Thursday, May 07, 2009
Mountain Dew Game Fuel website revealed, counting down
We announced Mountain Dew Game Fuel quite awhile ago now, but it wasn't until recently that we've seen the official Game Fuel website. As you can see in the picture above, when you visit the site you're greeted with a countdown. The countdown says you can 'start earning tokens' when the countdown hits 0, which I assume means we'll be able to get our grubby nerd hands on the soda itself in just under 9 days. Unless they have some odd, magical way of gaining tokens beyond buying and drinking Game Fuel.
Players with any interest in PC gaming or WoW swag at all will be pretty impressed with who they have on board for the prizes they'll supposedly be giving away every 15 minutes. J!NX handles most of the official WoW clothing, and Alienware... well, I've never actually used an Alienware product, but at least their stuff looks cool. That's a good thing, right?
So far there's no evidence of those battle bots we saw being attached to the Game Fuel at all on that website, but there's that whole convoluted saying that's become so cliche over the years. The absence of evidence isn't evidence of absence. We don't see it yet, but we may yet see it.
Labels: World of Warcraft Articles, World of Warcraft News
Posted by Gamer 1 comments
BlizzCon ticket FAQ
For those of you worried about the return of Failoc, or just interested in how the BlizzCon ticket process is going to work this time around, Blizzard has posted a FAQ on buying tickets on their BlizzCon site.
Interesting information includes:
- You should make a Battle.net account ahead of time, and make sure the payment information on it is up-to-date.
- If there are enough people on the site trying to buy tickets (and trust me, there will be), there will be a queue to join.
- Once in the queue, you'll get an ETA for how long until you can get your tickets. Do not close or refresh the window. If tickets sell out before you get to the front of the line, they'll let you know.
- When you get to the front of the queue, you have 15 minutes to buy your tickets before you get booted and have to join the queue again.
- You don't need to give attendee information until after finishing the ticket purchase.
They also note that this queue system will remain in place for future Blizzard items "whenever a certain number of people are making purchases simultaneously," so get used to it - you'll almost certainly be seeing it when StarCraft II and Diablo III come out.
Labels: World of Warcraft News
Posted by Gamer 2 comments
Tuesday, May 05, 2009
News: In-game fixes for Monday May 4th
There's an additional list of in-game fixes released tonight by Bornakk. The fixes have been coming less and less over the past week, and that's reflected in the fact the game's stability has vastly improved since patch 3.1 dropped (at least for most).
We covered some of the Ulduar changes, which were announced separately this evening. Apparently Blizzard felt them important enough to mix them in with these other changes as well.
Chief amongst the changes is that the Tier 8 4 piece set bonus for Druids now works. I don't honestly know anyone that has ran into this yet, but I'm sure there's a few folks out there with four pieces of Tier 8 already.
The entire list of changes after the break.
- The NPCs just inside the front entrance of Ulduar (like a repair ogre) should no longer despawn.
- The Druid Tier 8 Nightsong Battlegear 4 piece bonus should now properly extend the length of Savage Roar.
- The Auriaya encounter has received the following changes: The range of Savage Pounce has been slightly reduced, the impact and periodic damage has been reduced in Heroic difficulty, the Guardian Swarm ability now summons 10 Swarming Guardians instead of 25 but their individual damage has been increased.
- The reflected damage done by Elder Stonebark with his Petrified Bark ability has been significantly reduced.
- In the Hodir encounter, the time to complete the hard mode has been increased to 3 minutes. (This will be applied during maintenance beginning with North America on Tuesday May 5.)
- The health of the Heart of the Deconstructor in the XT-002 Deconstructor encounter has been reduced.
- In the Thorim encounter, the Iron Ring Guard's Whirling Trip ability will now only hit the tank.
- In the Assembly of Iron encounter, the duration of Overwhelming Power has been increased to 30 seconds in heroic mode and the amount of healing that Steelbreaker receives from Electrical Charge has been reduced to 20% of his max health.
- The first pack of trash mobs in the Conservatory of Life has been removed, one of the trash packs in the General Vezax room has been removed, all of the humanoids in General Vezax's room are no longer immune to stuns, the Faceless Horrors will only go immune and summon Void Beasts once instead of 3 times, and the damage done when a Clockwork Sapper explodes has been significantly reduced.
