchant Weapon - Exceptional Healing: "Permanently enchant a melee
weapon to increase healing by up to 101 and spell damage by up to 34.
Requires a level 60 or higher item."
 f.. Enchant Weapon - Exceptional Agility: "Permanently enchant a melee
weapon to increase Agility by 26. Requires a level 60 or higher item."
 g.. Enchant Weapon - Exceptional Striking: "Permanently enchant a melee
weapon to do 10 additional points of damage. Requires a level 60 or higher
item."
 h.. Enchant Weapon - Exceptional Intellect: "Permanently enchant a melee
weapon to increase Intellect by 45. Requires a level 60 or higher item."
 i.. Enchant Weapon - Exceptional Spirit: "Permanently enchant a melee
weapon to increase Spirit by 45. Requires a level 60 or higher item."
 j.. Enchant Weapon - Icebreake: "Permanently enchant a Melee Weapon to
sometimes inflict Fire damage. Requires a level 60 or higher item."
 k.. Enchant Weapon - Deathfrost: "Permanently enchant a weapon so your
damaging spells and melee weapon hits occasionally inflict an additional 150
Frost damage and reduce the target's melee, ranged, and casting speed by 15%
for 8 sec. Requires a level 60 or higher item."
 l.. Enchant Weapon - Giant Slayer: "Permanently enchant a melee weapon to
have a chance of reducing movement speed and doing additional damage against
Giants. Requires a level 60 or higher item."
 a.. Enchant Ring - Greater Spellpower: "Permanently enchant a ring to
increase spell damage and healing by up to 23. Only the Enchanter's rings
can be enchanted, and enchanting a ring will cause it to become soulbound."
 b.. Enchant Ring - Haste: "Permanently enchant a ring to increase haste
rating by 20. Only the Enchanter's rings can be enchanted, and enchanting a
ring will cause it to become soulbound."
 c.. Enchant Ring - Greater Healing Power: "Permanently enchant a ring to
increase healing by up to 44 and spell damage by up to 15. Only the
Enchanter's rings can be enchanted, and enchanting a ring will cause it to
become soulbound."
 d.. Enchant Ring - Assault: "Permanently enchant a ring to increase attack
power by 40. Only the Enchanter's rings can be enchanted, and enchanting a
ring will cause it to become soulbound."
 a.. Enchanted White Wand: "Creates an enchanted white wand."
 b.. Enchanted Crimson Wand: "Creates an enchanted crimson wand."
 a.. Exceptional Mana Oil: "While applied to target weapon it restores 19
mana to the caster every 5 seconds. Lasts for 1 hour."
 b.. Exceptional Wizard Oil: "While applied to target weapon it increases
spell damage by up to 56. Lasts for 1 hour."
Mining

 a.. Smelt Froststeel : "Allows the miner to smelt 3 azurite bars and an
eternal water into a froststeel bar. Requires a forge."
 b.. Smelt Hardened Azurite : "Allows the miner to smelt 10 azurite bars
into a hardened azurite bar. Requires a forge."
 c.. Smelt Azurite : "Allows the miner to smelt azurite ore into an azurite
bar. Requires a forge."
 d.. Smelt Saronite : "Allows the miner to smelt 10 saronite ore into a
saronite bar. Requires a forge."
 e.. Smelt Titansteel : "Allows the miner to smelt a saronite bar and
titanium ore into a titansteel bar. Requires a forge."
 f.. Smelt Cobalt : "Allows the miner to smelt cobalt ore into a cobalt
bar. Requires a forge."

--------------------------------------------------------------------------------
Jonny Barr - 21 May 2008 09:18 GMT
Thanks
Blackheart - US - PvP - 21 May 2008 09:34 GMT
" m.. Torture - After you critically strike with a Shadow spell, your
next
Searing Pain or Immolate spells have a [broken]% chance to become
instant
cast. This ability has a 20 second cooldown. "

read that closely...
steve.kaye - 21 May 2008 16:01 GMT
> Death Knights
> Gnome female -http://img142.imageshack.us/img142/8048/testzq9.jpg

I think that there should be some restriction put in place where you
can't have a death knight with pink pig tails.  :P

steve.kaye

p.s. It goes without saying that there should be some restriction put
in place where you can't play gnomes
p.p.s .... or dwarves
p.p.p.s .... or night elves
p.p.p.p.s .... or draenai - it looks like I don't like most of the
alliance races  :)
djarvinen@gmail.com - 21 May 2008 18:01 GMT
> > Death Knights
> > Gnome female -http://img142.imageshack.us/img142/8048/testzq9.jpg

That just looks... wrong.
lcpltom - 21 May 2008 18:39 GMT
On May 21, 1:01 pm, "djarvi...@gmail.com" <djarvi...@gmail.com> wrote:

> > > Death Knights
> > > Gnome female -http://img142.imageshack.us/img142/8048/testzq9.jpg
>
> That just looks... wrong.

On the official site, the monthly comic contest recently featured a
comic depicting gnomes gaining the druid class as an option.  The
panel starts with a female gnome druid, with requisite pink pigtails,
in druid garb.  The next shows a cutsey version of the night elf druid
cat form.  From here, we see the gnome druid tree of life form as a
pink flower, and the gnome druid bear form as a care bear.

Its worth checking out if you can.
Catriona R - 21 May 2008 20:46 GMT
>On May 21, 1:01 pm, "djarvi...@gmail.com" <djarvi...@gmail.com> wrote:
>>
[quoted text clipped - 11 lines]
>
>Its worth checking out if you can.

Haha I had to check that out, I love it :-D
http://www.worldofwarcraft.com/community/comics/gallery.html#206 seems it
(hopefully that works!), I missed that completely as I usually only check
the european site, great one!
Signature

EU-Draenor:
Balgair - Human Rogue (lvl 70)
Naomh - Draenei Priest (lvl 70)
Sagart - Undead Priest (lvl 70)
Rosad - Human Warlock (lvl 70)
Sealgair - Dwarf Hunter (lvl 70)
Eilnich - Blood Elf Warlock (lvl 70)
Beag - Dwarf Paladin (lvl 60)

ald - 22 May 2008 19:23 GMT
>>On May 21, 1:01 pm, "djarvi...@gmail.com" <djarvi...@gmail.com> wrote:
>>>
[quoted text clipped - 16 lines]
>(hopefully that works!), I missed that completely as I usually only check
>the european site, great one!

Got to agree, and thanks for the link :-)

ald
reply via email to ald_007_1999 at yahoo dot com
lcpltom - 21 May 2008 12:41 GMT
> http://wotlk.wikidot.com/
>
[quoted text clipped - 13 lines]
> Eilnich - Blood Elf Warlock (lvl 70)
> Beag - Dwarf Paladin (lvl 60)

I just saw this stuff myself.  Of course, I went right to the warlock
section.

