Author Topic: World of Warcraft: Episode 3: A New Patch  (Read 102638 times)

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etiolate

  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #180 on: January 16, 2009, 06:55:18 PM »
I can imagine that collage happening. Or that its happened to people I know. My holy pally healbot pal is on academic probation right now, I'm guessing from wasting too much time on WoW.

PD, I hit 74 on DK. Do you have the level 74 blue Saronite blade recipe? I'll get you the bars or whatever you need.

trh

  • Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #181 on: January 16, 2009, 09:51:18 PM »
It is supposedly backwards and has nothing to do with WoW.


Fake edit:
"The series of pictures are from a thread on /fit/ from like two years ago. Fat kid took pics of his weight loss and the eventual girlfriend he acquired. This picture reverses the order and slaps a big WoW logo on it in attempts at a lame joke."

Draft

  • Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #182 on: January 16, 2009, 11:23:58 PM »
Shut up. What the fuck is a matter with you.

It's so funny.

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #183 on: January 17, 2009, 03:17:02 AM »
Etoilet: I'll send it to you tonight; I've got plenty mats

Finished Pinnacle today. Usually I join groups, whether someone whispers me or I whisper them. For the first time in awhile I wanted to build the group myself, based on what happened in Pinnacle last time. The last time I did it was a healer shaman, 2 rogue dps, and a hunter. This time I chose a healer pally, 1 death knight, 1 rogue, and interestingly a lv80 prot warrior. I wanted him as back up during the boss fight to help deal with the adds while someone collected harpoons

Within 10min in the instance I realized my plan had problems. The warrior had agreed to use his 2H and dps, and while his damage wasn't great we were still blazing through mobs. But I started noticing he'd Taunt mobs off me during the bigger encounters (3-4 mobs). More than a few times I'd have the rogue sap one mob, and I'd hold three; once the undead mobs came up I had to hold 4 at a time, which isn't a problem for me. His Taunts fucked up the aggro causing the healer to work harder and our dps to gain aggro. The healer started complaining and the warrior was like "it's late, I want to argue!" wtf. I didn't complain because I figured it would be worth it if we beat Skadi

So we get to Skadi, everyone agrees on the game plan: the warrior and I focus on mobs, rogue collects harpoons, and the death knight does dps. Worked like a charm until I realize the fucking warrior goes afk before the boss even arrives. Last harpoon hits, boss arrives and I tank him, kiting him down the hallway as suggested. In short we four manned him. The healer was fuck awesome

Warrior comes back eventually and continues to taunt mobs, but I figure I'll need him for the final boss. We get to the final boss and the warrior gets himself killed by taunting the boss off me, while using a 2H. So we four man the last boss :bow

Best healer I've come across in ages. His name is Rupjub (just looked his armory up, hybrid pally lol)

edit: dumbass warrior's name: Abstractsky
« Last Edit: January 17, 2009, 03:22:48 AM by Phoenix Dark »
010

etiolate

  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #184 on: January 17, 2009, 04:41:13 AM »
Haha you did the instance with three tanks? I can fill in on Kate for dps. DK isn't high enough yet.

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #185 on: January 17, 2009, 05:52:20 AM »
DK was more dps than tank, but he could take damage without me having to worry too much about him.

Did Culling and VH. I take back what I initially said, Culling is fun. It's also great practice for huge pulls since you can't sap/sheep/etc the mobs. Basically when facing multiple mobs, lets say 4, I:

charge Skull target, use Shield Slam
tab (or click) X target, use Taunt
tab (or click) Triangle target, use Mocking Blow
use Thunder Clap
Devastate Skull targe, Taunt Star target
Shockwave

then just Devastate and aoe my way to success.
010

trh

  • Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #186 on: January 17, 2009, 08:43:01 AM »
Shut up. What the fuck is a matter with you.

It's so funny.

It made me sad. :( I had to get to the bottom of it.

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #187 on: January 17, 2009, 03:41:22 PM »
lv80 woot

Defense rating dropped from 550 to 539, so I'll be doing heroics soon enough; still haven't gotten the items I want from Halls of Stone or Lightning yet.

sucks that you can only smelt one titansteel bar a day. I have enough titanium ore for 3 titansteel bars, made one so far. So I'll be able to either get the helm or shield hmm
010

cubicle47b

  • Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #188 on: January 18, 2009, 03:06:15 AM »
Buy other people's titansteel cooldowns.

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #189 on: January 18, 2009, 03:23:37 AM »
Yea, I could do that, 180g each. Sure I have the gold but I hate buying stuff I can make
010

cubicle47b

  • Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #190 on: January 18, 2009, 10:55:55 AM »
No, you acquire the mats and just pay people for their cooldown.  Should be fairly cheap.

etiolate

  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #191 on: January 18, 2009, 08:09:37 PM »
Yeah, if I pull aggro on my DK, I just throw up my tanking buff CDs until the tank has it back. I had a tank get mad because I was using howling blast, to which he replied "This isn't PVP!". I tried to tell him its the big DK dps build that is the fotm, but he was like "WHATEVER!" He wasn't using Death n Decay though, which is why my HB was pulling aggro off of him.

Van Cruncheon

  • live mas or die trying
  • Banned
Re: World of Warcraft: Episode 3: A New Patch
« Reply #192 on: January 18, 2009, 09:56:29 PM »
what's the best shaman spec

i am sure it is enhancement, but SNORE

can i go elemental and have ANY endgame amusement
duc

etiolate

  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #193 on: January 19, 2009, 06:06:07 AM »
Resto is the best spec. It can PVP and PVE, even if it is one of the least mobile/least protected healers. Both DPS specs have trouble in PVP. Enhance is the only melee that can't keep close distances or stun. Elemental dies in the blink of an eye and has had its damaged nerfed to the point where its the worst current spec in the game. They are buffing Elemental in the next patch to put it back up with other dpsers, but they keep delaying the patch because they can't get it bug free.

If you take out Arena, Enhance can still burst down a player crazy fast, and the wolves give you 30 seconds to live every 3 minutes. Elemental can rack up tons of damage in a battleground if you can hide in the back and nuke away. Thunderstorming people off cliffs is fun as well. I just sit in the middle flag of EOTS and TS entire groups of players off the edge.

Resto just does the best because Earth Shield, the guardian talent and riptide keep you alive longer than the other specs.

Not to be a bummer, but Shaman and Warlock are like the two worst classes right now, especially in PvP. They've shat all over Shaman since allowing Alliance to use it. Windfury and chain lightning were awesome in original WoW, but both have been nerfed considerably. It use to be a class where you wouldn't live long, but you'd kill fast enough to make up for it. Now you don't have the burst and still lack the defenses.

If you're good you can still do well in ways. I often have lead a battleground in both damage and deaths as Elemental. If you plan to go Elemental, realize you're getting less damage with equal gear than a mage or boomkin or lock. A mage with my spell power gets about 700 to 800 more dps. If you pvp, make sure to spec into the improved fire nova and drop it on every cooldown with melee around to get the aoe stun. You can try hex, but its pretty horrible as a cc. If you get silenced, you're dead. Drop grounding as often as possible and flameshock, lavaburst, elemental mastery nuke before you die. Or lure people to cliffs and thunderstorm, then go hide.

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #194 on: January 19, 2009, 05:20:58 PM »
I've done HoL so many times without the stuff I want dropping. The only time the 1H def sword I got outrolled by a DK...who already had the sword but wanted another for when he switched to a tank build.