Labels: World of Warcraft News
Posted by Gamer 2 comments
Val'anyr explained
In an unusual move, Blizzard has spelled out exactly how the proc on Val'anyr, Hammer of the Ancient Kings works. There are probably one or two of you who consider it a spoiler, so I'll put it after the cut.
First, he notes that it is the proc that makes the item legendary, given that its stats are on par for epics of its ilvl. Here is precisely what that lovely proc does:
- There is a 10% chance whenever healing is done by one of your HoTs or direct heals for you to gain a buff called Blessing of Ancient Kings for 15 seconds. This has a 45 second internal cooldown. Heals that are entirely overheal – such as HoTs ticking on a full-health target – do not have a chance to proc the Blessing.
- The Blessing causes all of your heals (for the 15 seconds that the buff is up) to put a shield on anyone you heal absorbing 15% of the amount healed for 8 seconds.
- This shield stacks with itself, will proc from HoT ticks that occur after you gain the Blessing, and includes overhealing - if I have the Blessing up and hit someone with a 13k Greater Heal, of which 10k is overhealing, they get a shield for (13k * 0.15) = 1950 damage.
- There is a cap of 20,000 on the shield effect.
If all of this is confusing you, go check out the examples on Bornakk's post, which are very helpful.
Now I want this even more. It's too bad I have no interest in 25-man raiding.
Labels: World of Warcraft Articles, World of Warcraft News
Posted by Gamer 1 comments
Sunday, May 03, 2009
Twittering from the World of Warcraft
Just in case you needed any more Twitter in your life (I'm getting to the point where I really don't), enter the PlayXpert Twitter widget, part of the PlayXpert gaming toolset, a free Windows application that you can download to run alongside your PC games (very similar to Xfire and that type of application). It's a little bloaty if all you want to do is run Twitter alongside WoW, but unfortunately, that functionality will never be available in an addon, as addons can't interact with any other outside sites.
The poor man's solution here is to just run WoW in windowed mode and have your Twitter browser or client open right next to it -- you don't need a big application if you really need to be connected at all times. But if you want to livetweet your raid without sacrificing screen space to windowed mode, PlayXpert is one way to do it. It'll even do some autotwittering for you if you want.
And of course if you're on Twitter already, don't forget to follow our WoW Insider Twitter account. We've already hit our goal of over 9,000 followers (and yes, a video version of the podcast is coming soon), but we're constantly throwing out little pieces of news, discussion and even some giveaways over there, so follow us if you're interested.
Labels: World of Warcraft News
Posted by Gamer 0 comments
Wednesday, April 22, 2009
China: "WoW" Card Sales Slow
Prepaid online game card distributors report that sales of game cards for Blizzard Entertainment's 3D MMORPG World of Warcraft (WoW) have recently declined, according to DoNews. Beijing-based distributor Junnet Omnimedia has seen WoW card sales fall 25% since April 15, and an unnamed distributor said almost all its competitors have stopped purchasing WoW cards, the report said. According to the unnamed source, distributors worry that the cards will not sell since Blizzard announced that the game's Chinese operator will change from The9 (Nasdaq:NCTY) to NetEase (Nasdaq:NTES). The9 has not confirmed rumors that said it would stop selling WoW prepaid cards on Wednesday, said the report.
Blizzard and NetEase announced April 16 that a NetEase affiliate will license WoW for three years after the game's current licensing agreement expires on June 8.
Labels: World of Warcraft News
Posted by Gamer 1 comments
Monday, April 20, 2009
WoW News: Gear changers for dual spec
A few weeks ago, when it looked like Oufitter was dead and Blizzard's Equipment Manager was on the way, I did a rundown of some alternatives to Outfitter. Now patch 3.1 is here, dual spec is upon us, and the situation is reversed: Outfitter is still in action, and Equipment Manager is not (yet).
As a gear switcher makes dual spec even easier, I thought it would be helpful to do a quick rundown of support for dual specs in the various gear switchers that are out there.
- Outfitter fully supports dual specs, letting you select gear sets to automatically swap into when you activate your primary or secondary talents (see screenshot).
- For ItemRack, you can set up a custom event to switch gear when you switch specs.
- ClosetGnome can do it with the SwapSpecs plugin.
- WardrobeAL doesn't seem to have particular support for dual spec.
For users who don't already have a favorite gear switcher, I recommend Outfitter for dual-spec purposes; it's quite easy to use, and has dual-spec capabilities built in. Are there any other good options out there I'm missing?
