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Всичко, което ви вълнува около голфа, бингото и стрип-покера...

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Lannis
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Post by Lannis » Mon Jun 01, 2009 1:11 pm

Не са.. доста внимателно разглеждах дали не наподобяват други цифри - 7-та е по-различна. Тези имат точно връхчето, което се получава на 1 и 4. Сега само ме гризе да си пробвам новата карта, ама дано удържа :))))))))))))))
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Xellos
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Post by Xellos » Wed Jun 03, 2009 10:48 am

мдаа лек пач днеска, след което не мога да се логна.
:ninja:

Svetlio
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Post by Svetlio » Wed Jun 03, 2009 11:03 am

Сървърите са долу до 12 часа наше време, де бързаш :lol: При това официално, а дали няма да го удължат, само Близард си знаят :roll:

Правят merge на някакви батългрупи, лудница :roll:

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Xellos
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Post by Xellos » Wed Jun 03, 2009 11:08 am

Ммм дава друга грешка, не тая за мейтенанса ма да видим де. Сигурно е от тва. Ми бързам я, са ше дойде шефката. :mrgreen:
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Elayne
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Post by Elayne » Wed Jun 03, 2009 11:36 am

Patch 3.1.3 deployed on live servers this week
Patch 3.1.3 will be deployed on live servers this week. This is mostly a class balancing patch with a few changes to Ulduar.

New Pet
A new pet has been added to the game, according to the name this is most likely a China-only pet. (Keep in mind that WotLK isn't available yet in China)
Jade Panda Cub - Right Click to summon and dismiss your jade panda cub.

New Achievement
Two Feats of Strength have been added.
Murkimus the Gladiator - Proud owner of a Murkimus the Gladiator pet.
Jade Panda Cub - Logged in during the Jade Panda Cub giveaway.

Patch Notes
Quote from: Zarhym (Source)
Below you will find the patch notes for the next minor content patch. As we do not intend to release this patch on the public test realms, we thought we’d share the notes with you ahead of time. Please be aware that these changes are subject to revision until the patch is officially released.

World of Warcraft Client Patch 3.1.3

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/
The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnot ... notes.html

Death Knight (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Frost Presence: Armor bonus is now 60% down from 80%.

Druid (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Improved Barkskin: This talent now also grants 80/160% additional armor while in Travel Form or not shapeshifted.
Improved Tree of Life: The armor bonus to Tree of Life Form from this talent has been reduced to 67/133/200% bonus armor.

Hunter (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Hunter's Mark: The ranged attack power bonus from this ability has been increased from 300 to 500.
Master Marksman: This talent now also decreases the cost of Aimed Shot and Chimera Shot by 5/10/15/20/25%.

Paladin (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Eye For An Eye: This talent now deals 5/10% of the critical strike damage taken by the paladin back at the attacker.
Hand of Freedom: The base duration of this buff has been reduced from 10 seconds to 6 seconds.

Rogue (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Overkill: Talent redesigned. Now increases energy regeneration by 30% while stealthed, and for 20 seconds after breaking stealth.

Warlock (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Chaos Bolt: This spell no longer ignores damage reduction effects of the target.

Warrior (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Blood Frenzy: This talent now provides 5/10% haste instead of 3/6%.
Bloodthirst: Cooldown reduced from 5 seconds to 4 seconds, and rage cost reduced from 30 rage to 20 rage.
Juggernaut: This talent now also increases the cooldown on Charge by 5 seconds.

Items
Death Knight PvP Gauntlets: The chance to refresh a Frost Rune when casting Chains of Ice has been removed. When equipped, these gloves now generate 5 additional runic power whenever Chains of Ice is used.

Raids & Dungeons
Ulduar - Mimiron
The flight time of Rocket Strikes has been increased, and Rocket Strikes will try to prefer players at range.
The Leviathan Mk II component of the V-07-TR-0N will become stunned during Phase 4 when the VX-001 component begins to cast the P3Wx2 Laser Barrage ability.
Proximity mines now deal less damage and have a lower duration. A small arming time has also been added so proximity mines will not immediately detonate on creation.

Bug Fixes
Druid Tier 8 Balance Set: The 4-piece bonus no longer has its effect consumed by Starfire casts in progress when it triggers. The chance for the effect to be triggered has been reduced down to 8%, as it was originally inflated to compensate.
Ice Layered Barrier: Upgraded to item level 232. In addition, the stats in the tooltip have been correctly adjusted to 78 spell power, 48 haste rating, 16 mana per 5 seconds, 52 Intellect, and 50 Stamina.
Pulsing Spellshield: The stats listed in the tooltip for this item were incorrect and have been adjusted. This item provides 69 spell power, 34 haste rating, 42 critical strike rating, 45 intellect, and 45 stamina.
I dont care if it hurts
I want to have control
I want a perfect body
I want a perfect soul
I want you to notice
When Im not around

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Lannis
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Post by Lannis » Wed Jun 03, 2009 11:47 am

Elayne wrote:
Warrior (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Juggernaut: This talent now also increases the cooldown on Charge by 5 seconds.

МИЗЕРНИЦИ!!! МРАЗЯ ГИ ПЪК!!!

Аз и без това си рева, че ми е много кулдаунът, а сега прецакват хубавия талант :cry:
Юда, егоист, луда и wow-холик :)

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Elayne
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Post by Elayne » Wed Jun 03, 2009 11:49 am

Пипнали са Мими бтв :). И аз толкова искам панда пет :(. Защо само за Китай...
I dont care if it hurts
I want to have control
I want a perfect body
I want a perfect soul
I want you to notice
When Im not around

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Xellos
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Post by Xellos » Wed Jun 03, 2009 11:53 am

Хънтъра и палата немат ядове поне в тоя ;)
:ninja:

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The Dragon
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Post by The Dragon » Wed Jun 03, 2009 12:59 pm

Lannis wrote:
Elayne wrote:
Warrior (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Juggernaut: This talent now also increases the cooldown on Charge by 5 seconds.

МИЗЕРНИЦИ!!! МРАЗЯ ГИ ПЪК!!!