But until today I had never done it with all casters. We breezed to the final boss at which point I figured we could have some problems. I told them the best way to beat him is to stack on me and just dps the shit out of him, no running. But of course no one wanted to do that until we wiped twice trying to run from the nova attack. Third try we did it my way and kicked his ass.
010

ManaByte

  • I must hurry back to my comic book store, where I dispense the insults rather than absorb them.
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #195 on: January 20, 2009, 11:55:10 AM »
CBG

ManaByte

  • I must hurry back to my comic book store, where I dispense the insults rather than absorb them.
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #196 on: January 20, 2009, 11:59:13 AM »
3.0.8 is LIVE

World of Warcraft Client Patch 3.0.8

General

    * Players may now create death knights on any realm once they reach level 55.
    * Bonus Armor: The mechanics for items with bonus armor on them has changed (any cloth, leather, mail, or plate items with extra armor, or any other items with any armor). Bonus armor beyond the base armor of an item will no longer be multiplied by any talents or by the bonuses of Bear Form, Dire Bear Form, or Frost Presence.
    * Racial restrictions on mounts have now been lifted. Night Elves on mechanostriders? Tauren on raptors? You're not seeing things.
    * Racial Resistances: These can now be mitigated against by gaining additional chance to hit.
    * Tapping: All player spells which cause a creature to become aggressive to you will now also immediately cause the creature to be tapped.
    * All Silence spells now have diminishing returns. This includes: Arcane Torrent, Garrote silence effect, Improved Counterspell effect, Improved Kick effect, Silence, Gag Order, Silencing Shot, Spell Lock, and Strangulate.
    * Dispel Resist talents have changed to protect only beneficial spells and damage over time effects.
    * Shield Wall, Barkskin, Guardian Spirit, and Divine Protection are now off the Global Cooldown.
    * A new mailbox is now available at the Crows Tavern in the Dalaran Sewers.
    * We have added over 60 new graveyards to Kalimdor and the Eastern Kingdoms.
    * The run speed in spirit form has been increased by 50%. Night Elves in Wisp form will now move at a bonus 75% speed.
    * Reputation rewarded for killing mobs will no longer automatically deprecate. This means trivial mobs will continue to give out their full amounts of reputation on kill for the majority of cases in the game (level 70 creatures in Stratholme, for example, will continue to award the full amount of rep to level 80 players seeking to boost their Argent Dawn faction).
    * World of Warcraft now supports 3-D imaging. Visit http://www.nvidia.com/object/GeForce_3D_Vision_Main.html for more information.

Achievements

    * The Loremaster of Kalimdor Achievement has had its quest amount reduced.
    * The Perma-Peddle Achievement is no longer a part of the "Fool for Love" meta-achievement.
    * The Winds of the North (Horde) has had its requirements changed. This achievement is now earned by getting Exalted with the Alliance Vanguard or Horde Expedition.

PvP

    * Vehicles can now be affected by most player spells, except CC, snares and roots.
    * Arenas
          o Arena rating requirements for all Deadly Gladiator's Arena items have been reduced by 100.
          o All rage and runic power are set to 0 when an Arena begins and the preparation period is over.
          o Ring of Valor: The small pillars will now rise immediately once the arena begins.
    * Battlegrounds
          o Lake Wintergrasp
                + Wintergrasp Commendations can now also be purchased for the low low price of 9 Wintergrasp Marks of Honor. Players can visit their respective Wintergrasp vendors and put those Marks of Honor to use!
                + Wintergrasp PvP vehicles have had their health increased.
                + Wintergrasp Tower cannons have had their health increased.
                + The Wintergrasp Fortress Exterior walls have had their health increased.
                + The Fortress Keep door now has had its health decreased.
                + The Orb is now instantly clickable.
                + Elementals should now always despawn when the battle begins.
                + Wintergrasp now extends further south so that more revenants can be reached.
                + There are now three ranks in Wintergrasp: Recruit, Corporal, and First Lieutenant.
                + Players will be eligible for participation rewards after two honorable kills.
                + Players will receive increased honor with increased rank.
                + Players will receive additional Marks of Honor at Corporal or higher rank.
                + Players will receive corporal rank at 5 honorable kills instead of two.
          o Strand of the Ancients
                + Antipersonnel Turrets will now gain vehicle immunities, use falloff damage, and damage increased to 4000 + 200 per level to compensate for falloff.
                + The Strand of the Ancients Demolisher has had its health increased.
                + The Strand of the Ancients tower cannon has had its health increased.
                + Seaforium charges have been moved closer to the graveyards on the 2nd tier.

      Death Knights
          o All multi-rune abilities generate 15 runic power.
          o Anti-Magic Shell: The cooldown has been lowered to 45 sec from 60 sec.
          o Anti-Magic Zone: This ability's duration has been cut to 10 seconds.
          o Blood Aura now grants 2/4% instead of 1/2% healing.
          o Blood Presence now grants 2/4% instead of 1/2% healing.
          o Bloody Strikes will receive extra bonus damage from Pestilence.
          o Bone Shield: The mitigation has been reduced from 40% to 20%.
          o Corpse Explosion: Damage increased substantially, added 5 sec. cooldown, and changed cost to 40 runic power.
          o Dark Command: Range increased to 30 yards.
          o Death Pact now grants 40% instead of 20% healing.
          o Frost Presence: The bonus armor has been increased from 60 to 80% and magic damage reduction increased from 5 to 15%.
          o Heart Strike no longer has a haste debuff but will now be able to strike two targets.
          o Horn of Winter now has no cost and grants 10 runic power in addition to its stat buff, but has a 20 second cooldown.
          o Howling Blast: Cooldown removed.
          o Icebound Fortitude now reduces damage by 20% instead of 50%. The amount of damage reduced increases with bonus Defense (to about 35% for 540 Defense, but can go higher).
          o Killing Machine: Instead of a chance to be triggered on critical strike, this talent now has a chance to be triggered on each swing based on the swing time of the weapon (slow weapons more likely, fast weapons less likely).
          o Mark of Blood: The total amount of healing this can grant is now capped based on a percentage of standard creature health at the target's level.
          o Night of the Dead now grants 40/70% passive area spell avoidance to your pet in addition to its current effects.
          o Outbreak will no longer receive bonus damage from pestilence. The bonus from Plague Strike and Blood Boil has been increased slightly.
          o Pestilence no longer has a 10 seconds cooldown.
          o Raise Dead has now been split into two spells:
                + Raise Dead now raises a ghoul or pet ghoul (if talented). Requires corpse dust if no humanoid corpse is nearby.
                + Raise Ally now raises a fallen party member as a ghoul and has no reagent. Available at level 72. This should now last for 4 minutes.
          o Rune of the Stoneskin Gargoyle (two-handed only) now grants 25 Defense and 2% Stamina.
          o Rune Strike: Damage decreased from 200% to 150% but threat increased to 150% from 100%.
          o Shadow of Death: The duration has been changed from 45 seconds to 25 secondsseconds and now has a 15 minute cooldown.
          o Summon Gargoyle: Damage dealt by the Gargoyle reduced by approximately 20% and maximum duration cut to 30 seconds.
          o Unholy Blight had had its cost reduced from 60 to 40 runic power.
          o Wandering Plague will now properly reset after being castand now considers the resilience of the target in determining its chance to be triggered.
          o Vampiric Blood (DK) changed from 20% health / 50% healing to 15 % health / 35% healing.
          o Will of the Necropolis will now reduce the damage of any attack that takes the DK below 35% health by 5 /10/15% instead of boosting armor when wounded. It no longer affects the cooldown of Anti-Magic Shell and retains the current damage reduction bonus.

      Druids
          o Aquatic Form is now available from druid trainers at level 16.
          o Celestial Focus (Balance) no longer includes Starfall.
          o Feral Attack Power: All weapons now have the potential to grant feral attack power based on their dps (as compared to the best superior-quality weapons available at level 60). Players will see their existing feral weapons grant roughly the same attack power as they did before (+/- 2 or so), but many new weapons will be options for the feral druid. Some feral weapons have had strength converted to attack power to be more appealing to other classes able to equip them. All druids will see the amount of feral attack power granted by an item in the item tooltip, if it grants any, but other players will not see that information.
          o Remove Curse and Abolish Poison can now be used in Moonkin form.
          o Genesis: Now works with Tranquility and Hurricane.
          o Growl: Range increased to 30 yards.
          o King of the Jungle - The Bear effect is now physical, and thus cannot be dispelled.
          o Moonglow: This talent now also benefits Nourish.
          o Nature's Grace - Now also effects Revive.
          o Nourish: Wild Growth applied to a target now increases the healing done by this spell by 20% like other heal over time effects.
          o Polearms: Now trainable by Druids.
          o Primal Tenacity: Now reduces the cost of Bear Form, Cat Form, and Dire Bear Form by 17/33/50% in addition to its previous effects.
          o Protector of the Pack: No longer changes value based on party size.
          o Savage Roar: The buff now persists outside of Cat Form but only provides its benefits while in Cat Form.
          o Starfall: Instead of canceling shapeshifting, now cancels on shapeshifting into an animal form.
          o Survival of the Fittest: This talent now grants 22/44/66% bonus armor in Bear Form and Dire Bear Form in addition to all of its previous effects.
          o Swipe: Swipe (Cat) has now been added at level 71, dealing 260% weapon damage, costs 50 energy with no cooldown. All talents affecting the Bear Form version affect the Cat Form one as well.
          o Wild Growth now has a 6 second cooldown.