Labels: World of Warcraft News
Posted by Gamer 1 comments
Wednesday, March 11, 2009
WoW News:New Cooking recipes coming in patch 3.1
I was excited to hear the other day that leveling cooking will be a little easier, as more recipes are likely to go grey a little later, but Bornakk has more good news for cooks after patch 3.1. He confirms that new recipes are going in as well, and he can think of two off of the top of his head (so hopefully we'll see even more than that).
That will, as he says, make the Chef de Cuisine achievement that much easier as well -- it'll probably still be a pain, but at least there'll be a few more options to pick up new recipes. And I'm curious to see what the new food does, too: I like cooking the usual stat food as much as the next culinary expert, but I'm almost more interested in the fun stuff like Last Week's Mammoth (what a bummer) and the good old Delicious Chocolate Cake. Those cosmetic items make cooking much more fun than just the usual stat buffs that most food give.
So we'll keep an eye out for new recipes. Completists will have at least two more to grab with the new patch.
Labels: World of Warcraft News
Posted by Gamer 1 comments
Spirit Beast pull toy available from BRK
Big Red Kitty may have just created the most ideal training tool for up-and-coming Hunters within an age range of "walking" to "why do you still play with toys?" If you've yearned for the elusive Spirit Beast from Sholazar, you can now own one yourself with this unique Spirit Beast pull toy. I have to admit, I didn't expect to ever see this. Now that I do, it's totally cool, and I wish I'd thought of it myself.
You can order one of the "SBPTs" to either include the wheels, or leave the wheels off. Of course, without the wheels, it's not much of a pull toy, but I don't think anyone will judge your choices. Wheel-less, the silhouette would probably look good mounted.
If you get the wheeled-and-ready-for-rolling version, the Spirit Beast is about 4 inches tall and 9 inches long. It's only about 40 bucks from his store. These are only available to be ordered through this upcoming weekend (March 14th). You should probably hurry if you want one.
While I don't foresee myself rocking one of these in my workplace, I have a certain nephew who should expect one for Christmas. I don't know if Mr. Kitty is signing these pieces, but maybe that can happen if I ask real nicely. For my nephew, you see. He's a fan.
Labels: World of Warcraft News
Posted by Gamer 1 comments
Thursday, February 26, 2009
Arena Tournament has begun!
The 2009 Arena Tournament officially begun yesterday, kicking of a six-week qualifying period to find the best Arena players who will earn the chance to win prizes totaling over $200,000. Registration was opened a little over a week ago, with Blizzard enticing aspiring Gladiators with the Vanquisher title and a Murloc vanity pet that will translate over to the live realms. The tournament will consist of one round of regional qualifiers, followed by the regional finals, and winners of those finals will compete against each other for the top prize.
Registering for the tournament, which costs $20 or €15, will grant players access to the tournament realms where they can create Level 80 characters of any race and class. These characters will be outfitted with the best Arena gear available -- Deadly Gladiator items from Season 5 -- and will have access to other epic items as well as enchants, gems, and glyphs allowing them to customize their character as they see fit.
Players whose teams finish in the Top 1000 at the end of the qualifiers will receive the Vanquisher title for all their characters over Level 70. Casual players who don't play Arenas seriously still have some incentive as the only requirement to obtain the Murloc pet -- Murkimus the Gladiator, according to the Patch 3.1 files -- is to play 200 games over the six-week qualifying period with one team regardless of record. Players must have an active subscription in order to register.
Labels: World of Warcraft News
Posted by Gamer 2 comments
WoW Patch 3.1 PTR Build 9626 Patch Notes Changes
A new Patch 3.1 PTR build is out tonight, build #9626. This build adds some changes and brings a few undocumented changes into their proper documented status.
And with this new build, we're going to try something new here at WoW Insider. Each time the patch notes change, we'll bring you a listing of significant changes to them.
What's a significant change?
- Non-grammatical, there are grammar and spelling errors in the patch notes. While people might like to make fun of them, they're not of any consequence.
- Non-contextual, sometimes the context of a note changes but doesn't really make any difference. Something like a Shield Bash change moved from the Arms tree (where it was mistakenly placed) to the Protection tree (where it belongs).
- Non-formatting, often times the format of the patch notes will change. This includes things like using ":" or "-" in the appropriate places. These don't concern us.
- Sometimes the new changes to the patch notes will just be undocumented things becoming documented. But that's important to know too.
Enjoy!