I have to say my overall favorite warlock spell/talent would have to
be demon form.  That just sounds like so much fun.

Too bad there is no mention of a new summonable pet.  But its just
alpha information and I expect a lot of the really cool changes to be
nerfed to oblivion or deleted before they are finalized.
lcpltom - 21 May 2008 15:19 GMT
About the Death Knights...

They say a death knight can be of any race.  It would be kind of cool
if they included currently unplayable races with a choice of which
faction to join, or possibly aligned to a specific faction.  This
would be a great way of increasing the number of playable races
without having to go and design a whole bunch of new starting zones
for those races.

Especially some of the races that no longer have a central home, like
the few remaining high elves.  They lost Silvermoon to the blood
elves, and their remaning population is scattered all around Azeroth.
Make death knights able to choose high elf as a race, with their
faction automatically being set to Alliance.  Or maybe have goblin
death knights, given the choice to join alliance or horde during
character creation (or forced to one faction if its on a PvP server
you already have characters on).

Blizzard did say any race could become corrupted enough to become a
death knight, this would be an interesting way of implementing that
comment.
colemanj4 - 21 May 2008 16:22 GMT
> About the Death Knights...
>
[quoted text clipped - 17 lines]
> death knight, this would be an interesting way of implementing that
> comment.

I always thought High Elves was synonomis (sp?) with Blood Elves...
lcpltom - 21 May 2008 17:24 GMT
> > About the Death Knights...
>
[quoted text clipped - 19 lines]
>
> I always thought High Elves was synonomis (sp?) with Blood Elves...

Not entirely.  Blood elves are high elves that followed Kael after
Arthas destroyed the Sunwell.  Kael was looking into siphoning off
demon energies to feed his peoples addiction to magic.  Most of the
high elves were OK with this and followed him, becoming the blood
elves.  The elves who didn't follow Kael stayed the high elves.  High
elves are very few in number and are looking for alternative sources
of magic, or in some cases attempting to quit magic all together.

Beyond that, high elves are factioned with the alliance, while blood
elves are factioned with the horde.
Brian Westley - 21 May 2008 20:56 GMT
>About the Death Knights...

>They say a death knight can be of any race.  It would be kind of cool
>if they included currently unplayable races with a choice of which
>faction to join, or possibly aligned to a specific faction.

Murloc Death Knights
Racial advantage: 100% swim speed, can breathe underwater
Disadvantage: cannot communicate with Horde or Alliance

---
Merlyn LeRoy
Pete B - 22 May 2008 01:29 GMT
> >About the Death Knights...
>
[quoted text clipped - 5 lines]
> Racial advantage: 100% swim speed, can breathe underwater
> Disadvantage: cannot communicate with Horde or Alliance

I like that :)
Jarre@spamless.com - 22 May 2008 01:45 GMT
Murloc char would be way too OP ;).
lcpltom - 22 May 2008 12:53 GMT
> >About the Death Knights...
> >They say a death knight can be of any race.  It would be kind of cool
[quoted text clipped - 7 lines]
> ---
> Merlyn LeRoy

You forgot the ability to summon the aid of other murlocs who don't
appear to be anywhere nearby, but come to help anyway.
ald - 22 May 2008 19:26 GMT
>>About the Death Knights...
>
[quoted text clipped - 8 lines]
>---
>Merlyn LeRoy

Oh, they can communicate, "Arrrroooowl!" ;-)

ald
reply via email to ald_007_1999 at yahoo dot com
djarvinen@gmail.com - 22 May 2008 19:27 GMT
> >About the Death Knights...
> >They say a death knight can be of any race.  It would be kind of cool
[quoted text clipped - 4 lines]
> Racial advantage: 100% swim speed, can breathe underwater
> Disadvantage: cannot communicate with Horde or Alliance

Disadvantage #2: all members in a group in which they are a member
suffer from -50 spirit
Disadvantage #3: when they die, there is a 20 second cut scene which
occurs before they can rez in which they exhibit various forms of
melodramatic death.
mark.ratner@gmail.com - 22 May 2008 19:49 GMT
yeah wtf is up with fel armor boosts mana regen and a talent to boost
spell dmg based on spirit? Sooo are they trying to make all pre-wrath
lock gear totally obselete?  Lock gear has 0 mp5 or spirit.  Sounds
like crap to me.  Now if they made the fel armor boost the amount of
mana gained from mana gaining spells/effects/talents like life tap/
dark pact/mana pots/shadow priests/bowisdom/mana totems by a certain
percentage THEN we are talking.
My vote:
Fel armor- boost dmg by 120 or whatever, and boost mana gained from
mana gaining events by x%
demon armor- boost armor by x amt and boost healing done by spells/
effects by x%

i think that sounds more like a deal... then I might switch between
the two... while i will be being able to gain more life than i
actually drain from a target as i do now.

Also it's crap that they removed the shadow resist from demon armor.
lcpltom - 22 May 2008 20:23 GMT
On May 22, 2:49 pm, mark.rat...@gmail.com wrote:
> yeah wtf is up with fel armor boosts mana regen and a talent to boost
> spell dmg based on spirit? Sooo are they trying to make all pre-wrath
[quoted text clipped - 14 lines]
>
> Also it's crap that they removed the shadow resist from demon armor.

I wouldn't say all warlock gear is devoid of spirit, the Dungeon Set 1
gear for warlocks, if I remember correctly, was loaded with spirit.

Perhaps we'll see a change in warlock gear in WotLK.  Perhaps we'll
start seeing more spirit on gear.  Perhaps this is all in preparation
of finally implementing the Life Tap nerf everyone was up in arms
over.  Nerf life tap, make spirit and mana regen more important for
locks.  Basically, make them mages with different spells.  All that to
make up for a nerf that is PvP based with huge PvE consequences.

As for the shadow resist, that was what, 10 points of shadow resist?
Not a whole lot of mobs out there that do shadow damage, and that 10
points is hardly a drop in the bucket and wouldn't provide you with
much protection.  Beyond that, we still have shadow ward, which would
be nice if they included some new ranks and scaled it better in the
expansion.  I'd take an improved shadow ward over 10 points of shadow
resistance any day.
PV - 22 May 2008 22:30 GMT
>I wouldn't say all warlock gear is devoid of spirit, the Dungeon Set 1
>gear for warlocks, if I remember correctly, was loaded with spirit.