Аз и без това си рева, че ми е много кулдаунът, а сега прецакват хубавия талант :cry:
Хъх? Другия вариант беше да нямаш 100% крит на слам. Убер си е все още. И това ти ебе кулдауна като използваш чардж в битка. Поне доколкото разбрах.
The sinking of the Titanic was a miracle to the lobsters in the ship's kitchen.

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Tais
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Post by Tais » Fri Jun 05, 2009 11:47 am

вероятно за някои от вас не е нещо ново, но ето син близардски пост за следващия голям пач 3.2...

http://forums.worldofwarcraft.com/threa ... 6635&sid=1
Tais - 80 lvl, human mage
Guild: Contaminated
Realm: Zenedar

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Tais
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Post by Tais » Fri Jun 19, 2009 1:53 pm

за който му е интересно да прочете едно интервю с Близард за маге-класа :D
Shienna wrote:Community Team: Joining us today to shed some light on the many questions we’ve fielded from players within the mage community is the Lead Systems Designer for World of Warcraft, Ghostcrawler, who has enlisted the assistance of several members of our class design team to provide the most thorough answers possible.

We’d like to begin by exploring the perceived role of the mage class. A lot has changed since the days when the “glass cannon” description was applied.

Q: Where do mages fit in the current scope of things, and where do you see them from this point going forward?

A: The mage is the iconic caster -- a ranged class that wants to stay at range in order to focus on dealing damage. They can do single-target damage, area of effect damage (AoE), or crowd control. Every group should want a mage because they are reliable, powerful and flexible. Most of the mage’s spells have a cast time and a lot of the gameplay involved in improving your mage revolves around minimizing the limitations of the cast time, whether it’s lowering cast time through talents and gear, getting away from enemies so you have an opportunity to cast, or using the occasional ability to make a spell instant.

While all three of the mage talent trees focus on dealing damage, we are pleased with the different feel between Fire, Frost, and Arcane. Arguably mages even have a fourth potential style now that focuses around Frostfire Bolt. We know the stylistic differences work because there are Frost mages who just love Frost and want to see it work in Player vs. Environment (PvE) and Fire mages who want to play Fire in Player vs. Player (PvP). They prefer a play style within the same class over a different play style that would be arguably more effective within a particular aspect of the game. While understandably frustrating for those players, it also points out a success in the class design.

We used to call the mage the master of AoE damage, but we’ve since decided that’s not a great niche for anyone. The “AoE class” feels mandatory in situations where you do have large crowds of enemies to contend with, but then the AoE class gets bored when everyone else is maximizing their single-target damage on a boss. Now we try and give AoE tools to all damage-dealing specializations (specs), though we will always make extra effort to make sure mages stay good in that department.

Players sometimes wonder why the mage class has seen fewer changes than some of the other classes during Lich King. We think that’s because by and large, the class works. That’s not to say there aren’t areas we can improve, but we think the mage has all the right tools to live up to its reputation.

Q: What is it that makes them unique when compared to other classes?

A: All of the mage specs, though less-so Arcane, focus on a single spell such as Fireball. At first glance, and especially to non-mages, this might make the class appear overly simple to play, but really you can have a lot going on. There are chance-on-hit abilities (procs) such as Hot Streak and Firestarter to contend with. Mages have some great tools, like Presence of Mind and Arcane Power, to really kick up their damage on demand. Frost PvP in particular requires a lot of finesse to get the Water Elemental’s Frost Nova at the right time for a Shatter combo. Mages are fragile though (just ask a healer), so they have to make sure they’re staying alive as well and using the tools they have to do so. Even though most of their damage comes from one spell, mages have a lot going on. The damage per second (DPS) difference between a skilled and less-skilled mage with the same gear can be pronounced.

Mages still are a glass cannon when compared to priests and warlocks. While all have their armor spells, the mages also have escape mechanisms from Polymorph to Frost Nova to Iceblock to Blink. Mages should never feel “tanky” in a PvP environment. The biggest risk for homogenization occurs with the mage and the warlock, but in this case we think the mage is in a good place and it’s the warlock that we want to move slightly farther away. We’ll talk more about the locks soon, but we need to focus them even more on mechanics like shards and demons.

Mages also retain some unique tools, such as the town portals and the (ahem) food and beverage service. Their crowd control is still among the most powerful, if not the most powerful, in the game.

Community Team: A lot of initial questions and concerns we received from mages around the world were concerning itemization.

Q: In particular, a lot of the newer PvE and PvP mage or caster items seem to favor Fire spec and, to a lesser extent, Arcane. Do you feel as though mages are being forced to focus too much on critical strike rating (crit) over stacking more haste, spell power, and intellect, stats that are much more beneficial to the Frost mage?

A: It isn’t in our best interest as designers to have Frost want very different stats than Fire. In a world where we already must add so many new items to the game with every new raid tier / Arena season, we just don’t want to dabble too much with “this piece is attractive to the Fire mage, but not the Frost mage.” We think the value of different stats has just crept too far apart for different specs of the same class. It’s just never going to feel right when one stat is worth double or more of the value of another stat. We’re making a big pass at all of the talent trees and item stats to try and get this a little closer for everyone. Ideally you might be comparing two pieces of cloth and have to decide whether the haste or crit is more valuable to you, and not just write off everything without crit as junk. So to answer the question succinctly, yes mages are being asked to focus too much on some stats.

We also understand there are some items in Naxxramas that are superior to items in Ulduar. This isn’t ideal, but is partially fallout from our decision to not have the final boss of Ulduar drop better loot than the rest of the instance, which is a design change from the previous tier. We are looking at the items on a case by case basis as the feedback comes up. While it isn’t our goal to ensure that every drop is automatically an upgrade, it also isn’t our goal that you try and get your group to keep going back to the old content because it provides more upgrades for you.

Community Team: There are some funky cloth legging designs out there that are difficult to truly appreciate unless one wears a tunic.

Q: Even so, will mages get robes, or at least the option of choosing robes, over tunics going forward?