Removed
Death Knight:
- New talent: Improved Death Strike. Increases Death Strike damage by 10/20.
Please note that while it is removed in the patch notes, it is reportedly still on the PTR.
Added:
Death Kngiht:
- Outbreak: Increases the damage of Plague Strike by 15/30/45% and Scourge Strike by 10/20/30%.
- Maim: This ability is now considered a stun, and shares a diminish category with all other stuns. It no longer has a chance to break from the target taking damage.
- Intensity: Now grants 17/33/50% of mana regeneration while casting.
- Disengage: Cooldown increased by 5 sec.
- Mage Armor: Now grants 50% of mana regeneration while casting.
- Talents
- Arcane
- Arcane Meditation: Now grants 17/33/50% of mana regeneration while casting.
- Fire
- Pyromaniac: Now grants 17/33/50% of mana regeneration while casting.
- Improved Concentration Aura: The resistance to silence and interrupt granted by this talent now becomes active when any Aura is used, not just Concentration Aura.
- Improved Devotion Aura: The additional healing granted by this talent now becomes active when any Aura is used, not just Devotion Aura.
- Sanctified Retribution: The bonus to damage done granted by this talent now becomes active when any Aura is used, not just Retribution Aura.
- Meditation and Improved Power: Word shield have changed locations with each other.
- Meditation: Now grants 17/33/50% of mana regeneration while casting
- Improved Spirit Tap: Now grants 17/33% of mana regeneration while casting.
- Spirit Tap: Now grants 83% of mana regeneration while casting.
Druid
- Savage Roar is now considered an Enrage effect and now increases physical damage done by 30% instead of increasing attack power.
- T.N.T. re-designed: Increases the damage done by your Explosive Shot, Explosive Trap and Immolation Trap by 2/4/6%.
- Divine Aegis: Divine Aegis effects will now stack, however the amount absorbed cannot exceed 125*level (of the target). It will also now take into account total healing including overhealing.
Labels: World of Warcraft News
Posted by Gamer 1 comments
Tuesday, February 24, 2009
WoW 3.1 PTR Patch Notes
Here we go boys and girls, the main event, what we've all been waiting for: the PTR Patch 3.1 Patch Notes. As a reminder, these patch notes are preliminary and incomplete – but that's just the way we like 'em. There will be lots more added in to them over the coming weeks, eventually resulting in the release patch notes we'll see when 3.1 makes it to the live servers.
These notes were retrieved from the downloaded patch files. Blizzard has not (as usual) updated their websites to reflect the latest PTR notes.
Of course, we'll be bringing you detailed updates on the notes as they're changed every day. Stay tuned and check back often for the latest!
Some of the major changes included in the patch notes include:
- Mounts will not dismount in water
- Dual specs
- Ulduar raid instance
- BG queuing anywhere in the world
Full notes after the break! Be sure to check out the WoW Insider's Guide to Patch 3.1 for all our posts concerning this latest patch.
World of Warcraft PTR Patch 3.1.0
The latest test realm patch notes can always be found at http://www.wow-europe.com/en/info/underdev/testrealm.html
The latest patch notes can always be found at http://www.wow-europe.com/en/patchnotes/
General
- All Ground Mounts may now swim without dismounting the rider. Flying Mounts still may NOT, and will dismount the rider upon entering water.
- Ulduar is now available for limited testing. Please visit the Public Test Realms for more details. http://forums.worldofwarcraft.com/board.html?forumId=11572
- Players at maximum level will now be able to visit their trainer to pay a one-time fee and access the dual talent spec feature.
- A new Gear Manager feature has been added. Players will now be able to save gear sets for easy gear switching.
PvP
- Battlegrounds
- Players will now be able to queue for battlegrounds from any location.
- Seaforium Barrels can be looted while mounted, can now be seen from anywhere in the zone, and can now be found at the Central Graveyard.
- Teleporters can now be used while mounted and can now be seen from anywhere in the zone
Classes: General
- Hysteria, Tricks of the Trade, Enrage, Wrecking Crew, Death Wish, Arcane Power, Owlkin Frenzy, Beast Within, Avenging Wrath and Hysteria damage bonuses no longer stack together.
Death Knight
- Blood Boil's damage increased to make up for Pestilence no longer doing damage.
- Blood Boil now does some damage to undiseased targets and extra damage to diseased targets. Its radius has been decreased.
- Blood Plague: Now lasts 15 seconds untalented.