      Hunters
          o Hunter Aspects are now off the Global Cooldown again. They still have a shared 1 second cooldown.
          o All Hunter pet abilities with a cooldown of 30 seconds or more are no longer on the global cooldown.
          o Arcane Shot: Mana cost lowered to match the cost of Steady Shot.
          o Aspect of the Wild - This aspect is now raid-wide.
          o Call of the Wild: The benefit from this pet talent now applies to only the Hunter and their own pet.
          o Deterrence: Design changed to grant 100% parry and 100% chance to "deflect" spells coming from the front, but prevents the Hunter from attacking. Lasts 5 seconds and has a 90 second cooldown.
          o Explosive Shot: Damage increased substantially, and additional scaling added to compensate Survival Hunters for the decrease in power of Steady Shot. No longer deals damage to secondary targets.
          o Ferocious Inspiration: This talent now also increase the damage the Hunter does with Arcane Shot by 3/6/9%.
          o Improved Tracking(Survival): This talent has been slightly re-designed. Now reads: While tracking Beasts, Demons, Dragonkin, Elementals, Giants, Humanoids and Undead, all ranged damage done to those types is increased by 1/2/3/4/5%.
          o Kill Shot – Cooldown reduced to 15 seconds, down from 35 sec.
          o Kindred Spirits: This talent now grants only 3/6/9/12/15% pet damage.
          o Lock and Load: Now has a 30 second cooldown.
          o Readiness: No longer resets the cooldown on Bestial Wrath.
          o Steady Shot: Now gains 10% of attack power as damage instead of 20%.
          o Serpent's Swiftness: This talent now grants only 2/4/6/8/10% bonus attack speed to pet. The hunter attack speed bonus is unchanged.
          o Tranquilizing Shot (Hunter): Cooldown increased to 8 sec, up from 6. Mana cost reduced to 8%, down from 12%.
          o Unleashed Fury: This talent now grants only 3/6/9/12/15% pet damage.
          o Viper Sting: Now drains a percentage of maximum mana.
          o Volley: The damage has been reduced on all ranks by approximately 30% (including attack power scaling).
          o Pets
                + All Hunter pet abilities with a cooldown of 30 seconds or more are no longer on the global cooldown.
                + The coefficient of Rake (Cat) and Scorpid Poison (Scorpid) has been lowered.
                + Rake: This hunter pet ability has had its damage adjusted to prevent unreasonable scaling with attack power.
                + Scorpid Poison: No longer stacks. The damage has been adjusted to prevent unreasonable scaling with attack power.
                + Spirit Strike (hunter pet ability) now has an initial attack (which can crit) and then a single dot. Damage overall is higher.

      Mages
          o Arcane Blast: This ability has been significantly changed. Arcane Blast now increases the damage of the next Arcane spell by 15%. However, using Arcane Blast itself does not consume the charge itself. Each time you cast Arcane Blast, the damage of Arcane spells is increased by 15% and the mana cost of Arcane Blast is increased by 200%. This effect stacks up to 3 times and lasts 10 seconds or until any Arcane damage spell except Arcane Blast is cast.
          o Arcane Flows: Now also reduces the cooldown of Evocation by 1m/2m.
          o Elemental Precision: Renamed to Precision and now works on all spells.
          o Evocation: Cooldown reduced to 4 min.
          o Improved Blizzard: The snaring effect has been reduced to 25/40/50%.
          o Incanter's Absorption: The amount of spell damage a Mage can gain from this ability is now capped at 5% of the mage's health.
          o Mirror Image: The Mirror Image Polymorph ability now has a range of 8 yards. In addition, Mirror Images will no longer have excessive threat values assigned to them when they are created.
          o Slow Fall is now castable on others.
          o Torment the Weak: Now works with Arcane Blast and does bonus damage against targets afflicted with any type of slow (such as the combat slow from Thunder Clap).

      Paladins
          o Avenging Wrath: Divine Shield, Divine Protection, and Avenging Wrath cannot be used within 30 seconds of each other anymore. Forbearance removed from Avenging Wrath.
          o Divine Protection: The penalty has been removed.
          o Divine Shield: The penalty has been changed so that all damage done is reduced by 50% in place of an attack speed penalty.
          o Hand of Reckoning(NEW): Available on trainers at level 16. It's a 30 yard range taunt that causes Holy damage.
          o Judgements of the Pure: This Holy talent now increases the damage done by Seals and Judgements.
          o Judgement of Wisdom: Now returns a percentage of base mana instead of a percentage of max mana.
          o Sacred Duty: Interaction with Divine Shield and Divine Protection removed, but stamina bonus increased.

      Priests
          o Abolish Disease and Cure Disease can now be cast while in Shadowform.
          o Holy: Circle of Healing now has a 6 second cooldown.
          o Levitate is now castable on others.
          o Mana Burn: Now burns a percentage of maximum mana.
          o Shadow
                + Shadowform: You can now shift into Shadowform while mounted or sitting.
                + Vampiric Embrace- Mana cost of this spell has been removed.

      Rogues
          o Cheap Shot: This ability no longer has diminishing returns against anything other than itself.
          o Fan of Knives: The cooldown has been removed. In addition, now deals 150% of weapon damage when used while daggers are equipped.
          o Feint: Rank 8 now reduces the damage taken from area of effect attacks by 50% for 6 seconds in addition to its existing effects.
          o Kidney Shot: This ability now has diminishing returns against all other stuns.

      Shaman
          o All shaman talent points have been refunded. Please visit your trainer to learn spells and abilities.
          o Fire Nova Totem: Now no longer generates threat.
          o Healing Way: Now only one application is required to reach full benefit. No longer stacks.
          o Improved Water Shield: Lesser Healing Wave now has a reduced chance to trigger this talent.
          o Magma Totem: The damage and scaling has been increased and no longer generates threat.
          o Mental Quickness and Static Shock have switched positions in the talent tree.
          o Mental Quickness: Reduces the mana cost of instant cast Shaman spells by 2/4/6% and increases spell power by an amount equal to 10/20/30% of your attack power.
          o Searing Totem (Rank 4) now does the proper damage for its rank.
          o Tremor Totem's duration has been increased from 2 minutes to 5 minutes.
          o Elemental
                + Elemental Oath: In addition to existing effects, now increases spell damage done by the Shaman by 5/10% while Elemental Focus Clearcasting is active.
                + Elemental Mastery: Redesigned. Now increases the Shaman's critical strike chance by 20% for 30 seconds. Cooldown remains at 3 minutes.
                + Elemental Shields: This talent has been removed. It has now been merged with Elemental Warding.
                + Elemental Warding: Now reduces all damage taken by 2/4/6%. Changed from only reducing Nature, Fire and Frost by 4/7/10%.
                + New Talent: Shamanism-Your Lightning Bolt spell gains an additional 2/4/6/8/10% and your Lava Burst gains an additional 4/8/12/16/20% of your bonus damage effects.
                + Storm, Earth and Fire: This talent has been moved up in the tree, and it's talent points have been reduced to 3 down from 5. Wind Shock is also included in the range increase (with Earth Shock). The damage bonus to Flame Shock has been increased, up from 10/20/30/40/50 to 20/40/60.
                + Unrelenting Storm: point cost reduced to 3, down from 5. Now does 4/8/12%

      Warlocks
          o Curse of Agony will now scale better when used with the Glyph of Curse of Agony. Ticks beyond the original duration will do 33% more damage than the ticks that preceded them. i.e. 74 -> 145 -> 217 -> 290.
          o Demon Armor and Demon Skin: Armor increased by approximately 120%.
          o Demonic Circle: The teleport now clears all snare effects.
          o Drain Mana: Now drains a percentage of maximum mana.
          o Emberstorm: Now works with Conflagrate.
          o Ritual of Summoning: Will now create a summoning portal object which can be re-used for multiple summons for 5 minutes.