And that's why that set blew donkeys. *
Signature

* PV   something like badgers--something like lizards--and something
      like corkscrews.

djarvinen@gmail.com - 22 May 2008 22:50 GMT
> >I wouldn't say all warlock gear is devoid of spirit, the Dungeon Set 1
> >gear for warlocks, if I remember correctly, was loaded with spirit.
>
> And that's why that set blew donkeys. *

*blinded by 'bad' images...*
Miikka - 27 May 2008 15:00 GMT
> Perhaps we'll see a change in warlock gear in WotLK.  Perhaps we'll
> start seeing more spirit on gear.  Perhaps this is all in preparation
> of finally implementing the Life Tap nerf everyone was up in arms
> over.  Nerf life tap, make spirit and mana regen more important for
> locks.  Basically, make them mages with different spells.  All that to
> make up for a nerf that is PvP based with huge PvE consequences.

Well Blizzard has said that they are trying to homogenize the gear
differences between classes a bit to lessen the amount of drops that
no one else wants. (That and I think long ago someone from Bliz said
that they want to emphasize spirit more, like they did with Stamina
in WotLK) So most likely Warlocks too will get more out fo spirit in
WotLK, what remains to be seen is what they will do to life tap. :)
(Though if the class stays playable and different from other caster
classes, I don't mind even if they do nerf it)

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neithskye - 21 May 2008 15:20 GMT
> Info apparently leaked from the alpha test (much spoilers), take with a
> pinch of salt but the talents etc certainly sound interesting!

Wow, one whole new spell for the Paladin!

--
Jill
Catriona R - 21 May 2008 15:39 GMT
>> Info apparently leaked from the alpha test (much spoilers), take with a
>> pinch of salt but the talents etc certainly sound interesting!
>
>Wow, one whole new spell for the Paladin!

Although the "unsure" one:

Mark of Divinity - "Marks the target with Divinity, causing 30% of all of
your healing to also heal the target." (possibly priest or dk)

Divinity sounds very like a paladin to me. Guess we'll see though. And
there's plenty more to follow I imagine. I love the sound of some of the
priest talents but it's going to be tricky picking a build, as clearly some
will be deep disc and some deep holy, having to pick one or the other will
be a lot tougher than it is now, where nothing deep in disc appeals much
anyway!
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ave - 21 May 2008 15:47 GMT
> be a lot tougher than it is now, where nothing deep in disc appeals much
> anyway!

oohhhh, don't start that again! ;)

ave
Catriona R - 21 May 2008 15:59 GMT
>> be a lot tougher than it is now, where nothing deep in disc appeals much
>> anyway!
>
>oohhhh, don't start that again! ;)

Lol I'm just giving my personal opinion on what suits me :-P Depending what
ends up in what tree come WotLK I may end up disc, but we'll see, as I like
holy a lot (or rather, holy/disc mix to get maximum benefit from spirit).
But until there's actual talent trees and abilities it'll be hard to know
for sure what affects what to come up with a proper build anyway, this is
just tasters currently.

Some things sound very nice though - the one about getting mana refunded if
your heal doesn't heal at least 50% of the intended value seems a very very
nice pvp one given all the damn mortal strike wound poison aimed shot etc
etc effects there are (and I just bet more get added) - I spend so much
time oom from trying to keep people alive when that happens so anything
that helps there is a bonus.
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neithskye - 21 May 2008 16:34 GMT
On May 21, 10:59 am, Catriona R <catrionarNOS...@totalise.co.uk>
wrote:

> Some things sound very nice though - the one about getting mana refunded if
> your heal doesn't heal at least 50% of the intended value seems a very very
> nice pvp one given all the damn mortal strike wound poison aimed shot etc
> etc effects there are (and I just bet more get added) - I spend so much
> time oom from trying to keep people alive when that happens so anything
> that helps there is a bonus.

IMO, give this skill to Paladins - Priests already have superior mana
regeneration, especially since the Spirit buff, and a Shadowfiend to
boot. Paladins have no Mp5 on PvP gear, and no way to regenerate mana
once it's gone - once a Priest decides to Mana Burn you, you're
boinked, especially if you're in a BG with no place to LoS, and since
you have one stun with a 50% resist rate and a 60-second cooldown, you
can't even stop the Priest. Paladins are the ones who need mana help,
not Priests. But I suppose we met our one-new-spell-for-WotLK with
Martyr.

--
Jill
Catriona R - 21 May 2008 17:24 GMT
>On May 21, 10:59 am, Catriona R <catrionarNOS...@totalise.co.uk>
>wrote:
[quoted text clipped - 15 lines]
>not Priests. But I suppose we met our one-new-spell-for-WotLK with
>Martyr.

I was under the impression paladins got mana back from crits or something?
I was sure they had virtually zero mana issues from normal healing without
manaburns being involved. Priests on the other hand... I go oom in no time
even without getting manaburned, I have zero spirit on my pvp gear (so all
those spirit changes make no difference whatsoever) and not very much mp5
on it either.  PVEwise, sure, I can accept paladins needing it more than
priests, but priest pvp gear simply is not itemised for regen.

Oh and my experience is if someone decides to manaburn me there's nothing I
can do about it either... evidently I'm not skilled enough yet as I always
get destroyed by other priests unless I get in first.
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neithskye - 21 May 2008 18:08 GMT
On May 21, 12:24 pm, Catriona R <catrionarNOS...@totalise.co.uk>
wrote:

> I was under the impression paladins got mana back from crits or something?
> I was sure they had virtually zero mana issues from normal healing without
> manaburns being involved.

We have a talent in the holy tree called Illumination. At 5/5, after a
heal crit, it gives you a 100% chance to gain mana equal to 60% of the
base cost of the spell. It used to be 100% until Blizzard nerfed the
talent in patch 2.1, changing the percentage from 100% to 50%. At some
point it was restored to 60%. Now, since the Spirit buff and the fact
that Paladins are still dealing with a nerfed Illumination, the
Priests in my guild have better mana efficiency than I do. Except I
still don't have group heals or heals over time.

Spell crit is kinda "buggy" - my Paladin has a 25% crit chance, yet
can cast 10 heals in a row, and not have any of them crit. So he gems
for Mp5 in PvE, rather than spell crit.

And obviously in PvP I can regenerate mana by heal crits if I don't
have mana to cast any heals.

> Oh and my experience is if someone decides to manaburn me there's nothing I
> can do about it either... evidently I'm not skilled enough yet as I always
> get destroyed by other priests unless I get in first.

Yup, but at least you can hurt them back.

--
Jill
Catriona R - 21 May 2008 20:41 GMT
>On May 21, 12:24 pm, Catriona R <catrionarNOS...@totalise.co.uk>
>wrote:
[quoted text clipped - 15 lines]
>can cast 10 heals in a row, and not have any of them crit. So he gems
>for Mp5 in PvE, rather than spell crit.