- Death Pact: This heal cannot be a critical.
- Frost Fever: Now lasts 15 seconds untalented.
- Pestilence does no damage and has only one rank.
- Plague Strike and Blood Plague no longer remove hots. Plague Strike's damage increased quite a bit to compensate.
- Raise Ally has a >15 min cooldown to keep it out of Arena.
- Raise Dead: Duration lowered to 60 sec. and cooldown lowered to 3 min. The cooldown on this ability now begins when the pet dies rather than when it is summoned.Rune of Cinderglacier now procs per minute instead of a 5% chance.
- Rune of Razorfrost now affects Frost damage done by the DK only, but stacks up to 10%.
- Strangulate no longer does damage and has been reduced to 1 rank.
Talents
BLOOD
- Blood Aura: Replaced with Improved Blood Presence. This allows the deathknight to keep the healing from damage done bonus of Blood Presence in any presence, and increases healing received while in Blood Presence.
- Blood-Gorged now grants armor penetration instead of expertise.
- Bloody Strikes now increases Blood Boil damage instead of Pestilence.
- Bloodworms now heal more.
- Dancing Rune Weapon: Fixed a bug making it trigger an unusual number of effects from the weapon equipped by the Death Knight. In addition, it will now only echo Death Knight spells whose primary purpose is dealing damage. Also corrected a bug making the effect last 8 seconds longer than intended.
- Scent of Blood will now proc on a dodge, parry or taking damage, and internal cooldown lowered to 10 from 20 sec.
- Sudden Doom now procs a free Death Coil instead of requiring you to push the button. Ranks reduced from 5 to 3.
FROST
F
- The following talents have moved in the Frost tree: Runic Power Mastery, Glacier Rot, Killing Machine, Chilblains, and Endless Winter.
- Black Ice now grants 2/4/6/8/10% Shadow damage in addition to the Frost damage.
- Black Ice: Frost Damage bonus lowered to 4/8/12/16/20%
- Blood of the North is 3 ranks instead of 5 for the same effect.
- Chillblains: Now a 15/30/50% movement speed debuff (up from 30%). Moved to position currently occupied by Glacier Rot.
- Endless Winter: Moved to position currently occupied by Chillblains.
- Frost Aura: Replaced with Improved Frost Presence. Allows the deathknight to keep the health bonus of Frost Presence in any presence, and decreases magic damage taken while in Frost Presence.
- Glacier Rot: Third rank added, and damage bonus increased to 7/13/20. Moved to position currently occupied by Endless Winter.
- Howling Blast: Swapped positions with Hungering Cold in the talent tree (HB is now at 51, and HC is now at 31). In addition, the damage bonus for targets with Frost Fever is now only 20%.
- Icy Talons - This talent how has a new icon.
- Runic Power Mastery down to 2 ranks.
UNHOLY
- Blood-caked Blade: Now has a 3 second cooldown on the effect.
- Desecration: This talent now has a 100% chance to be triggered. Additional points in the talent increase the damage bonus and snare magnitude instead of increasing the chance.
- Epidemic: Epidemic now has 3 ranks (adding an additional 3 sec of disease duration). Magic Suppression is 3 ranks (down from 5) for 2/4/6% magic damage reduction.
- Master of Ghouls: Now also reduces the cooldown on Raise Dead by 60 sec.
- Necrosis: Can now only be triggered by main hand attacks.
- New talent: Improved Death Strike. Increases Death Strike damage by 10/20.
- Night of the Dead: Redesigned to grant a flat reduction on cooldown to Raise Dead and Army of the Dead instead of a reduction from using abilities.
- Outbreak bonus for Scourge Strike lowered to 10/20/30%.
- Scourge Strike: Damage increased.
- Unholy Aura: Replaced with Improved Unholy Presence. Allows the Deathknight to keep the movement speed bonus of Unholy Presence in any presence, and increases rune regeneration rate while in Unholy Presence.
- Unholy Blight and Gargoyle have swapped places in the Unholy tree. Gargoyle is the new Unholy 51 talent.
Druid
- Abolish Poison: Now ticks every 3 sec, up from every 2. Now lasts 12 sec., up from 8.
Talents
BALANCE
- Owlkin Frenzy is now properly considered an Enrage effect. Now also does not trigger from spell hits, only physical ranged and melee attacks.