A: To be totally honest, this is not a huge priority for us at this time. We embrace some level of player visual customization in World of Warcraft, but it’s just not in the design vision to give players as many controls over how their character looks as some players would probably desire. One of the distinctive visual qualities of cloth is that it often looks like long, flowing robes, which is pretty consistent with the iconic fantasy wizard. No doubt some players would prefer to change the look of their weapon or weapon enchant if they could without having a game play effect, so this is just a slippery slope for us. We will keep the feedback in mind though.

Community Team: The next few questions concern the number-one issue raised by mages on the forums as of late: mana efficiency.

Mana Gem and Evocation are commonly referred to as outdated mechanics. Many players feel the Mana Gem does not restore enough mana and should not be placed on the same cooldown with a warlock’s Healthstone, while Evocation has too lengthy a cooldown and is typically not a reliable means of acquiring mana during boss fights.

Q: How do you view these mechanics, and are there any intentions of updating mana recovery capabilities for mages in the future?

A: Our general philosophy, in a very broad sense, is that healers risk running out of mana if they aren’t careful or are in over their heads, but that damage-dealing specs generally have enough mana to do their jobs. That doesn’t mean that you never need to burn a gem or use Evocation, but it does mean that if you are being reasonable about what you’re doing that you should have enough mana except perhaps on very long or unusual fights. What we are more likely to do is just lower the mana costs of the main nukes: Arcane Blast, Fireball, Frostbolt, and Frostfire Bolt.

Community Team: Compared to many other damage-dealing counterparts, mages feel their AoE damage is less reliable and way too costly.

Q: Do the developers feel that the cost to mages of doing AoE damage is appropriate?

A: It’s close. We don’t want say the Blizzard spell to ever look really attractive to use against a pair of creatures or a single target. It’s taxing on your mana bar to do many Blizzards, but it doesn’t feel inappropriate for the amount of damage you’re doing during that time. The efficiency is still good in cases with a large number of targets, which is the whole point. Now some of the other mage spells could definitely use some improvements to make them as competitive as Blizzard (the spell) in terms of usability, damage or efficiency.

Clearly it’s in our best interest to make sure a spell with the name “Blizzard” kicks some major posterior.



Community Team: Spell Steal is a very costly spell, especially considering it can be resisted, an unnecessary buff can be stolen unintentionally or the stolen buff can be dispelled.

Q: Are there any plans to reevaluate the mana cost and functionality of this spell?

A: We think the core of the problem is that a spell that was designed to let you steal cool buffs from an enemy has sort of fallen into the niche of a general dispel. Rather than make it cheaper, we’d be more likely to let it actually only steal spells that would benefit the mage. This would be a buff in some cases and a nerf in others though, so it’s not a quick and dirty change. We have considered a glyph to let Spell Steal take two buffs at a time.

Community Team: Now let’s jump to some questions about specific talent specs.

Firstly, the Arcane tree is widely considered too bloated. It seems that, over time, the talent trees of all classes have really evolved to provide plenty of different options with fewer five-point talents to allow for greater customization. There are several flavorful talents in the Arcane tree (i.e. Student of the Mind, Magic Absorption, Magic Attunement, Incanter’s Absorption, etc.), but many players feel that they cannot afford to spend points in such places since many of the most necessary damage-dealing talents require five points.

Q: How do you feel about revitalizing the Arcane tree to thin out some of these five-point talents?

A: Arcane is a little bloated. If you take all of the damage and mana talents there aren’t many left to spend on the more fun or cool talents. We recognize that it’s hard, for instance, to have a single Arcane build that can work in both PvE and PvP. To be clear though this is a problem with several of the talent trees and not a problem with Arcane alone. If you look at say the warrior Protection tree or the paladin Retribution tree, those provide a model for where we’d like to take talent trees in the future – fewer talents overall and plenty of points to spend on fun play-style choices that really do feel optional rather than talents you need to make your spec function. Also note that fixing some mage mana issues might make some of the mana talents feel less mandatory.

Community Team: To expand upon the last question, Torment of the Weak is used in several of the most popular mage talent specs for both PvE and PvP, however, the Arcane talents prior to this one are of very little use to Frost mages – and Fire mages to a lesser degree -- in PvE.

Q: Are you concerned at all that Torment of the Weak is considered to be so important to mages, regardless of specialization, that a minimum of eighteen talent points must be spent in the Arcane tree to reap its full benefit?

A: We don’t think it’s must-have for Frostfire builds and it doesn’t strike us as weird that Frost or Fire would subspec into Arcane, since that is generally going to offer them more than say a Frost mage who subspecs into Fire.

Q: Are there plans on the horizon to improve Fire mage representation in PvP?

A: Yes. It is more important to us though to fix classes that have no viable specs than it is to bring options to classes that already have a reasonable Arena presence. We are more focused on improving hunter and warlock representation than making sure Fire has a PvP role. It’s still something we would like to do, but in a game of this size there are a lot of things we’d like to do. Dragon’s Breath is one spell we think we can improve for PvP. With a lower cool down it could be more like Scatter Shot. It’s not necessarily that Fire is terrible at PvP, just that Frost has a lot more tools.

Q: Is threat generation from Fire mages a concern at all given their burst damage is controlled mostly by proc talents and critical chance?

A: Threat-generation is a concern. One way we’d like to fix this is through Invisibility. We’ve always been a little cautious with making sure the spell wasn’t too powerful, but we think we have plenty of room to improve it. In PvE for example, it’s really hit and miss whether you’ll take damage that will prevent the threat wipe. Do remember that Mirror Image is quite useful as a threat-reduction spell. Your threat is divided among the images while it’s active. Sometimes it makes sense to blow the spell right at the start of a fight, and other times when you get a spell buff or are otherwise able to go into really high damage mode for a few seconds.

Q: Do the developers still consider it an objective to improve Frost damage for PvE?

A: Yes. The challenge as always is to make sure we don’t over buff Frost in PvP just to make it viable in PvE. While it would be ideal for all specs to be viable in PvP and PvE, having different PvP and PvE specs at least keeps those specs alive rather than having one tree which is good at everything. We’d like to buff Frost through Ice Lance. Currently another Frostbolt is always better than an Ice Lance in PvE. We experimented with improving this through the glyph of Ice Lance, but it turns out the glyph would have to improve Ice Lance’s damage by x6 or something ridiculous like that.