Makes sense, but at least you have that chance to get mana back. Priests
rely on spirit and a 5 mins cd skill for regen, and spirit is not on our
pvp gear *at all*, so...  while I'm not saying you guys don't need help, we
do as well in pvp mode! :-) And anyway, paladin talents clearly aren't
available yet so chances are you will get something too.

>> Oh and my experience is if someone decides to manaburn me there's nothing I
>> can do about it either... evidently I'm not skilled enough yet as I always
>> get destroyed by other priests unless I get in first.
>
>Yup, but at least you can hurt them back.

I dunno... often the first I even know that there's another priest nearby
in a fight is when I hear the manaburn noise and realise I'm oom. If I get
in first I can hurt them, yeah, but then usually there's about 3 healers
anyway so which do I manaburn, considering that manaburning them also
effectively manaburns myself for about 50% of what I drain from them... and
I'm usually also trying to heal the people around me at the same time and
keep myself alive too. Argh! ;-)
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BombayMix - 22 May 2008 14:26 GMT
> On Wed, 21 May 2008 10:08:15 -0700 (PDT), neithskye
>
[quoted text clipped - 38 lines]
> I'm usually also trying to heal the people around me at the same time and
> keep myself alive too. Argh! ;-)

<Resurfaces from lurking>

I'm very happy with the priest talent/spell list. Some nice instance
shadow damage spell, something shadowpriest lack. The list of holy
talents all look very useful. Interesting they are getting DPS buffs
and more mana efficient talents. Hopefully not too much to make
shadowpriests unwanted! >.<

<Goes back to lurking>
lcpltom - 22 May 2008 17:31 GMT
Checking out the wiki today produces some more interesting notes,
changes to existing abilities.

Again, being the crazy warlock lover that I am, I scrolled past all
the other classes so I could look at the changes to warlocks.  As
follows:

   * Demon Skin/Armor now increase healing on the Warlock by 20%
instead of giving health regeneration.
   * Demon Armor no longer increases Shadow Resistance.

I thought the above 2 were really stupid and pointless changes.  I
never see warlocks using demon armor anymore, and adding the 20% to
healing makes it very similar to fel armor.  Then I read the next one.

   * Fel Armor now allows 30% of your mana regeneration to continue
while casting, but no longer increasing the effects of healing you
receive.

Sometimes I wonder if the devs remember how they designed the warlock
class to begin with.  First there was the averted Life Tap Nerf,
followed by this.  All you warlocks, raise your hand if you even know
what your mana regeneration rate is.  The current implementation of
Fel Armor is perfect, especially for drain tanking warlocks.
Increased spell damage means more life returned by Siphon Life and
Drain Life, and the bonus to healing recieved increases that even
more.

   * Howl of Terror now has a percentage of base mana cost instead of
fixed cost.

No real complaint there, helps put warlock fears into check.

   * Cataclysm now increases the chance to hit of your destruction
spells by 1/2/3/4/5%.

Finally a spell hit talent in destruction, too bad its not up to 10%
like the affliction talent.

   * Improved Shadow Bolt's damage increase reduced to 3/6/9/12/15%.

Ack, still a useful talent but definitely a nerf for all shadow
focused warlocks and the shadow priests who depend on them.

   * Soul Siphon now affects Drain Soul as well.

This one I don't understand, as the way Soul Siphon works now is that
it increases the healing recieved by Drain Life based on the number of
affliction spells on the target.  It doesn't increase the damage done
by the spell.  So what effect does Soul Siphon have on Drain Soul,
since Drain Soul only does a small amount of damage and gives you a
soulshard should the target die, and mana if you have the right
talent.  Does it increase the mana gained if you have the Imp DS
talent?  Or does it possibly award multiple soulshards?

   * Pyroclasm now also works with Conflagrate.

I honestly don't even remember what Pyroclasm does.

   * Aftermath now has two ranks, giving a 5/10% chance to daze.

A change to a talent no one ever uses.

   * Improved Fire Bolt and Improved Lash of Pain have been combined
into the new talent Demonic Power. This talent takes the place of
Improved Fire Bolt.

Nice to see they did this, lets you boost 2 of your demons if you have
a destro focused build.  Remains to be seen how well it actually
works.

   * Fel Intellect and Fel Stamina have been combined into the new
talent Fel Vitality. This talent takes the place of Fel Intellect.

Fewer points to get the same effect is always good.

   * Improved Curse of Weakness, Dark Pact and Mana Feed have had
their tooltips clarified.

They were unclear to begin with?

   * Improved Succubus now reduces the chance your Succubus will have
her Seduction spell interrupted by 25/50/75%, but will no longer
increase the effects of Soothing Kiss and Lash of Pain.

A bit unclear as to what this means.  Since seduction can be broken
due to damage to the succubus or to the target, does this mean a
reduced chance of interuption due to damage to the succy, damage to
the target, or to both?  Both would obviously be perferred.  Helps
with some of those stupid people who don't pay attention to what they
are attacking when in a group.

   * Soul Link now only shares 15% of the damage taken, and no longer
increased damage dealt by the demon or it's master. Soul Link moved to
tier 3 of the Demonology tree.

Poor SL/SL warlocks will be lamenting over this, but putting it in
Tier 3 also makes it easier to get without having to devote a lot of
points into demo.

   * Master Demonologist: Imps now provide 1/2/3/4/5% fire damage and
fire crit, Voidwalker provides 2/4/6/8/10% damage reduction, Succubi
now provide 1/2/3/4/5% shadow damage and shadow crit, Felhunter now
provides 0.2 resistance per level and rank, Felguards will now provide
1/2/3/4/5% extra damage and damage reduction.

I'm not sure what the current implementation of this talent is.  I
thought the current imp buff is 20% threat reduction, and any other
threat reduction is missing from the demo tree right now.  Also
interesting here are crit bonuses affecting only 1 school of magic.
And the felguard's change from spell damage and resistance to spell
damage and damage reduction is a nice change for the felguard specced
locks as well.

   * Unstable Affliction's Silence effect reduced to 3 second
duration.

Meh.

   * Shadowfury's Stun effect now lasts 3 seconds.

Meh.

I know, these are alpha notes, and theres a good chance these won't
make it into the final release.  But still, 30% of your mana regen
while in combat, come on.
Catriona R - 22 May 2008 18:13 GMT
>Checking out the wiki today produces some more interesting notes,
>changes to existing abilities.
[quoted text clipped - 23 lines]
>Drain Life, and the bonus to healing recieved increases that even
>more.