FERAL
- New Talent: Primal Gore: Grants the periodic damage from your Rake, Lacerate and Rip abilities the ability to critically hit.
- Savage Roar is now considered an Enrage effect.
RESTO
- Living Seed: This talent now accounts for your ineffective healing, rather than effective.
- Improved Mark of the Wild: Now also increases all of your total attributes by 1/2%.
- New Talent: Improved Barkskin: Increases the damage reduction granted by your Barkskin spell by 5/10%, and increases your resistance to Dispel mechanics by an additional 30/60% while under the effect of Barkskin.
- Replenish: This talent is now re-named "Revitalize" and now also works with Wild Growth.
- Tree of Life: You can now use Nature's Grasp and Thorns while within this form.
Hunter
- Frost Trap: If the target who triggers Frost Trap is immune to its effect, the Frost Trap area effect will no longer be triggered.
Talents
BEAST MASTERY
- Improved Aspect of the Hawk now has a new spell effect.
- Improved Wing Clip: This talent has been removed.
MARKSMANSHIP
- Piercing Shots re-designed: Your critical Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of the damage dealt over 8 sec.
- Ranged Weapon Specialization: Points reduced from 5 to 3, 1/3/5%.
- Wild Quiver: Chance increased to 4/8/12%, up from 4/7/10%. Damage increased from 50% of an auto shot, to 80%.
SURVIVAL
- Hunting Party: This talent has been reduced to 3-points, and now increases your total Agility by an additional 1/2/3%.
- Lock and Load re-designed: You now have a 33/66/100% chance when you trap a target with Freezing Trap, Freezing Arrow or Frost Trap and a 2/4/6% chance when you deal periodic damage with your Immolation Trap or Black Arrow to cause your next 2 Arcane Shot or Explosive Shot spells to trigger no cooldown, cost no mana and consume no ammo. This now has a new spell effect and sound.
- New Talent: Trap Launcher: When activated, your next Trap will be launched instantly at the enemy target. 1 minute cooldown.
- T.N.T. re-designed: Increases the damage done by your Explosive Shot, Explosive Trap and Immolation Trap by 2/4/6%, and gives your Explosive Shot a 33/66/100% chance to refresh the duration of your Immolation Trap effect on the target.
- Trap Mastery: This talent has been moved up to tier-2, up from tier-9.
- Wyvern Sting duration increased from 12 sec to 30 sec. PvP duration reduced from 10 sec to 6 sec.
PETS
- Roar of Sacrifice can be used on the hunter only.
- Stampede (rhino) only affects 1 target, but adds a 25% bleed damage debuff (that does not stack with Mangle etc.) in addition to its knockback.
Mage
- Arcane Blast stacking effect is no longer considered a Magic effect and will not be dispelled.
FROST
- Improved Water Elemental: Renamed Enduring Winter. Instead of the Water Elemental increasing mana regeneration for the Mage's party, casting Frostbolt now has a 33/66/100% chance to provide the Replenishment buff to up to 10 people in the Mage's party or raid.
Paladin
- Auras will now persist through death.
- Blessing of Kings is now trainable at level 20. Removed from talent trees.
PROTECTION
- New Talent Divinity:Tier 1 protection talent, increases healing done by and to you by 1/2/3/4/5%.
- Sacred Duty (Protection) rank 1 now increases Stamina by 4%.
RETRIBUTION
- Benediction (Retribution) now affects Hand of Reckoning.
- Fanaticism reduced to 3 ranks for 6/12/18% bonus and 10/20/30% threat reduction.
- Repentance no longer resets the Paladin's melee swing timer.
- Righteous Vengeance reduced to 3 ranks for 10/20/30%.
Priest
- Abolish Disease: Now cleanses a disease every 3 sec, down from 5. Duration reduced from 20 seconds, down to 12 sec.
- Devouring Plague: This spell now has a new icon.
- Divine Spirit is now trainable at level 31.
- Holy Nova: Mana cost reduced approximately 20%.
- Hymn of Hope: This spell has been removed.
- Improved Holy Concentration removed.
- Prayer of Healing: This spell now heals the target's party, rather than being limited to just your direct party.
- Shadowfiend: Health scaling increased. Now receives 30% of the master's spell power. Mana return increased to 5%, up from 4%. The Shadowfiend now receives mana when its melee attacks land, rather than when it deals damage. Movement speed normalized to player movement speed. Tooltip revised.
s
DISC
- Divine Aegis - Divine Aegis effects will now stack, however the amount absorbed cannot exceed 125*level (of the target).