      Warriors
          o Bloodthirst: Charges have been decreased to 3, but the effect has been raised to 1% per charge.
          o Fury: Bloodsurge: Now has a chance to trigger from any hit with Heroic Strike, Bloodthirst, or Whirlwind.
          o Fury:Titan's Grip: The hit chance penalty has been removed.
          o Sudden Death: The amount of rage spent on an Execute while Sudden Death is active is now capped at 30 rage. Improved Execute and the Glyph of Execute will still increase the damage done by increasing the amount of rage able to be converted into damage.
          o Taunt: Range increased to 30 yards.

      Professions
          o Alchemy
                + All flasks no longer require an alchemy lab to create.
                + The Cooldown on Transmute: Titanium has been reduced to 1 day, and the materials required have been simplified.
                + Reduced the cooldown on Northrend Alchemy Research from 7 days to 3 days.
                + The chance to discover a Northrend transmutation has been increased.
                + Changed the Crazy Alchemist Potion so it always gives health and mana. It also grants the benefit of another random potion effect.
                + Potion of Nightmares functionality changed. You can now move to interrupt the effect, and damage taken is no longer increased while you are under the effects of this potion.
                + Added a new recipe for Ethereal Oil to grand master alchemy trainers.
                + You can now discover a recipe for the Elixir of Water Walking with Northrend Alchemy Research.
          o Blacksmithing
                + Reduced the spell power on the Titansteel Guardian to bring it in line with its item level.
                + Increased the material requirements to make high level frost resistance gear created with blacksmithing.
                + Increased the materials required to make several recipes that require cobalt.
                + Added a new recipe for shield reinforcements that increases the block value of shields.
          o Cooking
                + A recipe has been added for Kungaloosh. You can learn this recipe from an NPC in the Dalaran sewers once you have completed the quest 'The Taste Test' in Sholazar Basin.
                + A recipe for the incredible Fish Feast can now be purchased for Dalaran Cooking Awards.
                + Succulent Orca Stew and Shoveltusk Soup have been removed from the requirements for any cooking achievements as they will not be added to the game.
                + A new recipe for Worg Tartare is now available for purchase with Dalaran Cooking Awards. This delicacy imbues hit rating and Stamina upon those brave enough to eat it.
          o Enchanting
                + Many high level enchantment recipes have had the amount of Infinite Dust and Greater Cosmic Essence requirements significantly reduced, but with Dream Shards being added to them.
                + Increased the Fire damage inflicted by the Icebreaker weapon enchantment.
                + Reduced the armor penalty granted by the Berserking weapon enchantment.
                + Increased the amount of healing from the Lifeward enchantment.
                + Increased the amount of damage caused by the Icebreaker enchantment.
                + Added a new recipe to enchant bracers with Stamina. You can buy this recipe from Vanessa Sellers in Dalaran.
          o Engineering
                + Engineers may now be able to properly engineer Centrifuge Constructs.
                + Reduced the cooldown and increased the duration of the effect for Hyperspeed Accelerators.
                + Added a new recipe for epic plate spell power goggles.
                + Weakness Spectralizers are now usable by druids.
                + The Saronite Bomb recipe now creates a lot more bombs for the same material cost. While this breakthrough was discovered by goblins, all engineers can take advantage of it.
                + Gnomish Lightning Generator has had its cast time and cooldown reduced.
                + The engineering Scrapbot can now repair.
          o Inscription
                + Jessica Sellers, a new vendor in the Dalaran inscription shop, will sell most inscription inks for the cost of one Ink of the Sea. She also sells Snowfall Ink for multiple Inks of the Sea.
                + A new recipe for Glyph of Arcane Blast has been added to Master and Grand Master Inscription trainers.
          o Jewelcrafting
                + Added a new recipe to convert a frozen orb and some green quality gems into several superior quality gems.
                + Reduced the spell power granted by the use effect of the Figurine – Twilight Serpent, but reduced the cooldown significantly.
          o Leatherworking
                + Iceborne Belt pattern skill up range has been increased to the correct range.
                + The epic leg armor patches now require a Frozen Orb in addition to their other materials.
          o Mining
                + Mining veins and deposits no longer require multiple hits to receive all the ore. Players will receive around the same amount of ore, stone, and gems they would have received from multiple hits.
                + Weakened Giants and Iron Rune Sentinels can now be correctly mined.
          o Skinning
                + Increased the critical strike rating granted by ranks 5 and 6 of Master of Anatomy.
                + Carrion Fleshstrippers are now skinnable.
          o Tailoring
                + Reduced the cloth required to make a Bolt of Imbued Frostweave.
                + Simplified the materials required for Shining Spellthread and Azure Spellthread.
                + Reduced the eternals required to make Brilliant Spellthread and Sapphire Spellthread, but increased the number of Iceweb Spider Silk.
                + Greatly reduced the materials required to make the self-only tailoring leg enchants (Master's Spellthread and Sanctified Spellthread), but these recipes no longer grant any skill gains.
                + Reduced the training cost for the normal Flying Carpet.
                + Ebonweave now requires the tailor to be in the Maw of Neltharion in Dragonblight to creating it.
                + Spellweave now requires the tailor to be at the Azure Dragonshrine in Dragonblight when creating it.

      Quests
          o The quest, "Scare the Guano Out of Them!" now only requires 10 Darkclaw Guano, down from 15. Also, only the character that scared the bat, or their party, may now loot the guano.
          o Shoveltusk Meat obtained during the quest; "Shoveltusk Soup Again?" is now correctly flagged as a quest item with no sell price.
          o During the quest, "Scalps!" you can no longer use Ahunae's Knife to scalp kills that you aren't tapped to.
          o The path followed by the Har'koa's Kitten during the quest, "I Sense a Disturbance" has been improved.
          o Westguard Sergeants, Winterhoof Braves, and Ethereal Frostworgs should no longer attempt to attack their opposite faction counterparts unless the character controlling them is first attacked.
          o Westguard Sergeant and Winterhoof Brave demoralizing shouts will now only affect the Winterskorn Vrykul and worgs at Skorn.
          o Various fixes to the Queen Angerboda event during the quest, "The Slumbering King".
          o The daily quest, "Shoot 'Em Up" now only requires 15 Jotunheim Proto-Drakes to be shot down, down from 20. As well, the harpoon now only costs 5 energy to shoot, down from 10.

      Dungeons and Raids
          o The Obsidian Sanctum
                + Players will now be affected by Twilight Residue when they leave the Twilight Realm. Twilight Residue grants immunity to Fire and Shadow damage for a few seconds.

      User Interface
          o Chat frames can now be made "Noninteractive". When in this state, they will ignore all clicks.
          o Various filters can now be applied to Achievements.
          o A special UI for chatting with GMs has been added.
          o For additional notes on Lua and XML changes please visit the UI & Macros forum.

      Items
          o Emblems of Heroism can now be purchased at a 1 to 1 rate using Emblems of Valor.
          o The Darkmoon Faire exotic vendors have been updated with new items.
          o Amberglow Signet now correctly grants Hit Rating.
          o Deadly Gladiator's Refuge has had its 4 piece set bonus changed. It now reduces the cooldown of Swiftmend by 2 seconds.
          o Deadly Gladiator's Staff has had the Agility and Critical strike rating restored to ratios consistent with other instances of the Gladiator's Staff.
          o Dreamwalker Battlegear: The Rip bonus is now 4 seconds instead of 3.
          o Druid Feral Tier 7 Set: The 4 piece bonus now also decreases the cooldown on Tiger's Fury by 3 seconds.
          o Druid Restoration Tier 7 Set: The Rejuvenation bonus has been changed to affect Lifebloom instead.
          o Gifts and Pledges of Adoration for the capital cities are now soulbound.
          o The Flag of Ownership now has only a 60s cooldown to match the 60s duration of the flag.
          o The following crafted weapons have had their stats adjusted to properly reflect their intended power:
                + Corroded Saronite Edge, Corroded Saronite Woundbringer, Cudgel of Saronite Justice, Furious Saronite Beatstick, Saronite Spellblade, Saronite Shiv, Savage Cobalt Slicer, Notched Cobalt War Axe, Sturdy Cobalt Quickblade, Cobalt Tenderizer
          o Living Lashers can now properly be skinned with Herbalism.
          o Players can now open clams while riding a vehicle, sitting, mounted, stealthed, and invisible.
          o Reduced the stats on the Savage Cobalt Slicer to match the weapon's level.
          o Some low-level rogue pvp gloves were accidentally omitted from the patch 3.0.3 update. This has been rectified.
          o Some neglected creatures in Icecrown have found the contents of their pockets.
          o Totem of Hex now correctly grants 165 spell power to Chain Lightning and Lightning Bolt, up from 85.
          o The white Polar Bear mount is now the proper (larger) size.
          o Glyphs
                + Glyph of Conflagrate now makes it so your Conflagrate spell no longer consumes the Immolate or Shadowflame spell from the target.
                + Glyph of Death and Decay has been changed to grant 20% additional damage instead of its current effect.
                + Glyph of Hammer of Justice: Now increases range by 5 yards instead of increasing stun duration.
                + Glyph of Invisibility duration has been increased.
                + Glyph of Deterrence: Now -10 seconds instead of -20.
                + Glyph of Holy Light now affects friendly targets in a larger radius.
                + Glyph of Horn of Winter now increases the duration by 60 sec.
                + Glyph of Spirit of Redemption: Now increases the duration of the effect by a fixed amount of 6 seconds.
                + Glyph of turn evil now also increases the cooldown of your turn evil spell by 8 sec.