Strikes me as a sensible change actually, nobody uses Demon Armour any
more, so these changes make it that there's a choice between them, rather
than just everybody using the same one. Also having healing received and
armour on the same one is great for pvp and draintanking, while regen and
spelldmg is great for groups. Sure the current fel armour is also good, but
I think making both useful is a nice change.

>    * Improved Shadow Bolt's damage increase reduced to 3/6/9/12/15%.
>
>Ack, still a useful talent but definitely a nerf for all shadow
>focused warlocks and the shadow priests who depend on them.

Aye, also a shame for affliction locks who take that and reduced cast time
on shadowbolts.

>    * Soul Siphon now affects Drain Soul as well.
>
[quoted text clipped - 6 lines]
>talent.  Does it increase the mana gained if you have the Imp DS
>talent?  Or does it possibly award multiple soulshards?

I was under the impression it increased the damage done *and* healing
received by drain life? The talent descriptions says "amount drained" which
sounds like both to me.

>    * Fel Intellect and Fel Stamina have been combined into the new
>talent Fel Vitality. This talent takes the place of Fel Intellect.
>
>Fewer points to get the same effect is always good.

Agreed, I'll likely be picking that one up now.

>    * Soul Link now only shares 15% of the damage taken, and no longer
>increased damage dealt by the demon or it's master. Soul Link moved to
[quoted text clipped - 3 lines]
>Tier 3 also makes it easier to get without having to devote a lot of
>points into demo.

Tier 3, hmm yeah that's going to be like 11 points? Can see myself picking
that up on my affliction lock then, even if I don't use it a huge amount.
Shame about the nerf but ah well, my sl/sl lock can go full demonology and
play with demon form instead, so I don't really mind, would've respecced
anyway ;-)

>    * Master Demonologist: Imps now provide 1/2/3/4/5% fire damage and
>fire crit, Voidwalker provides 2/4/6/8/10% damage reduction, Succubi
[quoted text clipped - 9 lines]
>damage and damage reduction is a nice change for the felguard specced
>locks as well.

Yep, imp is threat reduction, a shame to lose that part as it was handy for
groups, also succubus  was 10% shadow dmg and no crit. Interesting wording
on voidwalker, currently it's *physical* damage reduction, if it's now
*all* damage that's a pretty nice buff.

>I know, these are alpha notes, and theres a good chance these won't
>make it into the final release.  But still, 30% of your mana regen
>while in combat, come on.

I assume that's to go with the improvements to spirit recently... however
given that warlocks have no spirit on their gear and even have a talent to
reduce their spirit it seems a little doubtful. But things may well change.
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lcpltom - 22 May 2008 18:29 GMT
> >Checking out the wiki today produces some more interesting notes,
> >changes to existing abilities.
[quoted text clipped - 110 lines]
> Eilnich - Blood Elf Warlock (lvl 70)
> Beag - Dwarf Paladin (lvl 60)

I was always under the impression that Soul Siphon only increased
healing received and not damage done.  Not sure where I got that
impression from though.

As for demon armor, I still don't see it being used very much.  The
armor increase can't possibly provide a whole lot of damage
reduction.  Its something that has always bothered me about demon
armor, the damage mitigation provided by it seems to be pointless as
its so little.  I think my level 22 BE paladin wearing mostly greens
has a higher armor value than my 70 epic geared warlock with demon
armor on.  I don't know much about armor calculations and what effect
it has on reducing physical damage, but it seems to me that using fel
armor for the increased damage to take a melee target down faster
seems like the better alternative.
lcpltom - 22 May 2008 20:17 GMT
> > >Checking out the wiki today produces some more interesting notes,
> > >changes to existing abilities.
[quoted text clipped - 125 lines]
> armor for the increased damage to take a melee target down faster
> seems like the better alternative.

And, to add on the topic of Soul Siphon, Drain Soul does so little
damage as it is that most warlocks use Rank 1 to save the mana.
Unless they buff drain soul to do some actual damage I don't see this
change to Soul Siphon as being beneficial.
Catriona R - 22 May 2008 20:45 GMT
>And, to add on the topic of Soul Siphon, Drain Soul does so little
>damage as it is that most warlocks use Rank 1 to save the mana.
>Unless they buff drain soul to do some actual damage I don't see this
>change to Soul Siphon as being beneficial.

Agreed on that one although its damage isn't all that bad, my rank 1 ticks
for 150+, not massive but not awful either. I'm still going to keep using
rank 1 though, simply because it's a great way to get mana back from imp
drain soul and the less I spend on it the better. But hey, a little more
damage on it is never a bad thing!
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mark.ratner@gmail.com - 22 May 2008 19:37 GMT
Drooll.......

so much more aoe for locks... aoe corruption, shadowflame, haunt...
all just too sexy
torture

although they seem to be making it so that its less beneficial for
destro locks to specialize fire or shadow

anyone else notice that soul link will be a 10 point talent as opposed
to the 31 pts it is now?

they are seriously buffing up the demonology tree and pets tho... i
guess blizz's feelings got hurt that no one wants to go more than 21
pts deep into that tree for raiding... we shall see how it all pans
out, but it looks like these new talents will give a little more
flexibility as far as specs go for raiding other than the standard
0/21/40 spec that every raiding lock is (unless you are designated
bitch spec for utility)
lcpltom - 21 May 2008 17:25 GMT
There is a section for pictures of minimaps in that wiki.  One of the
pictures is Stormwind Harbor.  If you look at it, it looks like an
addition to Stormwind, in the NW corner, giving it access to the sea
and potentially a new boat route.
Urbin - 23 May 2008 10:39 GMT
>  There is a section for pictures of minimaps in that wiki.  One of the
>  pictures is Stormwind Harbor.  If you look at it, it looks like an
>  addition to Stormwind, in the NW corner, giving it access to the sea
>  and potentially a new boat route.

Yepp, I was wondering, too, what that was for. A boat route from SW would be
nice, question is, would horde get a similar buff as well (new zep or boat
route?). Also, if SW is extended, would other capital cities also be
boosted? Maybe old IF will be opened up? What about other ideas?

Or will SW harbour somehow be moved/transported to Northrend with some
fantastical explanation of how it go there?

In any case, I love hearing all these news, well aware, that a lot of it may
still change radically or even disappear again.

Cheers
Urbin

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Sunh    (70), Nightelven Priest | Gera    (26), Human Paladin

Pete B - 24 May 2008 15:46 GMT
> >  There is a section for pictures of minimaps in that wiki.  One of the
> >  pictures is Stormwind Harbor.  If you look at it, it looks like an
[quoted text clipped - 8 lines]
> Or will SW harbour somehow be moved/transported to Northrend with some
> fantastical explanation of how it go there?