- Grace: Duration increased to 15 seconds, but now is only limited to one target.
- Improved Power: Word Fortitude - Now also increases your total Stamina by 2/4%.
- New Talent: Soul Warding: Reduces the cooldown of your Power Word: Shield ability by 4 sec., and reduces the mana cost of your Power Word: Shield by 30%.
- Penance: Damage increased approximately 30%.This spell can now be cast on yourself.
- Power Infusion: This effect now has a new spell effect and sound.
- Reflective Shield:This talent has been removed.
- Unbreakable Will:Increased from 3/6/9/12/15% to 6/12/18/24/30%.
HOLY
- Circle of Healing: Healing increased by approximately 40%.
- Holy Concentration re-designed: Mana regeneration is increased by 16/32/50% for 8 sec after you critically heal with Flash Heal, Greater Heal, Binding Heal or Renew.
- New Talent: Empowered Renew: Your Renew spell gains an additional 5/10/15% of your bonus healing effects, and your Renew will instantly heal the target for 5/10/15% of the total periodic effect.
- Serendipity re-designed: When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 6/12/20%. Stacks up to 3 times. Lasts 20 sec.
- Test of Faith: No longer increases critical effect chance of your heals, but healing done on targets lower than 50% health is increased from 2/4/6 to 4/8/12%.
SHADOW
- Blackout: This talent has been removed.
- Darkness: This talent is now in tier-1, moved up from tier-6.
- Dispersion: Now clears all snare and movement impairing effects and makes you immune to them while dispersed.
- New Talent: Improved Devouring Plague (Shadow): Increases the periodic damage done by your Devouring Plague by 5/10/15%, and when you cast Devouring Plague you instantly deal damage equal to 5/10/15% of its total periodic effect.
- Shadowform: Bonus damage from critical strike chance removed and replaced by the ability of those periodic damage spells to generate critical strikes.
- Silence: Range increased to 30 yards.
- Vampiric Embrace duration increased to 5 minutes, up from 1 minute. PvP duration is now 60 seconds. Cooldown removed.
Rogue
ASSISSINATION
- Hunger For Blood: No longer stacks. Damage bonus changed to 15% for a single application. Requires a bleed effect active on the Rogue's target. No longer removes bleeds from the Rogue.
COMBAT
- Adrenaline Rush cooldown reduced to 3 min.
Killing Spree: Now also increases all damage done by the Rogue while active by 20%.
- Savage Combat improved to 2/4% increased damage against poisoned targets.
- Lightning Reflexes reduced to 3 ranks for 2/4/6% dodge and 4/7/10% melee haste.
SUBTLETY
- Shadow Dance now opens a new action bar when used.
Shaman
- Bloodlust/Heroism: Cooldown reduced to 5 minutes, but Sated and Exhausted now last 10 minutes.
- Poison Cleansing Totem and Disease Cleansing Totem have been merged into "Cleansing Totem." Cleansing Totem pulses every 3 sec, down from 5.
ENHANCEMENT
- Lava Lash now has a new icon.
- New Talent: Frozen Power: Increases the damage done by your Frostbrand Weapon if it is enchanted on your main-hand weapon by 10/20%, and your Frost Shock has a 50/100% chance to root the target in Ice for 5 sec. when used on targets at or further than 15 yards from you.
- Spirit Weapons: Now reduces all threat generated by 30%, not just physical attacks.
- Stormstrike charges have been increased by 2, and cooldown reduced by 2 sec.
- Improved Stormstrike re-designed: When you Stormstrike, you have a 50/100% chance to immediately grant you 20% of your base mana.
- Toughness: No longer increases your armor. Instead, this talent now increases your total Stamina by 2/4/6/8/10%.
- Unleashed Rage - Reduced to 3 points, down from 5. Each point now also increases your total Agility by 1/2/3%.
ELEMENTAL
- New Talent: Booming Echoes- Reduces the cooldown of your Flame Shock and Frost Shock spells by an additional 1/2 sec., and increases the direct damage done by your Flame Shock and Frost Shock spells by an additional 10/20%.
RESTORATION
- Ancestral Awakening: This talent now accounts for your ineffective healing, rather than effective.
- Cleanse Spirit now has a new icon.
- Riptide: This spell has a new icon.
Warlock
- Curse of the Elements (Rank 5) - Increased to 13% spell damage, up from 10%.