Community Team: Finally, this wouldn’t be a mage Q&A without a question about Blink. It has been discussed in the past that it’s the terrain that can cause the spell to fail and not necessarily an issue with the spell itself.

Q: While mages do recognize this issue, has there been any discussion about reworking Blink so it’s more intuitive and could recognize a mage failing to teleport any distance forward, wasting only a global cooldown rather than the mana and spell cooldown?

A: Blink is a movement spell, and anything related to movement can be a little dicey on a client-server game like World of Warcraft. That’s not an excuse for it bugging out, but an explanation for why you can get into situations where it doesn’t seem to work. In the 3.1 patch we made some technical improvements to the spell working on slopes. It used to fail a lot in the portal area of Dalaran for example, but that has been much improved. One of the places where it still seems to struggle the most is entering or exiting the tunnels in Warsong Gulch, which ironically is one of the places where it’s also the most useful. Anywhere there is a change in terrain, such as entering a building, could be problematic. We are working on this issue. If you run into a problem with Blink, the most helpful thing you can do when making a Bug Report is to specify where exactly you had the spell fail. That will let our engineers zero in on solutions.
Tais - 80 lvl, human mage
Guild: Contaminated
Realm: Zenedar

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Elayne
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Post by Elayne » Tue Jun 23, 2009 2:31 pm

Мисля, че това са бележките по пача, ако съм постнала нещо друго, моля за извинение и да бъде изтрито.
Patch 3.2 PTR patch notes


I totally called it: the Patch 3.2 PTR notes are now available on the official forums, which means that we should expect the PTR itself to go up today. This is the patch that will bring the expansion of the Argent Tournament, with new 5/10/25-man content, and much more - see our patch 3.2 guide for an overview.

General

Construction of the Crusaders' Coliseum is complete. Testing not yet available. New raid Normal and Heroic modes for the Crusaders' Coliseum can be toggled using the Dungeon Difficulty setting. This applies to 10 and 25-player versions. 10-player (Normal), 25-player (Normal), 10-player (Heroic) and 25-player (Heroic) all share separate raid lockout timers.

Trial of the Champion

5-player (Normal and Heroic mode) dungeon. Daily quest added to the Heroic daily dungeon quest giver.

Trial of the Crusader

10 and 25-player (Normal mode) raid dungeon.

Trial of the Grand Crusader

10 and 25-player (Heroic mode) raid dungeon. Crusaders' Tribute: Active on Heroic difficulty only, the tribute system will limit players on the number of attempts the raid is allotted each week. Additional rewards can be earned depending on the number of attempts left in the tribute run each week when the final boss is defeated.

Isle of Conquest, the new 40 vs. 40-player siege-style Battleground is now available for testing.

Two level brackets are available: 71-79 and 80. Defend the walls of your keep and protect your general by killing enemy players and destroying their siege vehicles. Capture the Docks, Airship Hangar, or Siege Workshop for access to destructive siege vehicles or strategic attacks on your enemy's base. Capture the Oil Derrick or Cobalt Mine for their resources to garner reinforcements and a steady flow of bonus honor. To claim victory, bust through the enemy's keep walls (or find other ways to get inside) and kill their general, or obliterate your opponents until their reinforcements are depleted.

The Argent Tournament Expands

All new Argent Crusader daily quests and rewards have been added for players with the Crusader title. Rewards include a new Argent Crusader banner and tabard (which can port players to the tournament grounds), a mounted squire (can periodically run bank, mail or vendor errands for the player), a paladin-exclusive Argent Crusader Charger mount, and new heirloom items.

All new Silver Covenant and Sunreaver daily quests and rewards have been added for players exalted with these factions. Rewards include tabards, new ground and flying mounts, and a new pet. Just when you thought you had seen the last of the Black Knight, he makes his astonishing return to the tournament. Wait, didn't you kill him?

New druid art for cat and bear forms has been added. There are now five unique color schemes for each form and faction. Changing hair color (night elves) or skin tone (tauren) via the barbershop will change the look of one's cat and bear forms.

Portals from Orgrimmar and Stormwind have been added leading players to the Stair of Destiny at the Dark Portal. Once there, players can access a flight path directly from the Stair of Destiny to Shattrath. A new zeppelin docking ramp has been added to Thunder Bluff allowing Horde players easier transport to and from Orgrimmar.

The local Postal Service has grown tired of walking so far each day to collect mail and has decided to install a large number of new mailboxes to Stormwind, Undercity, Darnassus and Orgrimmar.

Northrend Children's Week has arrived in Dalaran! Players can find out more by visiting the Eventide District.

Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.

PvP

Arenas

The newest season of Arena gear can only be purchased if you meet the requirements with your 3 or 5-player team rating. Rating requirements from 2-player teams can still be used to purchase the previous season of gear.
Dalaran Sewers
The entire Arena has increased in size by 25%.
Mounts can now be used in this Arena.
The position and collision of the crates on the central platform has been modified.
Ruins of Lordaeron
Alcoves have been removed from the starting chambers.
Two line-of-sight tombstones have been added to the slime pool on the southern side of the map.
The collision around the central tomb has been smoothed out to prevent players from becoming stuck on the terrain as often.
Battlegrounds