There are some in game maps leaked which shows that the Harbour is an
extention to Stormwind: If you stand infront of the cathedral and turn
left you can cross a bridge and go to the park (today) - if you stop on
the bridge and turn right you see a wall at the end of the canal - this
wall will be removed and the canal will continue on to the harbor ...
eventually *g*
Pete B - 22 May 2008 00:46 GMT
> http://wotlk.wikidot.com/

Oh, such subversive company you keep Catriona ;)

I am much interested to see they are adding a harbor to Stormwind!
Catriona R - 25 May 2008 10:46 GMT
http://smg.photobucket.com/albums/v216/jacemathem2/Spells%20and%20Talents/?actio
n=view&current=priestspells3.jpg


In particular, Inner Fire:

"A burst of Holy energy fills the caster, increasing armor by 1800 and
healing done by 180"

*and healing done by 180*

They actually made it useful?! Damn, I'll have to get in the habit of
remembering to refresh it, I always forget when I'm in groups because I
shouldn't be getting hit anyway so don't think about it. Been thinking for
a while it'd be nice to make it useful like how warlocks have damage from
their fel armor, very nice change if it goes live :-)

More spells and stuff in the rest of that gallery btw, I'm just browsing it
currently... nothing else jumped out at me yet except that I'm wondering
how much health people will have at lvl 80 - fort buff is 165 stamina
untalented (at least I assume untalented given that it looks like a lvl 1
priest checking the trainer) so with talents that's over 2k health in one
buff. Heals at 80 seem to have base healing of more than what I get out of
them at 70 with 1600+ healing on my gear.
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Babe Bridou - 25 May 2008 11:17 GMT
> http://smg.photobucket.com/albums/v216/jacemathem2/Spells%20and%20Tal...
>
[quoted text clipped - 18 lines]
> buff. Heals at 80 seem to have base healing of more than what I get out of
> them at 70 with 1600+ healing on my gear.

Fortitude was typically a 10% health buff on a character at level cap.
I'd assume your average level 80 character will have roughly 20k
health, shooting at 40k health for endgame raiding tanks with topnotch
gear and raid buffs at disposal.
Catriona R - 25 May 2008 19:25 GMT
>Fortitude was typically a 10% health buff on a character at level cap.
>I'd assume your average level 80 character will have roughly 20k
>health, shooting at 40k health for endgame raiding tanks with topnotch
>gear and raid buffs at disposal.

Hmm, I thought they'd said they weren't going to do insane stamina
inflation again though and for pve'ers at least, 10k is probably above
average for most non-tanks right now (by average I'm meaning folk not in
endgame raiding gear6, which I imagine helps the health levels a bit :-P)
20k would double that, sounds a massive increase if it ends up that high!
Although I can see it going that high given how big the heals are looking,
assuming inflation on +healing as well I can well see non-crit heals
landing for 6-7k or more.
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Babe Bridou - 26 May 2008 06:54 GMT
> On Sun, 25 May 2008 03:17:23 -0700 (PDT), Babe Bridou
>
[quoted text clipped - 12 lines]
> assuming inflation on +healing as well I can well see non-crit heals
> landing for 6-7k or more.

They need to. Remember that basically the first green quest rewards
will be of T4 quality, and before level 76 your average black temple
raider/S3 gladiator needs to get at least some gear upgrades. That's
how the whole gear reset business works.

I suspect the quest-reward healing gear at 70 will put the healer at
2k healing / 1200-1300 spellpower, which are not that much higher than
what's obtainable right now from the Outlands end-game. Remember
Tailor crafted epics were considered a *mistake* by the devs
themselves. I expect the quest rewards will first put you at that
range, then increase your ratings such as spell haste and spell crit.
Then, for starting the harder parts of the PVE game, you'll be
shooting for 3k healing/2k spellpower.
Catriona R - 26 May 2008 08:07 GMT
>I suspect the quest-reward healing gear at 70 will put the healer at
>2k healing / 1200-1300 spellpower, which are not that much higher than
[quoted text clipped - 4 lines]
>Then, for starting the harder parts of the PVE game, you'll be
>shooting for 3k healing/2k spellpower.

It's not even endgame that's stretching to 2k healing tbh; if I hadn't
adjusted my gearing (in particular my trinkets) for regen my UD priest
would have getting on for 1800 +heal, having only done normal 5-mans...
(well, I've done heroics and kara but had zero drops from them so far) Was
initially thinking 3k sounded like big inflattion but then I think 1k was
top level stuff pre-TBC? So it went up about 1k in TBC, so yeah, I can see
3k. Especially with stuff like 180 off inner fire.

Going to be mighty interesting seeing the stats on new items etc, I
remember on TBC beta looking at all these greens that utterly destroyed my
5-man/ZG gear. Presumably it won't be such a huge jump this time, although
it'll have to be a bit of a stretch, as there's a big hop between a
newly-dinged 70 and a high-end raider... even though Blizz said they didn't
want to create such big differences again, I think they have.
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Babe Bridou - 26 May 2008 10:02 GMT
> It's not even endgame that's stretching to 2k healing tbh; if I hadn't
> adjusted my gearing (in particular my trinkets) for regen my UD priest
> would have getting on for 1800 +heal, having only done normal 5-mans...

I think you suffer from serious tunnel-vision there ;)
I have pretty much the very best healing gear that you can get from
normal instances along with a few karazhan healing pieces and I was
only flirting with 1400-1500.

> (well, I've done heroics and kara but had zero drops from them so far) Was
> initially thinking 3k sounded like big inflattion but then I think 1k was
[quoted text clipped - 7 lines]
> newly-dinged 70 and a high-end raider... even though Blizz said they didn't
> want to create such big differences again, I think they have.

They seriously did it that time. Between level 69.9 and a 70 in
sunwell gear, each important statistic nearly doubles.
Catriona R - 26 May 2008 10:34 GMT
>> It's not even endgame that's stretching to 2k healing tbh; if I hadn't
>> adjusted my gearing (in particular my trinkets) for regen my UD priest
[quoted text clipped - 4 lines]
>normal instances along with a few karazhan healing pieces and I was
>only flirting with 1400-1500.

Tunnel vision in what way? I have basically the best available pre-Kara and
have over 1600 +heal (would be over 1750 if I'd used 2x 70 +heal trinkets
instead of 2x mp5 ones)... and I'm missing the Hallowed robe which refuses
to drop. Not like I've gone for healing at the expense of regen either but
got a good balance.

>> (well, I've done heroics and kara but had zero drops from them so far) Was
>> initially thinking 3k sounded like big inflattion but then I think 1k was
[quoted text clipped - 10 lines]
>They seriously did it that time. Between level 69.9 and a 70 in
>sunwell gear, each important statistic nearly doubles.