      World Environment
          o Incapacitating Shout now has an 8 second duration.
          o Conquered Soul of the Blightcallers are no longer AE immune.
          o Corrected a raid emote in Violet Hold to display the proper creature name.
          o Corrected a redundant aura tooltip for Locust Swarm in Naxxramas.
          o Several creatures in the Construct Quarter of Naxxramas did not have Heroic values for hit points and damage.
          o Storm Peaks, Grom'arsh Crash Site - Peon Gakra is now an innkeeper and the zeppelin hull, an inn.

      Bug Fixes
          o Fixed a bug with a Wild Mustard plant that was under the ground in Dalaran.
          o Racials
                + Berserking: Can now be used properly while under the affects of Hand of Protection.
                + Heroic Presence: Now works properly in Ghost Wolf Form.
                + Shadowmeld: This ability will now properly restore threat when it is cancelled. In addition, it will correctly remove a player from combat if it is active when that player is the last person left alive that the creature hates. This ability is now also unusable while affected by Faerie Fire.
                + Will of the Forsaken: Using this ability while disoriented would trigger it's cooldown to no affect; it is no longer useable while disoriented.
          o Classes
                + Death Knights
                      # Blood Aura Will now always do the correct amount of healing, based on the actual damage taken of the target.
                      # Blood Caked Blade: Now does the proper damage amount when triggered by an off-hand weapon.
                      # Bloody Strikes: The tooltip for this talent now has correct values.
                      # Butchery: Will now always grant 20 runic power, regardless of the creature type killed.
                      # Chains of Ice: This ability is no longer able to land on death knights who have Anti-Magic Shell active.
                      # Crypt Fever: It is no longer possible to have a duration longer than the disease which caused it. Will also no longer incorrectly increase Death and Decay damage.
                      # Corpse Explosion: Fixed a bug where how much Runic Power the Death Knight had was affecting the damage done, and also increased the damage substantially.
                      # Dancing Rune Blade: The weapon no longer echoes the Raise Dead and Army of the Dead spells. In addition it will now more closely match the master's damage and will cast Rune Strike when its master does.
                      # Death Chill: The effect from this talent will no longer be consumed if Killing Machine is active.
                      # Death Pact: This will no longer cause guards to attack the Death Knight.
                      # Desecration: will no longer break stealth.
                      # Ebon Plague: It is no longer possible to have a duration longer than the disease which caused it. It will no longer stack with Crypt Fever used by another character.
                      # Frost Fever: This talent now works properly when spell reflected.
                      # Gnaw: This ghoul ability is now able to be set on autocast.
                      # Icy Clutch: This will now be applied properly in all cases to targets that gain Frost Fever via the Pestilence ability.
                      # Mark of Blood now works correctly with periodic damage.
                      # Pestilence: The diseases will now spread correctly even when the damage from Pestilence kills the primary target.
                      # Raise Dead no longer puts you in combat when you cast this spell.
                      # Shadow of Death: This ability will no longer cause tracking abilities to become inactive when the death knight becomes a ghoul.
                      # Tundra Stalker (Rank 1) will now work properly on Death and Decay.
                      # Unholy Blight: Will no longer cause spell pushback.
                + Druids
                      # Bear Form: This ability will now grant the correct attack power per level for levels 71-80.
                      # Entangling Roots: When determining if a new Entangling Roots should overwrite an old one, and will now calculate the correct damage modifiers for the creature type of the target.
                      # Maim: Tooltip adjusted to match the duration the ability has always had.
                      # Opening: Opening doors and objects should no longer cause shapeshifted forms to be cancelled.
                      # Rake: The initial damage from this ability is now properly considered bleed damage, and will be increased by Mangle and Trauma.
                      # Savage Fury - Mangle (Bear) damage was being increased by a higher percentage than intended. This has been fixed, and in result Mangle (Bear) should see roughly a 16% damage reduction. Also fixed a bug with Savage Fury where the Rake bleed effect was not being increased.
                      # Starfall will no longer cause nearby creatures to become hostile for no apparent reason while the Druid is affected by fear effects. In addition, it will no longer pick ambient creatures as targets.
                      # Survival Instincts: The extra health from this ability now persists in all forms, but the ability can only be activated in Cat Form, Bear Form, or Dire Bear Form. This prevents the health gain from occurring multiple times if constantly shapeshifting.
                      # Swiftmend: Riptide will no longer cause this ability to light up, and this ability will no longer sometimes consume Earthliving off the target.
                + Hunters
                      # Aspects: All aspects now have a 1 second global cooldown.
                      # Aspect of the Beast: Will now increase Hunter pet attack power by the correct amount.
                      # Aspect of the Viper: Beast Lore, Scare Beast, and Tame Beast will no longer trigger mana regeneration from this ability.
                      # Call of the Wild: Now only works on the pet and their own master.
                      # Carrion Feeder: No longer causes extremely large amounts of threat when the pet gains happiness.
                      # Chimera Shot: The secondary effects of this shot will now still be triggered even when the target dies from the ability's damage.
                      # Cower: Now longer shares a cooldown with Growl, but has its own separate cooldown.
                      # Dust Cloud: This pet ability will now be cast by the pet at the target instead of while they are moving toward the target.
                      # Marked for Death: Now works properly for Steady Shot and Glyph of Steady Shot.
                      # Master's Call: Now makes the pet immune to roots and snares for the duration as well, allowing the pet to break roots on the target even when the pet is rooted.
                      # Nether Shock: Pets will now correctly use this ability on all targets, not just mana users.
                      # Noxious Stings: When this talent triggers Wyvern Sting, the Wyvern Sting will now last the proper duration.
                      # Owl's Focus: Free abilities will no longer consume this effect.
                      # Prowl: This ability will no longer sometimes turn autocast on by itself.
                      # Sniper Training: Now increases the damage of Aimed Shot by the correct amount.
                      # Spirit Strike: This pet ability's duration and period have both been reduced to 6 seconds.
                      # Spore Cloud: This ability will now work properly.
                      # Swipe: The tooltip has been adjusted.
                      # Tracking: Entering an arena no longer disables tracking types.
                      # Fixed a bug that allowed Viper's Sting to target death knights. They are now invalid targets.
                + Mages
                      # Arcane Missiles: This spell now only has one chance to trigger Arcane Concentration.
                      # Brain Freeze: This talent can now be triggered by Blizzard.
                      # Burnout: This talent will now properly charge the mage additional mana when Living Bomb causes a critical strike.
                      # Fingers of Frost: This talent can now trigger properly from Frost Armor.
                      # Frost Nova: Will now properly overwrite the effect of Shattered Barrier and of Frostbite.
                      # Icy Veins: The spell pushback reduction from this talent now works on Frostfire Bolt.
                      # Improved Scorch: This talent no longer triggers effects that trigger on casting a spell.
                      # Incanter's Absorption: This talent will now work properly when the mage is sitting.
                      # Living Bomb: Now triggers Ignite when it causes a critical strike. In addition, the final explosion will now still occur even if the mage is affected by a crowd control effect.
                      # Molten Fury: This talent will now interact correctly with Torment the Weak.
                      # Precision: Frostfire Bolt will no longer receive double the intended benefit from this talent.
                      # Spell Power: Now affects the critical strike chance of Blizzard.
                + Paladins
                      # Devotion aura: When mixing two different ranks of this ability in a party, players will no longer sometimes see a spurious second copy of the buff.
                      # Hand of Freedom: Now works properly against the froststorm Breath Hunter pet ability.
                      # Judgement of Blood, Judgement of Command, and Judgement of the Martyr will now gain the correct damage modifiers for the creature type of the target.
                      # Judgement of Light: The tooltip has been corrected to remove the implication that it only works on melee attacks.
                      # Judgement of the Wise: The amount of mana gained has been corrected to match the tooltip.
                      # Pure of Heart: This talent will no longer cause Curse of Agony to do more damage than intended.
                      # Repentance: Avenger's Shield no longer breaks Repentance, but unfortunately, Seal of Vengeance and Corruption damage will break it again. This will be corrected in a future patch.
                      # Righteous Vengeance: This talent will now calculate its damage correctly when the damage is absorbed. In addition this ability will no longer cause excessive damage when refreshed on targets with damage reduction effects active.
                      # Seal of Command: The tooltip has been adjusted to show the damage gained from spell power.
                      # Shield of Righteousness now properly shares a cooldown for both ranks.
                + Priest
                      # Dispersion: This ability can no longer be cast while affected by Cyclone; doing so consumed the cooldown to no effect.
                      # Guardian Spirit: It is no longer possible for simultaneous killing blows to trigger the heal from this ability multiple times.
                      # Improved Holy Concentration: The tooltip has been rewritten to indicate that this talent reduces cast time rather than providing haste.
                      # Mind Flay: Fixed a bug with targeting where you would not deal damage if not facing the target while channeling. Also corrected an issue where the damage from this ability was slightly delayed.
                      # Prayer of Mending: Will now only benefit from the healing talents of the priest who cast the original spell.
                      # Rapture: This talent will now correctly return mana for Power Word: Shield based on the caster's mana poll instead of the target's mana pool.
                      # Shadow Weaving: Shadow Word: Death: Will now only apply one copy of this buff per cast.
                      # Shadow Word: Pain now will gain the correct damage modifiers for the creature type of the target.
                      # Surge of Light: Prayer of Mending will no longer sometimes cause Surge of Light to trigger on Priests who do not have that talent.
                      # Twisted Faith: This talent will no longer sometimes cause Shadow Word: Pain to fail due to a more powerful spell being in effect.
                + Rogues
                      # Envenom: The tooltip values have been corrected to be accurate.
                      # Fan of Knives: All poisons will now trigger correctly when used with this ability.
                      # Honor Among Thieves: The bug where stacking multiple rogues with this talent caused them all to gain additional combo points has been fixed. In addition, it no longer cancels eating and drinking if a party member gains a critical strike while it is active.
                      # Killing Spree: This ability no longer breaks stealth if it fails due to all targets being out of range.
                      # Mutilate: this ability will no longer give poisons on the off-hand weapon two chances to be triggered.
                      # Turn the Tables: This talent no longer generates threat when it triggers.
                + Shaman
                      # Chain Heal: This spell will now give an invalid target error message if the primary target is a totem.
                      # Earth Shield: Now correctly uses the Shaman's own spell critical strike chance to determine the chance of a critical heal.
                      # Elemental Shields was reducing flat physical damage, not a percentage. Now properly reduced by a percentage.
                      # Lava Lash - Fixed a bug which allowed you to use the ability even if you had a shield in offhand. Now requires a 1hand axe, fist or dagger to be able to be used.
                      # Fixed a bug where Thunderstorm (Elemental) was knocking back 15 yards, instead of 20. It should now roughly knockback the correct length of 20 yards.
                      # Magma Totem: Fixed a bug that capped the damage of this ability at too low of a level.
                      # Resistance Totems: Players will no longer see two copies of these buffs when two shamans cast the totems simultaneously.
                      # Spirit Walk: This Feral Spirit ability will now properly clear roots and snares from the Shaman master.
                      # Stoneclaw Totem: The tooltip has been revised to indicate the damage absorb shield also works on the Stoneclaw Totem itself.
                + Warlock
                      # Warlock Pets: Some pets were not properly classified to receive correct creature scaling for Wrath of the Lich King. Their health and damage done will now be higher.
                      # Corruption will now gain the correct damage modifiers for the creature type of the target.
                      # Create Healthstone: Attempting to create a healthstone when you already have one no longer consumes mana or triggers the cooldown of this ability.
                      # Demonic Circle: Teleport: the button for this ability will now darken when the Warlock is out of range of the Demonic Circle and will light up when the Warlock is in range.
                      # Demon Power Scaling: Spell power gained from spirit via the Fel Armor ability will now properly affect the scaling of spell power and attack power on summoned demons.
                      # Drain Mana: This spell will no longer cancel when the target's mana poll is low or the caster's mana poll is full. It also now generates a very small amount of threat instead of no threat.
                      # Everlasting Affliction: Will now calculate correct damage values for Corruption when it is refreshed in all cases.
                      # Haunt: Will now gain correct damage modifiers for the creature type of the target. In addition, this ability is now limited to a single target as intended. This also now works properly when refreshed on its current target.
                      # Mana Feed: This talent will no longer sometimes fire for warlocks who do not have the talent.
                      # Master Conjuror: Tooltip revised to indicate it does not increase the damage bonuses of Firestones or Spellstones.
                      # Metamorphosis: The bonus armor effect from this ability will now calculate properly and interact correctly with armor buffs and debuffs.
                      # Ritual of Doom: A Doomguard summoned with this spell will now scale properly from its master's stats.
                      # Shadow Embrace: This ability will now create a separate debuff stack for each Warlock with the talent, and each warlock will benefit properly from his or her own debuff.
                      # Soul Siphon: Will now gain the correct damage modifiers for the creature type of the target.
                      # Unstable Affliction: Will now gain the correct damage modifiers for the creature type of the target.
                + Warrior
                      # Bladestorm: Fixed a bug where sometimes stuns and roots would not be removed properly when this ability is used.
                      # Damage Shield: Rank 1 of this ability now works properly.
                      # Heroic Throw no longer triggers the snare from Mage Frost Armor.
          o PvP
    &nbs
CBG