Battleground experience has arrived!
Players will now be awarded experience for completing objectives and actions that yield honor in Battlegrounds (honorable kills not included).
Players who do not wish to gain experience through PvP can visit Behsten in Stormwind or Slahtz in Orgrimmar - both located near the Battlemasters in either city - and turn off all experience accumulation for the cost of 10 gold.
Disabling experience gains will prevent a player from gaining experience through any means available in the game.
Players with experience gains turned off who compete in Battlegrounds will face off only against other players with experience gains turned off.
Behsten and Slahtz can reinstate experience gains for players, for a 10 gold fee of course. Any experience that would've been accumulated if experience gains were enabled cannot be recovered.
Battlemasters in major cities affiliated with specific Battlegrounds have been replaced with a Battlemaster for each faction that will allow players to queue for any Battleground. Battlemasters for specific Battlegrounds will still be seen around the cities during corresponding Battleground holiday weekends.
When standing at a capture point that you control, you will gain a buff called Honorable Defender. This buff grants +50% honor gained from kills. This currently affects Arathi Basin, Eye of the Storm and Isle of Conquest.
Arathi Basin
The time it requires to capture a base has been reduced to 8 seconds, down from 10 seconds.
The game now ends when one team reaches 1600 victory points, down from 2000.
Eye of the Storm
The time it requires to capture the center flag has been reduced to 8 seconds, down from 10 seconds
The game now ends when one team reaches 1600 victory points, down from 2000.
Strand of the Ancients
The faction starting on attack/defense will now be randomized at the start of each match.
Warsong Gulch
There is a now a 20-minute timer on this Battleground. After that time, the team with the most flag captures wins. If this would result in a tie, the team that captured the first flag wins. If neither side has captured a flag, then the game ends in a tie.
Races: General

Axe Specialization (Orc): The weapon bonus from this effect now applies to fist weapons in addition to axes.
Tauren now have the option of changing skin tone by visiting the barber shop.
Items: General

Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.
On-Use Block Value Items: All items and set bonuses that trigger temporary increases to block value have been modified. Instead of increasing their block value amount by 100% like other items, they have all had their effect durations doubled. This applies to Glyph of Deflection, Gnomeregan Autoblocker, Coren's Lucky Coin, Lavanthor's Talisman, Libram of Obstruction, Tome of the Lightbringer, Libram of the Sacred Shield, the tier-8 paladin Shield of Righteousness bonus, the tier-5 paladin Holy Shield bonus, and the tier-5 warrior Shield Block bonus.
Emblem System Changes

Both the 10 and 25 player instances of the Crusaders' Coliseum drop a new Emblem of Triumph.
Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism.
The Heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Triumph.
The existing achievements to collect 1, 25, 50, etc. Emblems of Heroism, Valor, and Conquest have been converted to Feats of Strength since Heroism and Valor Emblems are no longer attainable.
New achievements have been added to collect various amounts of any combination of emblems.
Mounts

The cast time for summoning any ground mount is now 1.5 seconds, down from 3 seconds.
Apprentice Riding (Skill 75): Can now be learned at level 20 for 4 gold. Mail will be sent to players who reach level 20 directing them to the riding trainer.
Journeyman Riding (Skill 150): Can now be learned at level 40 for 50 gold. Mail will be sent to players who reach level 40 directing them back to the riding trainer.
Expert Riding (Skill 225): Can now be learned at level 60 for 600 gold from trainers in Honor Hold or Thrallmar. Faction discounts now apply (Honor Hold for Alliance; Thrallmar for Horde). Flight speed at this skill level has been increased to 150% of run speed, up from 60%.
Artisan Riding (Skill 300): Faction discounts now apply (Honor Hold or Valiance Expedition for Alliance; Thrallmar or Warsong Offensive for Horde).
In order to further equalize the number of purchasable mounts available to each race, a new 60% speed ground mount has been added for night elves, and a new 100% speed ground mount has been added for the undead.
Flying over Dalaran and Wintergrasp is now possible so long as players keep a healthy distance above the ground.
Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.

Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed.

Classes: General

All pets now receive 40% of their master's resilience and 100% of their master's spell penetration. In addition, if a player is at their appropriate spell hit chance or hit chance maximum, their pet will be at the maximum for spell hit chance, hit chance, and expertise. If they are below the maximum, their pet will be proportionately below those maximums.

Replenishment: This buff now grants 1% of the target's maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).

Silence, Strangulate, Silencing Shot, and Arcane Torrent: These abilities will also apply a 3-second interrupt effect against non-player controlled targets, making them more versatile against creatures immune to silencing effects.

Death Knights

Due to significant talent changes, all death knight talents will be reset for players.

Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease.
Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving.
Frost Presence: 10% bonus health reduced to 6% bonus stamina.
Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%.
Icebound Fortitude: Cooldown increased to 2 minutes.

Talents

Blood
Dancing Rune Weapon: This ability now has a fixed duration of 12 seconds (which can still be modified by its glyph) and a fixed cost of 60 runic power.
Veteran of the Third War: Stamina bonus reduced to 1/2/3%.
Frost
Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 5/10/15%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.
Lichborne: Duration reduced to 10 seconds, and cooldown reduced to 2 minutes.
Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strike have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike.
Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes.
Unholy
Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the death knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent.
Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the death knight deals by 1/2/3/4/5% for 12 seconds.
Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%.
Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power.
Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.

Druids

Flight Form: Can now be learned at level 60. Flight speed increased to 150%.
Innervate: Duration reduced to 10 seconds, and cooldown reduced to 3 minutes. This means each use of Innervate will give half as much mana as before, but it will be available twice as often.
Lifebloom: The final heal that occurs when this spell blooms has been reduced by 20% on the base and on the spell power coefficient.
Mangle: Ranks 4 and 5 base points reduced by about 11%. Scaling from attack power unchanged.
Rake: Ranks 6 and 7 base points on initial and periodic damage reduced by about 7%. Scaling from attack power unchanged.
Rip: Ranks 8 and 9 base points and points per combo point reduced by about 6%. Scaling from attack power unchanged.
Savage Defense: The animation for gaining this buff will no longer make the bear stand upright
Shred: Ranks 8 and 9 base points reduced by about 10%. Scaling from attack power unchanged.
Swipe (Cat): Percent of weapon damage done reduced from 260% to 250%.
Travel Form: Can now be learned at level 16.

Talents

Balance
Balance of Power: Now reduces all spell damage taken by 3/6%, rather than reducing the chance to be hit by spells by 2/4%.
Eclipse: The Starfire and Wrath buffs from this talent are now on separate 30-second cooldowns. In addition, it is not possible to have both buffs active simultaneously.
Owlkin Frenzy: Now also restores 2% base mana every 2 seconds for the duration (10 seconds) in addition to its current effects.
Restoration
Empowered Touch: Now also increases the amount of bonus healing effects for Nourish by 10/20%.
Improved Barkskin: No longer provides dispel resistance to all effects on the druid, but now reduces the chance your Barkskin is dispelled by an additional 35/70%.

