Game Forum / Role Playing Games / Warcraft / May 2008
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).
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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
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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.
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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
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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
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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)
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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.
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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)
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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."
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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)
 Signature "Clothes make the man. Naked people have little or no influence on society." -Mark Twain
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!
 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)
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.
 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)
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.
 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)
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! ;-)
 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)
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.
 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)
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!
 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)
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
 Signature Dun Morogh-EU (PvE) Urbin (70), Dwarven Hunter | Surana (24), Draenei Mage Mymule (70), Gnomish Warlock | Juran (33), Nightelven Druid 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¤t=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.
 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)
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.
 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)
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.
 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)
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.
 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)
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.
 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)
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 ;-)
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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)
 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)
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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