Ouch. Noticed the differences even with my characters, my draenei priest
with Kara/ZA gear had much much better of every stat than my UD priest when
he first dinged 70. Not so much between them now but still a significant
difference (about 200 +heal and 70 mp5 while casting), and that's only
between 5-mans and 10-mans.
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Beag - Dwarf Paladin (lvl 60)

Babe Bridou - 26 May 2008 11:05 GMT
> On Mon, 26 May 2008 02:02:31 -0700 (PDT), Babe Bridou
>
[quoted text clipped - 14 lines]
> to drop. Not like I've gone for healing at the expense of regen either but
> got a good balance.

Tunnel-vision, as in "tunnel vision" :) You focus on what you have in
front of you instead of the big picture. In the big picture, good ->
best healing blue gear gives anywhere between 1000 and 1800
(apparently, you manage that 1800 in blues! I'm impressed and in
disbelief but that's beside the point). good -> best Epics give
between 1500 and 2500 while providing a better balance of stats.

Of course you rarely go all-out in blues because that kind of gear
does not provide the required balance, unlike epic-quality.

The big picture says that 1.2k healing is more than enough to quit 5-
men parties for 10-men raids, and the staple for "endgame" might very
well be 2k for a guild that's progressing in BT/Hyjal.

Of course I have my own tunnel vision, as I've been a total casual for
more than a year, and still need to download the last patch.
Catriona R - 26 May 2008 12:02 GMT
>> On Mon, 26 May 2008 02:02:31 -0700 (PDT), Babe Bridou
>>
[quoted text clipped - 31 lines]
>Of course I have my own tunnel vision, as I've been a total casual for
>more than a year, and still need to download the last patch.

Still don't quite get why you're attacking me with "tunnel vision"
quotes... I fail to see what relevance the above has to my comment. You
said endgame healers have 2k, I said even below endgame can get near
that... where's the tunnel vision and why does it call for accusing me of
it?

As for 1800 "in blues", that's not what I said. I said pre-Kara. Plenty of
good gear available outside of heroics and raids. Sha'tar exalted mace,
Whitemend hood, Shattered Sun neck, pvp ring/bracers, all pefectly
attinable epics for anyone. Granted I had the good luck to get Doomwalker
drop legs on the AH, being off a world boss not many will become available,
even though they are now BoE but still, one item alone doesn't make such
difference.
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Beag - Dwarf Paladin (lvl 60)

Babe Bridou - 26 May 2008 14:34 GMT
> On Mon, 26 May 2008 03:05:52 -0700 (PDT), Babe Bridou
>
[quoted text clipped - 40 lines]
> that... where's the tunnel vision and why does it call for accusing me of
> it?

Tunnel vision isn't necessarily bad. It's just to point out that your
own experience doesn't define that of others. Your gear cannot be
defined as "pre-Kara", because it is superior in quality to the gear
one can get in Kara. And by my standards, by "my own tunnel vision",
the gear you define is what I would call my own "end game gear": I
find it much harder/longer to collect all this than to just go for the
occasional 10-men raids and get badges & loot.

> As for 1800 "in blues", that's not what I said. I said pre-Kara. Plenty of
> good gear available outside of heroics and raids. Sha'tar exalted mace,
[quoted text clipped - 3 lines]
> even though they are now BoE but still, one item alone doesn't make such
> difference.

It's not "one" item, but rather everything you wield. Exalted
reputation nowadays is pretty much impossible to solo-grind without
going to heroic instances, the Shattered Sun necklace is of an awfully
high itemlevel for how easy it is to obtain, vindicator gear are at
least of SSC/TK ilevel (Tier 5  tokens can be exchanged for season2
gear!), and the power of the BOP tailor epics has always been seen as
a mistake by the devs themselves.
It seems you rank raids as a later stage of what can be achieved solo,
and in my opinion, that's your own little tunnel vision, that of
someone who refuses to consider those so-called "welfare epics" as
*epics*.

We all have tunnel visions, don't worry :D
Mine is the tunnel vision of someone who considers "welfare epics" as
*not welfare* !
Catriona R - 26 May 2008 23:25 GMT
>> On Mon, 26 May 2008 03:05:52 -0700 (PDT), Babe Bridou
>> Still don't quite get why you're attacking me with "tunnel vision"
[quoted text clipped - 10 lines]
>find it much harder/longer to collect all this than to just go for the
>occasional 10-men raids and get badges & loot.

Ahh I see what you're meaning now. By "endgame" I was meaning the high-end
raids and my gear is significantly below that. And tbh I only actually have
2-3 items that are surperior to Kara loot, as can be seen when I compare my
two priests - my draenei is in full Kara/primal mooncloth gear with a
couple of ZA items and my UD only has 2 slots with superior items (one
being a JC trinket which I could also get on my draenei if I actually
played her enough)

Agreed about it taking longer to collect though, just as I'm in a guild too
small to do Kara (or even 5-mans), then this is my endgame really, getting
the very best I can outside of raids. I was linking up with a friend's
guild as they were starting Kara but I've not seen anything of them in some
weeks, suspect their membership dropped too low for them to keep it up :-(

>> As for 1800 "in blues", that's not what I said. I said pre-Kara. Plenty of
>> good gear available outside of heroics and raids. Sha'tar exalted mace,
[quoted text clipped - 11 lines]
>gear!), and the power of the BOP tailor epics has always been seen as
>a mistake by the devs themselves.

Sha'tar exalted I never set foot in a heroic before getting it, there's 3
instances for it so... yes it's a pain but didn't take me long at all.
Agreed on the Shattered Sun and Vindicators items, however the pvp items do
waste a significant amount of budget on resilience and stamina (of course
some stamina is good and I'm grateful for it as my health would be a bit
too low without those items but it's still not a healing orientated stat),
which takes them down to about the equivalent of Kara gear, even if they're
budgeted higher. And I'm not a tailor on that priest, I wanted to see how I
could do with gearing up without primal mooncloth, so the only tailored
items I have are 2 BoEs; whitemend hood and the blue cloak (which I intend
to finally replace with the 60 badges cloak sometime soon but oh boy is
that hard work to get those badges)

>It seems you rank raids as a later stage of what can be achieved solo,
>and in my opinion, that's your own little tunnel vision, that of
>someone who refuses to consider those so-called "welfare epics" as
>*epics*.

Really? Not sure how I gave that impression, because I definitely don't
consider them that way (as not epic). As a person who doesn't raid, doesn't
even like 25-mans, my endgame is getting the very best I can outside raids.
And I know how much work it takes to get them because I've been there on
several characters. My major disappointment is that the epics that take so
much work for me to get are usually lesser quality statswise than those
which raiders get easily.