Hunters

Aspect of the Cheetah: Can now be learned at level 16.
Deterrence now has a new visual spell effect.
The time that traps will exist in the world after being put down has been reduced to 30 seconds, down from 1 minute.
Traps now have separate 30-second cooldown categories: Fire (Immolation Trap, Explosive Trap and Black Arrow), Frost (Freezing Trap, Frost Trap) and Nature (Snake Trap). A hunter can have one trap of each category placed at one time.

Talents

Beast Mastery
Catlike Reflexes now also reduces the cooldown of your Kill Command ability by 10/20/30 seconds.
Survival
Entrapment: This talent no longer works with Immolation Trap or Explosive Trap.
Lock and Load: Now has a 22-second cooldown. The Lock and Load effect cannot be obtained on targets immune to snare effects when Frost Trap is used.
Pets

Roar of Sacrifice: Redesigned. This ability can now be used on any friendly target to make that target immune to critical strikes, but the hunter pet takes 20% of all damage taken by that friendly target. Cooldown increased to 2 minutes.

Mages

Arcane Blast: Mana cost reduced by 12%.
Invisibility: Can no longer be interrupted by a hostile action or damage done during the 3-second fade time, however an invisible mage can still be stunned or silenced.

Talents

Fire
Empowered Fire: In addition to its existing effects, this talent now also grants a 33/67/100% chance to regain 1% of base mana each time the Ignite talent deals damage.

Paladins

Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
Charger: Can now be learned at level 40.
Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
Hand of Reckoning: Redesigned. Now does damage only when the target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied.
Judgement of Light: Now heals for 2% of the attacker's maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target's armor.
Righteous Fury: No longer has a duration or mana cost, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal-over-time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
Seal of Blood: This ability has been removed.
Seal of the Martyr: This ability has been removed.
Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage.
Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%.
Warhorse: Can now be learned at level 20.

Talents

Holy
Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.
Protection
Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum.
Retribution
Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant.
Crusader Strike: Damage reduced to 75% weapon damage to match the new 4-second cooldown.
Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.
Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.

Priests

Prayer of Healing: The percentage of spell power this spell gains in healing (per target) has been reduced from 80.7% to 52.6%.
Talents
Discipline
Penance: Cooldown increased to 12 seconds, up from 10 seconds.
Holy
Inspiration: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor.

Rogues

After much quiet contemplation, rogues now possess the ability to learn how to use one-handed axes.

Talents

Combat
Sword Specialization: This talent is now called Hack and Slash and applies to axes as well as swords.
Subtlety
Shadow Dance: Cooldown reduced to 1 minute. Now lasts 6 seconds, down from 10 seconds.

Shaman

A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.
All Shocks now have a default range of 25 yards, up from 20 yards.
Base health increased by approximately 7% to correct for shamans having lower health than other classes.
Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.
Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.

Talents

Enhancement
Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman's attack power, down from 30%.
Restoration
Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor.
Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins.
Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura.
Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman's Healing Wave by 8/16/25%.
Mana Tide Totem: Totem health now equal to 10% of the shaman's health.
Nature's Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30-second internal cooldown and increases the shaman's maximum health by 3/6/9/12/15% for 10 seconds.
Nature's Swiftness: Cooldown is now 2 minutes, down from 3 minutes.
Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.
Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.

Warlocks

Banish: Effect will now be cancelled if Banish is recast on a banished target.
Dreadsteed: Can now be learned at level 40.
Felsteed: Can now be learned at level 20.
Soulshatter cooldown reduced to 3 minutes, down from 5 minutes

Talents

Affliction
Pandemic: Now also increases the critical damage bonus of Haunt by 100%.
Demonology
Fel Domination cooldown reduced to 3 minutes, down from 15 minutes.
Destruction
Empowered Imp: The warlock's critical hit chance is increased to 100%, up from 20% for the next spell cast after the Imp critically hits a target.
Fire and Brimstone: Reduced to 2/4/6/8/10% increased damage from Incinerate and Chaos Bolt on targets afflicted with Immolate, down from 3/6/9/12/15%.

Warriors

Talents
Fury
Armored to the Teeth: This talent now provides 1/2/3 attack power per 108 armor, up from per 180 armor.
User Interface

Character name auto-completion for the chat frame, pop-ups, and mail interface can be enabled through an interface option in the Development settings.
Character names can now be colorized according to class in the chat frame through an interface option in the Development settings.
Casting bars under a target's portrait will now indicate whether or not the cast can be interrupted.
Druids will now be able to see their mana bars when shape-shifted.
Item Comparisons: Holding the shift key while hovering over an item will now display the stat differences with the item currently equipped in the relevant slot.
Macros and scripts will no longer be able to target totems by name.
Quest creatures and objects will now show on the player's world map.
The quest log is now double-paned for more easily viewing quest information.
Vendor prices will now be listed on items whether or not players are at a vendor.
For additional notes on Lua and XML changes please visit the UI & Macros forum: http://forums.worldofwarcraft.com/board ... umId=11114
Quests

The ravasaur trainer Mor'vek has returned to Un'Goro and will offer to help Horde players raise and train a Venomhide Ravasaur as a mount... if they can survive the creature's deadly poison.