ManaByte

  • I must hurry back to my comic book store, where I dispense the insults rather than absorb them.
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #197 on: January 20, 2009, 12:14:52 PM »
New launcher:

CBG

Van Cruncheon

  • live mas or die trying
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Re: World of Warcraft: Episode 3: A New Patch
« Reply #198 on: January 20, 2009, 01:04:02 PM »
mmm, convenience changes for shadow priests

looks like elemental shamans got some fixes
« Last Edit: January 20, 2009, 01:22:24 PM by Professor Prole »
duc

T234

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  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #199 on: January 20, 2009, 01:48:35 PM »
I <3 being a Rogue.
UK

Phoenix Dark

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Re: World of Warcraft: Episode 3: A New Patch
« Reply #200 on: January 20, 2009, 04:29:35 PM »
Quote
Taunt: Range increased to 30 yards.

waat
010

cubicle47b

  • Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #201 on: January 21, 2009, 01:15:41 AM »
Blizzard didn't fix the disconnects in 25 man raids like they said they were going to.  First spider wing pull, 15 people go offline.  And on top of that Winterspring crashed the Northrend server every 15 minutes for 3 hours until Blizzard disabled it.  Fucking bullshit.

Phoenix Dark

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Re: World of Warcraft: Episode 3: A New Patch
« Reply #202 on: January 21, 2009, 01:30:46 AM »
yea that was annoying

Just got done with Oculus, so now I've finished all the LK dungeons. Very fun instance, especially the boss fights. Last one especially. First time my dragon died rather quickly, and I fell onto the halo. I had the group draw the dragon close enough to the halo so I could taunt it (patch greatly increased its reach) and spell reflect. We wiped but it was pretty hilarious  :lol

We killed him pretty easily on the second try, probably because we switched up the dragons (2 ruby, 2 gold, 1 green)

010

etiolate

  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #203 on: January 21, 2009, 08:15:36 PM »
Arena now disabled as well, due to ratings being bugged.