It's quite disappointing to find myself having to pvp for gear; while I'm
starting to enjoy pvp, is it right that even as a healer some pvp items
destroy those I worked hard for in pve? My Sha'tar exalted mace that took
so much effort? That's going to the vendor when S4 comes because the 125
+heal upgrade from the S2 mace is easily worth the 8 mp5 I'll lose. Pvp
gear isn't "welfare" either, it takes effort to get it (unless you afk/bot,
but I don't because I like to earn my gear), but a different kind of
effort, and I do find it a shame that there's no real pve way to get good
gear that doesn't involve 24 other people. Ok, there's badges gear but when
there's only 2 people in your guild geared for/interested in heroics and
both are healers... well pug heroics aren't a whole lot of fun.
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Ashen Shugar - 27 May 2008 00:41 GMT
I think it was Catriona R <catrionarNOSPAM@totalise.co.uk> that wrote
something like...

>>> On Mon, 26 May 2008 03:05:52 -0700 (PDT), Babe Bridou
>>> Still don't quite get why you're attacking me with "tunnel vision"
[quoted text clipped - 18 lines]
>being a JC trinket which I could also get on my draenei if I actually
>played her enough)

Yeah, but you've just been talking about your +heal with some mention
of mp5 and comparing what you've got in that regards without running
Kara to what you might get from the raids, but that raid gear doesn't
put all of it's extra "budget" just into +heal and mp5/spirit.
Indeed, I've noticed that a lot of the difference I see between what
my shadow priest has for his caster and healing set and what I see
drop in Kara is just the addition of 1 or 2 +healing (and sometimes
less +heal) and a great big pile of stamina. (and more spirit often
too)
So the difference between a pre-Kara healer and a 25 man raid healer
isn't going to be as big as you might think it should be in regards to
+healing, but that 25 man geared healer is likely to have a few
thousand more hitpoints than the pre-Kara healer.

And having a touch over 1750 +heal if you gear for that over mana
regen is still 250 +heal short of the 2k they were talking about for
end-game raiding.  That's on the order of requiring an additional +20
heal on *every* single equipable item slot.

But yup, 1600 +healing on a priest is quite do-able without doing
raid's or even heroics (or even getting lucky and getting a BoE raid
drop off the AH).  Even while shadow spec and without the talent to
boost my +heal from my spirit, I'm hitting 1551 bonus healing with
only my wand being from Kara.  Of course, my unbuffed hit points in
that gear is under 6k, which makes for a very squishy squishy. ; )

Ashen Shugar
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BLMX - 28 May 2008 16:48 GMT
> But yup, 1600 +healing on a priest is quite do-able

I'd go so far as to say 1600 is "inevitable". I don't raid, heck I
haven't even healed a heroic for 6 months!  (yea, that casual).  Yet,
my Disc Priest's +heal is >1400 in BG gear (welfare good!) with >11k
mana & health (only my own Fort). Throw on the Primal Mooncloth and
voila! PVE healer.
ald - 27 May 2008 05:29 GMT
>It's not "one" item, but rather everything you wield. Exalted
>reputation nowadays is pretty much impossible to solo-grind without
>going to heroic instances,

Not SSO ;-) Solo-ground (grinded?) that one on my Hunter, while
getting the gold for the Warriors Epic Flying Mount. I've made 3
attempts at MgT, one a 2-hour fight on the last pull before the last
boss, one a quick run where we quit just after I got locked out of the
first boss fight (which had nothing to do with us quitting, they
4-manned it quite well, but the tank had to leave very shortly
thereafter) and one full run up to the other 2+ hour fight with that
last pull before the last boss. Other than that I didn't group for
anything, with all the SSO quests to do I hit Exalted almost by
accident ;-)

ald
reply via email to ald_007_1999 at yahoo dot com
Mark (newsgroups) - 26 May 2008 10:55 GMT
>> It's not even endgame that's stretching to 2k healing tbh; if I hadn't
>> adjusted my gearing (in particular my trinkets) for regen my UD priest
[quoted text clipped - 4 lines]
> normal instances along with a few karazhan healing pieces and I was
> only flirting with 1400-1500.

I have to agree. My druid is sitting around 1600 healing and I have all
epics (including Prince mace which is very nice). How did you get 200
healing more from normal instances? Or do priests get a boost to +heal
through talents?
Catriona R - 26 May 2008 12:09 GMT
>>> It's not even endgame that's stretching to 2k healing tbh; if I hadn't
>>> adjusted my gearing (in particular my trinkets) for regen my UD priest
[quoted text clipped - 9 lines]
>healing more from normal instances? Or do priests get a boost to +heal
>through talents?

25% of spirit becomes +heal, and a further 10% does from improved divine
spirit buff. I'm a little under half epics, but all are soloable or
5-mannable epics, ie rep/boes/pvp gear.

I currently have about 1640 +heal, but could have had more if I'd chosen; I
preferred to use the two jewelcrafting trinkets with mp5 and a on use
effect to regen mana though... otherwise 2xLower City Prayerbook would've
taken me to 1780 +heal. Which was more than I really need at my level so I
took the regen instead :-)

http://www.warcrafter.net/sandbox/50063 hopefully shows the equipment if it
works (EU armory has been down for some time and my regular warcrafter
profile is showing my pvp gear currently so had to sandbox it) Apply imp
divine spirit and imp fort buffs and you've got my usual stats (minus 190
health because for some reason the SSO neck doesn't show its stamina bonus)
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lcpltom - 29 May 2008 13:34 GMT
> > On Sun, 25 May 2008 03:17:23 -0700 (PDT), Babe Bridou
>
[quoted text clipped - 26 lines]
> Then, for starting the harder parts of the PVE game, you'll be
> shooting for 3k healing/2k spellpower.

I don't remember reading anywhere that crafted tailoring epics were a
mistake, just that they made them more powerful than they intended.  I
also remember reading that they wanted to do something similar for all
professions in the expansion, giving each profession something that
can be made at max level to make it worth the grind to get that
profession maxed out.
Blackheart - US - PvP - 31 May 2008 03:34 GMT
> I don't remember reading anywhere that crafted tailoring epics were a
> mistake, just that they made them more powerful than they intended.  I
> also remember reading that they wanted to do something similar for all
> professions in the expansion, giving each profession something that
> can be made at max level to make it worth the grind to get that
> profession maxed out.-

i'm sure it was more of a "my epeen was deflated by these items so I
think the devs consider them a mistake... because obviously this game
is raid or quit."
 
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