Achievements

A Brew-FAST Mount: A new Feat of Strength achievement for acquiring any epic Brewfest mount.
Have Keg, Will Travel: Now requires either a Brewfest mount or using Brewfest Hops to transform yours into one.
Professions

Alchemy

All stackable potions now stack to 20.
Added a new pattern for Flask of the North, usable by players with a high alchemy skill. The recipe is purchased from Northrend trainers. Flask of the North increases your spell power, attack power or strength for 1 hour and is usable in Arenas. It is not consumed when used.
Endless Healing Potion and Endless Mana Potion no longer usable in Arenas. Amount of health and mana has been increased, and the cooldown reduced.
Five new epic gem transmute recipes are available from the Northrend trainer. The recipe for transmuting a Cardinal Ruby can be learned from a quest, given by Linzy Blackbolt in Dalaran.
The Mixology benefits from Northrend elixirs and flasks have been increased.
Rage potions can now be used by druids.
Cooking

Blackened Dragonfin Recipe: Now only requires 1 Dragonfin Angelfish.
Chef's Hat is now superior-quality and allows the chef to cook faster.
Increased the drop rate for recipes from the Outland Daily Cooking quests.
Increased the chance to get a bonus Dalaran Cooking Token from the Spice Bag.
The recipe for Captain Rumsey's Lager can now be randomly found in the quest reward Crate, Barrel, or Spice Bag from the cooking dailies.
Enchanting

Values on Northrend ring enchants increased.
Engineering

Added a schematic for a Goblin Welding Beam that can heal friendly mechanical units.
Alarm-o-Bot functionality changed. Materials required reduced.
Box of Bombs no longer requires an anvil.
Doubled the duration on Nitro Boosts.
Increased benefits from Hyperspeed Accelerators, Hand-Mounted Pyro Rocket and Reticulated Armor Webbing glove modifications.
Increased the passive bonus provided by Springy Arachnoweave, Flexweave Underlay and Nitro Boosts.
Increased siege damage caused by Saronite Bombs and the Global Thermal Sapper Charge.
The Ultrasafe Bullet Machine and Saronite Arrow Maker schematics have been simplified to create a full stack of the appropriate ammunition. No longer requires an anvil. Reduced the materials required to make this ammunition.
Mote Extractor now has innate tracking for gas clouds while it is in your inventory. Tracking of gas clouds has been removed from goggles.
Potion Injectors now increase the amount gained by 25% when used by engineers. Quantity produced by recipes for Runic Healing and Mana Injectors has been increased.
Significantly reduced the cooldown on MOLL-E.
Spynocular belt enchantment changed to a Brassbolt Rebreather, allowing engineers to breathe underwater.
Transporter devices are no longer classified as trinkets and can be used directly from your inventory.
Reduced the materials needed to create all engineering Dragonlings, and reduced their cooldowns, although they still cannot be used in Arenas.
Fishing

Players with 300 or higher cooking have a chance to find a Waterlogged Recipe in the Bag of Fishing Treasures awarded by the Northrend fishing dailies. This item can be traded to other players and rewards several Dalaran Cooking Rewards when turned in.
Herbalism

Increased healing from Lifeblood (Rank 6).
Lifeblood now scales slightly with maximum health. No longer affected by global cooldown.
Inscription

Added a new Glyph of Claw for young feral druids who haven't yet obtained Mangle. Inscribers can learn this glyph from the trainer.
Master's Inscriptions increased.
Jewelcrafting

Dragon's Eye gems stat bonuses increased.
New recipes have been added for cutting epic gems and can be purchased using Dalaran Jewelcrafter's tokens.
Icy Prism now has a chance of yielding an epic gem.
Raw epic gems can be obtained via the following means:

Prospecting Titanium Ore
Alchemy transmutations
Purchased with honor
Purchased with Emblems of Heroism
Leatherworking

Added recipe for Heavy Knothide Leather to Leatherworking trainers (rather than a vendor recipe). Changed several recipes to use Heavy Knothide Leather instead of regular Leather.
Fur Lining values increased.
Mining

Toughness (Rank 6) provides more stamina.
Skinning

Master of Anatomy (Rank 6) provides more critical strike rating.
Tailoring

Embroideries improved.
Items

Feral Druid PvP Gloves (seasons 3 and 4): Maim bonus changed from the interrupt bonus used in The Burning Crusade Arena seasons to the cost reduction used in Wrath of the Lich King Arena seasons.

Glyphs

Death Knights
Glyph of Unholy Blight: Changed to increase damage done by the updated Unholy Blight talent by 40%.
Druids
Glyph of Innervate: Duration reduced to 10 seconds.
Paladins
Glyph of Seal of Command: Redesigned to cause the Paladin to gain 8% of base mana each time the paladin judges Command.
Glyph of Seal of Blood: Changed to Glyph of Holy Wrath, which reduces its cooldown by 15 seconds.
Rogues
Glyph of Shadow Dance: Now increases the duration of Shadow Dance by 2 seconds, down from 4 seconds.
Glyph of Tricks of the Trade: Now increases the duration of the damage bonus effect instead of increasing the damage bonus.
Warlocks
Glyph of Lifetap: Duration of the buff from this glyph increased to 40 seconds.
Idol of the Corruptor: The agility buff from this idol is now exclusive with the agility buff from Idol of Terror.
Non-Combat Pets: 8 new pets have been added (not including Argent Tournament rewards). Raptor Hatchlings can be found on rare and elite raptors throughout the game world. In addition, an Obsidian Raptor Hatchling can be purchased from Breanni in Dalaran.
Dungeons and Raids

25-player raids will no longer be referred to as heroic versions of a raid, as there is a new distinction between normal and heroic modes for both 10 and 25-player versions of the Crusaders' Coliseum.
The Nexus: The Oculus & The Eye of Eternity

Vehicles (drakes) used in these instances now scale with item level.
Ulduar

Players can now use Blink, Shadowstep, and Demonic Teleport while participating in the illusion events in the Yogg-Saron encounter.
Ominous Clouds in the Yogg-Saron encounter are now more vocal about touching players.
Winter Jormungars will no longer put everyone in the zone in combat when they emerge from a Snow Mound. Additionally, Snow Mounds will now disappear when all their jormungars have emerged.
Bug Fixes

Corrected a tooltip issue with Pandora's Plea.
Randomly generated uncommon (green) and rare (blue) quality items in Wrath of the Lich King had stat values that were lower than intended. All Wrath of the Lich King uncommon and rare items with random suffixes ("of the Bear") have had their stat values increased significantly.
The leatherworking item Guardian Gloves is now correctly marked as uncommon quality.
Hunter

All ranks of Sonic Blast now properly have an 80 Focus cost.
Black Arrow Ranks 5 and 6 training costs have been lowered significantly.
Lock and Load: The tooltip for this talent has been updated to indicate that it also works with Explosive Trap.
The tooltip for Improved Tracking has been slightly re-written to indicate that it only works on the hunter, and works on melee damage as well.
T.N.T. (Rank 3): Now indicates that the talent works with Black Arrow.
Priest