GG Blizz

Phoenix Dark

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Re: World of Warcraft: Episode 3: A New Patch
« Reply #204 on: January 21, 2009, 09:05:20 PM »
drop rates  :'(

Did Culling three times today without the cape I need dropping. I should have more luck in HoL since there are two items I need in there
010

pilonv1

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Re: World of Warcraft: Episode 3: A New Patch
« Reply #205 on: January 21, 2009, 09:17:04 PM »
Quote
 o Cheap Shot: This ability no longer has diminishing returns against anything other than itself.

jesus i think that was an issue when i was playing march of 06 :lol
itm

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #206 on: January 22, 2009, 12:24:42 PM »
A friend of mine convinced me to try Old Kingdom on heroic...at 5 in the morning. Had no problems until the first boss, which we couldn't beat. I don't remember it being such a fast encounter. After the healer left I wanted to go to bed, but he convinced me to try H VH. We wiped on the second boss but managed to complete the instance with little trouble. And I got my first instance epic:
http://www.wowhead.com/?item=43500

I had no problem holding aggro on trash mobs in either instance. The first boss in Old Kingdom summons a lot of adds that can just swarm you. I made sure to pick up the elite guardian immediately but didn't do a good job holding everything; healer kept getting killed.
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CrystalGemini

  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #207 on: January 27, 2009, 11:53:23 PM »
I <3 my pet.   :heart
O_O

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #208 on: January 30, 2009, 11:07:29 PM »
Did H UK today. Had no problems holding aggro and my gear/health held up nicely. No good drops tho

It was a guild run (Voluntary Manslaughter), except for me. It was odd because a third through the instance they started complaining about me marking targets and using ready check. So I stopped marking for a bit, as expected people were targeting the wrong mobs, cc was being broken, etc. No one died because of it but the group's dmg taken went up. Finally a couple people admitted that yes, marking is cool.

So yea, since when is marking and using ready check noobish? It ensures everyone's on the same page and eliminated frivolous wipes. It's not like I use ready check on every mob, but if we're about to engage 4+ mobs or a boss, I use it.
« Last Edit: January 30, 2009, 11:11:54 PM by Phoenix Dark »
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Van Cruncheon

  • live mas or die trying
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Re: World of Warcraft: Episode 3: A New Patch
« Reply #209 on: January 31, 2009, 12:09:42 AM »
it's not noobish. some people just don't like actual leadership
duc

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #210 on: January 31, 2009, 03:22:22 PM »
I used to use ready check every other mob, thanks to some horrible wipes involving players leaving to attend to their kids. And don't forget Mr. "hey guyz imma grab a DEW brb"
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MyNameIsMethodis

  • QUIT
  • Ebola Carrier
Re: World of Warcraft: Episode 3: A New Patch
« Reply #211 on: January 31, 2009, 03:23:29 PM »
I miss being a raid leader. Man that was 5 years ago.
USA

etiolate

  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #212 on: January 31, 2009, 06:57:25 PM »
Did H UK today. Had no problems holding aggro and my gear/health held up nicely. No good drops tho

It was a guild run (Voluntary Manslaughter), except for me. It was odd because a third through the instance they started complaining about me marking targets and using ready check. So I stopped marking for a bit, as expected people were targeting the wrong mobs, cc was being broken, etc. No one died because of it but the group's dmg taken went up. Finally a couple people admitted that yes, marking is cool.

So yea, since when is marking and using ready check noobish? It ensures everyone's on the same page and eliminated frivolous wipes. It's not like I use ready check on every mob, but if we're about to engage 4+ mobs or a boss, I use it.

It's not noobish. You won't find a MT on a big guild that doesn't mark.

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #213 on: January 31, 2009, 08:10:38 PM »
Last night - well, early early this morning - was fuck awesome. Did 3 heroics (UK, VH, UP) in a row with another guild; one wipe on the dragon riding boss but that was it. When I left at 6:15am or so they were planning on doing a couple more instances lol. My guild doesn't do anything except ask for runs and money. I like running people but not everyday. We've got tons of members but 3 active lv80s. It would be an awesome guild if I was like lv40. I'll keep my alt there and move my main whenever I find a guild I want to join.

Many of the ones I've looked into seem a bit too serious/hardcore. I can't schedule hours of my time for raids during the week. I want a casual guild that's very active, not one that demands too much of my play time.

« Last Edit: January 31, 2009, 08:13:49 PM by Phoenix Dark »
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MyNameIsMethodis

  • QUIT
  • Ebola Carrier
Re: World of Warcraft: Episode 3: A New Patch
« Reply #214 on: January 31, 2009, 08:12:05 PM »
I had one a guild like that, who had their hardcore crowd and their casual crowd (which at the time was Zul Gurub). Those are the best kinds of guilds.
USA

cubicle47b

  • Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #215 on: February 01, 2009, 12:46:19 AM »
There's no need to mark anything outside of raids since 3.0.  The game is so fucking easy now.  There aren't many pulls that don't get burst down in 20 seconds.  WTB pre-nerf heroic Shattered Halls in half blues / Kara gear.
« Last Edit: February 01, 2009, 12:50:00 AM by cubicle47b »

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #216 on: February 01, 2009, 12:51:53 AM »
You should have seen my VH group today. Horrible dps, which meant healer's mana was constantly low.

Groups want everything but a drug test before admitting a tank into a group; how come dps can just waltz into any group no questions asked...until it's too late
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etiolate

  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #217 on: February 01, 2009, 01:03:40 AM »
Hey PD, do they ever have you use vent?

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #218 on: February 01, 2009, 01:11:41 AM »
Nah, never used vent while playing. Using vent was a requirement to join many Wolfenstein ET clans, dunno about WoW guilds
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cubicle47b

  • Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #219 on: February 01, 2009, 01:50:43 AM »
You should have seen my VH group today. Horrible dps, which meant healer's mana was constantly low.

Groups want everything but a drug test before admitting a tank into a group; how come dps can just waltz into any group no questions asked...until it's too late

I either end up in groups that do 1200 dps or groups that faceroll for 2-3K dps.  Generally the latter.  My server is fairly decent.  I successfully pugged Naxx 10 (full clear) 3 weeks in a row.

Vent is basically a requirement for raiding.  It's mostly used to explain the fight and then to question why the fuck X person is doing something completely different than what they were told to do during the fight.  Anyone in a 5 man who wants to use vent can fuck off.
« Last Edit: February 01, 2009, 01:56:34 AM by cubicle47b »

Van Cruncheon

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Re: World of Warcraft: Episode 3: A New Patch
« Reply #220 on: February 01, 2009, 01:51:44 AM »
what is faceroll
duc

cubicle47b

  • Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #221 on: February 01, 2009, 02:02:48 AM »
what is faceroll

Pressing random keys on your keyboard by rolling your face over it.  If I stand behind a mob and randomly press 1-4 on my paladin I can do 2K+ dps and I don't have raid gear for that spec.
« Last Edit: February 01, 2009, 02:04:46 AM by cubicle47b »

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #222 on: February 01, 2009, 02:39:57 PM »
Did heroic Nexus last night with a mage that was going 2k dps. Don't think I've ever been in a group with someone that high. Didn't take much of any relevant damage :bow

Last boss kicked my ass a couple times until I used Shield Wall/Enraged regin the second she got into a frenzy.

full clear got me to revered with Wyrmrest so I picked up the tanking chest and feet pieces.
http://www.wowarmory.com/character-sheet.xml?r=Ravenholdt&n=Goinio

now I need to get revered with Alliance Vanguard to get the stam head enchant, and the titanium plating plans
« Last Edit: February 01, 2009, 02:41:32 PM by Phoenix Dark »
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etiolate

  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #223 on: February 02, 2009, 05:26:15 AM »
Hit 77 on the DK and bought flying mount training, cold weather training and the DK flying mount all at once

About 2700g in total Yikes

But at least the DK Flyer scales up when you get a new flight training skill.