The heal from Glyph of Power Word: Shield can now cause Divine Aegis.
Mana Burn: Fixed a bug where Mana Burn did not cause fear effects to break when the fear victim had an absorb shield on.
Shaman

Fixed a bug where Frostbrand Weapon (Rank 9) was not scaling properly with a shaman's spell power.
I dont care if it hurts
I want to have control
I want a perfect body
I want a perfect soul
I want you to notice
When Im not around

Svetlio
Sorcerer
Posts: 472
Joined: Wed Aug 02, 2006 10:57 am

Post by Svetlio » Wed Jun 24, 2009 3:06 pm

Midsummer - ултимативният гайд за рокли, танци и... още нещо :lol:


Кога: от 21 юни до 5-ти юли
Защо да участваме?
- за ачийвмънти
- за пари
- за XP (само за подрастващите)
- за рокли :wink:
- нон-комбат пет и табард

Всичко започва от случаен минувач с жълта удивителна на главата, който те праща в някой от главните градове (включително Шатра). Там ти обясняват какво е Midsummer и започват куестите.

1) Жонгльорът с факли дава два куеста:
- "Хвърли факлата" - в рамките на 20 секунди трябва да се хвърлят 5 факли по наредените наоколо сигнални огньове. Заставаш с гръб към централния огън, с лице към сигналните огньове (те са подредени в полукръг) и целиш този, на който има марка отгоре (подобна на хънтър марка е). Факлата е добре да е на бутон, натискаш бутона, селектираш с мишката.
- "Хвани факлата" - палиш факла на централния огън и тя излита нагоре, трябва да я "хванеш" при падането й (тоест трябва да си достатъчно близко до нея като падне) и така 5 пъти подред. Най-лесният вариант е да се следи сянката на факлата по земята, защото наистина лети много нависоко.

След като са готови тези куести, се отварят техни дейли варианти, които дават за награда цветенца и парички.

2) Един мутирал драеней (в Шатра немутирал) дава стартовия куест за съмон на Ахуне (за 80-ти левъл може да се пропуснат, но пък дават награди)
- "Unusual Activity" - отива се в Ashenvale, Zoram strand, това е брега на зоната и там се трепят култисти, докато някой дропне писъмце. След това се бучва тотем в земята (дава се с куеста) и се съмонва един проскубан вълк, който дава следващия куест:
- "Малкото раче" - продължаваш в северозападна посока по брега, следвайки огньовете докато стигнеш един по-голям огън с култисти край него, там се превръщаш в рак, използвайки дадения орб, подслушваш разговора на култистите, викаш пак шамана и той ти дава направление към мутиралия драеней:
- "Съмон на Ахуне" - в Слейв пенс (Нормал или Хероик) се съмонва споменатия Ахуне, може да се съммоне само веднъж дневно от един човек, при успешен първи кил дава куест с награда табард; как да го убием соло - малко по-надолу :wink:

"Голямото обикаляне"
- Това са куести за повечето зони, като единият е да почетеш
Алиански огън, другият да загасиш Ордски огън. За Алианския огън има куест-НПЦ, за Ордския - на самия огън има жълта удивителна за стартиране и предаване на куеста. Иска се известно познаване на Ордската територия, или инсталиран адд-он :lol:
Ето пълен списък за всички континенти с координати
http://www.wowhead.com/?blog=103454#bonfires

Да се отбележи
- куестите дават XP (не знам колко точно)
- куеста за Алиански огън дава 6 голд
- куеста за Ордски огън дава 13 голд
- куестите в Нортренд не трябват за ачийвмънт
- куестите в Eastern Kingdom и Azeroth са повтаряеми (всеки ден), докато тези в Аутленд и Нортренд не са (странно защо е така :roll: )

Всеки куест освен голд дава за награда и цветенца. С цветенцата могат да се купят (от вендор в някой от главните градове)
- нон-комбат пет (350)
- полугола драенейка танцуваща на огън (350)
- рокля (200)
- сандали (100)
- шолдърки (100) - шолдърките могат да се върнат на вендор

Роклята, сандалите и шолдърките трябват за ачийвмънт да танцуваш в рамките на 1 минута край един от огньовете. След това шолдърките могат да се продадат обратно на вендор и да се похарчат цветенцата за нещо друго.

"Да краднем вражите огньове" - ачийвмънт
Трябва да се отиде във всеки от главните градове на Ордата и да се вземе огъня там. Взимането е 2 сек каст, получаваш предмет, който стартира куест. Куеста се връща при най-близкия мутирал драеней в някой от нашите главни градове. Като откраднеш и 4-те огъня, получаваш нов куест и ачийвмънт. Най-трудно е да се докопаш до огъня в Оргримар, защото често има Орда наоколо, другите не са проблем
Карти с координати:
http://www.wowhead.com/?blog=103454#stealing

"Даларан и 40-те факли" - ачийвмънт
Трябва да се метнат 40 факли за 15 секунди в Даларан, спам-клик-фест отвсякъде :lol: Факли се купуват срещу цветенца или от АХ. Не е нужно да имаш 40 факли, 20 ще свършат същата работа, защото като ги хвърлиш, те се връщат и ги улавяш пак.

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Xellos
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Post by Xellos » Wed Jun 24, 2009 4:27 pm

Забавни са. И въртенето на колеца до огъня стаква и дава до 60 мин 10% хп за монстъри за левълващите. :mrgreen:
:ninja:

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Pag
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Posts: 99
Joined: Wed Jun 03, 2009 11:41 am

Post by Pag » Sun Jun 28, 2009 12:34 pm

- куестите в Eastern Kingdom и Azeroth са повтаряеми (всеки ден), докато тези в Аутленд и Нортренд не са (странно защо е така Rolling Eyes )
Май не е съвсем така. Днес се опитах да обиколя света за да досъбера цветчета за пет и никъде не ми бяха активни огньовете
Дали защото си имам титлата вече? Жалко за пета
Pagane lvl80
Blood Elf
Xavius

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