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #224 on: February 02, 2009, 01:53:13 PM »
I'm really getting outclassed in terms of dps. Did H UK last night and our DK kept stealing aggro from me due to his dps/not listening/etc. No one died plus he took the damage well, so I didn't complain. But damn while the 3 dps (mage, warlock, dk) were ticking from 1700-2400dps I was around 800. This dropped for me:
http://www.wowhead.com/?item=37179

But it's so slow it fucks up my HS rotation, plus cleave takes too long to pop. I'm still using my mace instead, and I'll have to try to find a weapon with similar speed. There's on in reg HoL but I've done that place tons of times and it dropped once (DK took it). There's an epic 1H in heroic UP which rocks. Damn I want it
http://www.wowhead.com/?item=37401   :o
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etiolate

  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #225 on: February 02, 2009, 06:39:04 PM »
I think there's a way to put out more dps/threat as prot, but I don't know how. Was your DK using death n decay? If so, slap him.

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #226 on: February 02, 2009, 06:41:46 PM »
Yea he was using it.

Another bad thing about uber dps is that many think they can ditch the mob rotation. So instead of everyone attacking the first target, someone will be nuking the third target, which breaks aggro and I have to start working harder.


Edit: woot
http://www.wowhead.com/?item=37401 :bow

« Last Edit: February 02, 2009, 10:28:47 PM by Phoenix Dark »
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Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #227 on: February 04, 2009, 01:38:22 AM »
Did the 10 and 25 man Vaults today. I was OT for the 10 man; pretty easy, basically all I did was Taunt the trash mobs when they gave the OT a nasty armor decreasing buff. Final boss wasn't tough either. I definitely want to MT it

We wiped once on the 25 man; first time I've ever seen 20+ people die at the same time lol. Smoked him on the second try, and I got:
http://www.wowhead.com/?item=40545
010

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #228 on: February 05, 2009, 03:19:02 AM »
Did H HoL last night. We wiped once on Loken because people weren't running fast enough, but we wasted him the second time (and got the 2min achievement).

I had heard H HoL was uber hard but imo it's pretty straight forward. Just like in reg mode you can get fucked by bad decisions (like pulling mobs poorly while the first boss runs up on you with the electric buff).

Also did H CoS earlier. Mobs seemed to move a lot faster than in reg, but it's an easy instance imo. I want to attempt to do it in 25min (to get the mount)
010

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #229 on: February 06, 2009, 01:45:08 AM »
nightmare Drak run. There's a holy priest that I've been doing stuff with since the lv70 days who has a very active, casual guild full of lv80s (Nex por Inhonesto); always have full running with them so tomorrow I'm joining. Couple hours ago the priest asked me to do Drak. I figured sweet, this will basically be a chance to breeze through, meet everybody, have fun, show mah skills, etc

We get into the instance and I realize fuck, the dps is non-existent. Like a hunter (1400), mage (1000), rogue (900 wtf), and me out dps'ing the mage at 920 or so. Took forever to down even the easiest trash. Healer was constantly running low on mana due to having to heal me for prolonged periods of time. jeez

Oh well we got through it
010

OptimoPeach

  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #230 on: February 07, 2009, 12:38:46 AM »
I've been playing WoW on and off since it first launched, but I "quit" for good about 3 months before WotLK.

That obviously didn't last. Some real life friends transferred to a PvP server about a week into January, so I started leveling a huntard from 1. I hit 80 yesterday, and I'm honestly shocked at how easy everything is now. Somehow they managed to make 10 man Naxx easier than Karazhan, and stuff like OS and VoA is equally uncomplicated; packs in heroics can be zerged down entirely with no CC whatsoever; and arena gear can be obtained via PvE :lol

Anyway, I was lucky enough to get the helm from OS and the gun off of Kel'Thuzad today. Hopefully I can upgrade my gear quickly enough to hop into 25 mans by next week.

mage (1000)
:rofl I was doing 1100 at 78 in Violet Hold.
hi5

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #231 on: February 07, 2009, 03:35:51 AM »
Same situation today (Nexus)

DK: 1500
Mage: 1100
Mage: 1000
me: 950

Wiped 4 times on the second boss because we couldn't take the voids down fast enough. I've been doing stuff with both mages since we were lv70, they're really fun to play with. But right now they're still under geared. Last week one of them was giving me "constructive criticism" concerning my poor gear and how I needed to work harder so we could do multiple heroics a day. And here we are a week later, my gear situation is good, I've run Nexus multiple times, etc...yet he's still using lv78 weapons. smh

010

Van Cruncheon

  • live mas or die trying
  • Banned
Re: World of Warcraft: Episode 3: A New Patch
« Reply #232 on: February 07, 2009, 04:56:31 AM »
jesus, i'm doing 1100 at 77 with a shadow spec priest, and my gear is straight-up mediocre
duc

etiolate

  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #233 on: February 07, 2009, 09:48:27 PM »
best rare 80 weapon is the kirin tor rep reward dagger

Once you get that and mark of the war prisoner, you get much closer to spell hit cap and can focus on damage and crit.

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #234 on: February 09, 2009, 12:08:43 PM »
last boss in AN is tough as hell (on heroic)  :lol

sucky things about heroics is that if your group dissolves because you can't finish the instance you've got to wait a day to try again. booo



010

lordmaji

  • It's a joke, not a dick, so don't take it so hard!
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #235 on: February 09, 2009, 02:42:02 PM »
Well that was a waste of $120

what?!?

Expansion sucks?
:-[

pilonv1

  • I love you just the way I am
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #236 on: February 09, 2009, 07:08:04 PM »
i got bored the other day and downloaded the client since someone sent me a resurrection scroll. still tossing up whether to use it or not
itm

etiolate

  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #237 on: February 09, 2009, 07:32:00 PM »
Well that was a waste of $120

what?!?

Expansion sucks?

Expansion is lazy. Endgame lasts about a week.

A partial list of problems

-Recycled dungeon for the main raid
-All the armor models look the same. Really lazy on graphics. Mundane to the max.
-PVP finally exposed for the joke it is in WoW. Fans finally clue in and realize Arena is bork. E-sport idea becomes obviously a ploy by Blizzard to fight competition(though why?).
-Rampant class imbalance, often reported in beta but ignored/denied by developers, only to hit live and become real issues.
-More sidegrades than upgrades. Armor has become homogenized not just in visuals but in stats. Not a big problem for me, but makes doing 25 man versions not all that important.
-Yet again, expansion released with bugs reported in beta, that are allowed go live.
-Whole thing makes expansion looked rushed.
-Good PvP gear only attainable through Arena or luck, but most classes and specs not viable enough in Arena to attain them.
-Death Knights only worsen class imbalance, overrun every server.
-Blizzard spends first couple months of release telling customers they're wrong about 'issues' only to a pull a 360 and finally start to look at things.
-The game just dies at 80.

pilonv1

  • I love you just the way I am
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #238 on: February 09, 2009, 07:39:42 PM »
why are death nights worsening class imbalance?

and what did they do to stats on armour? :(
itm

Phoenix Dark

  • I got no game it's just some bitches understand my story
  • Senior Member
Re: World of Warcraft: Episode 3: A New Patch
« Reply #239 on: February 09, 2009, 08:18:10 PM »
Well that was a waste of $120

what?!?

Expansion sucks?

Expansion is lazy. Endgame lasts about a week.

A partial list of problems

-Recycled dungeon for the main raid
-All the armor models look the same. Really lazy on graphics. Mundane to the max.
-PVP finally exposed for the joke it is in WoW. Fans finally clue in and realize Arena is bork. E-sport idea becomes obviously a ploy by Blizzard to fight competition(though why?).
-Rampant class imbalance, often reported in beta but ignored/denied by developers, only to hit live and become real issues.
-More sidegrades than upgrades. Armor has become homogenized not just in visuals but in stats. Not a big problem for me, but makes doing 25 man versions not all that important.
-Yet again, expansion released with bugs reported in beta, that are allowed go live.
-Whole thing makes expansion looked rushed.
-Good PvP gear only attainable through Arena or luck, but most classes and specs not viable enough in Arena to attain them.
-Death Knights only worsen class imbalance, overrun every server.
-Blizzard spends first couple months of release telling customers they're wrong about 'issues' only to a pull a 360 and finally start to look at things.
-The game just dies at 80.

Yea, I've done VoA, and there are like a few more raids and that's it. I'm still focusing on heroics but my guild is starting to get ready for Naxx. Looks like there's not a lot of content.

don't really care much for pvp. Hell, I only go to Wintergrasp to farm titanium/eternals/etc.

Do you feel the lv70 content for TBC was more expansive/better than LK's?
010