- Curse of Recklessness has been removed.
- Curse of Weakness - Now also reduces the armor of the target by 5%.
- Enslave Demon: Spell haste penalty reduced by 10%, Melee haste penalty reduced by 10%.
- Warlocks now innately have an increased 10% spell hit chance on the Enslave Demon spell.
- Fire Shield (Imp): You can now cast this ability on raid members, rather than party members.
- Ritual of Summoning: The summoning of the initial portal is now instant cast, down from 5 seconds.
AFFLICTION
- Eradication re-designed: Eradication: When you deal damage with Corruption, you have a 2/4/6% chance to gain the Eradication effect. The Eradication effect increases the critical strike chance of your Shadow Bolt spell by 30%. Each critical strike reduces the critical strike bonus by 10%. Lasts 30 sec.
- Haunt: Now only increases your shadow damage-over-time on the target. (No longer includes non-Shadow damage over time spells.)
- Malediction: No longer increases the effect of Curse of the Elements.
- Pandemic: This talent has been reduced to a 1-point talent, now grants your Corruption and Unstable Affliction the capability to critically hit.
- Shadow Embrace: Now only increases the damage done by your shadow damage periodic spells.
- Siphon Life: The Siphon Life spell has been removed. Siphon Life now causes your Corruption spell to instantly heal you for 40% of the damage done.
- Suppression: Now increases spell hit for all of your spells.
DEMONOLOGY
- Demonic Empathy has been removed.
- Demonic Empowerment: This talent spell now has a unique spell effect and sound.
- Demonic Sacrifice:This talent has been removed.
- Fel Synergy has been moved to tier-1. No longer increases Intellect, Stamina and damage of your summoned demon.
- Improved Enslave Demon talent removed.
- Mana Feed: This talent is now a 1-point talent, down from 3-points. Now is the 21-point talent in Demonology. Now grants 100% mana return to your pet, up from 33/66/100%.
- New Talent: Molten Skin: Reduces all damage taken by 2/4/6%.
- New Talent: Decimation: When you Shadowbolt or Incinerate a target that is at or below 35% health, your next Soulfire cast time is reduced by 30/60% and costs no shard. Lasts 10 sec.
- New Talent: Nemesis: Reduces the cooldown of your Demonic Empowerment, Metamorphosis, Soulstone and Fel Domination spells by 10/20/30%.
DESTRUCTION
- Aftermath re-designed: Increases the periodic damage done by your Immolate by 3/6%, and your Conflagrate has a 50/100% chance to daze the target for 5 sec.
- Backlash has been moved up to tier-5, up from tier-7. Now requires Intensity (pre-req).
- Cataclysm: Now reduces the mana cost of Destruction spells by 4/7/10%. No longer increases the chance to hit.
- Conflagrate: Spell now works similar to Swiftmend, consuming an Immolate or Shadowflame effect on the target and dealing damage based on the strength of that effect. Reduced to a single rank.
- Improved Immolate: Now increases the damage done by your Immolate by 10/20/30%, rather than just the direct damage.
- Improved Shadow Bolt: Now increases the damage done by your Shadow Bolt spell by 1/2/3/4/5%, and causes your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 1/2/3/4/5%. Effect lasts 30 sec.
- Improved Soul Leech: Now has a 50/100% chance to proc Replenishment.
- Master Conjuror: Increased from 15/30% up to 150/300%.
- Molten Core: This talent has been moved to Demonology.
- Pyroclasm re-designed: Now increases your Shadow and Fire spell power by 2/4/6% when you critically hit with Searing Pain or Conflagrate. Lasts 10 sec. Also moved down to tier 7, down from tier-5.
Warrior
ARMS
- Blood Frenzy improved to 2/4% increased damage.
- Heroic Throw missile speed increased.
Professions
Alchemy
- Blackmouth Oil and Fire Oil no longer require a vial.
- Increased the health granted by the Flask of Stoneblood.
- The Mercurial Stone is no longer required as a tool for alchemists. It is instead a green quality bind-on-equip trinket.
Blacksmithing
- Most of the recipes in the 1-300 skill range of blacksmithing have had their stats updated to be more useful.
- Added a new recipe for the Titansteel Spellblade.
- Titanium Plating now reduces the duration of disarm effects by 50% as well as increasing your block value.
Cooking
- Grub now sells the Dig Rat Stew recipe to players who completed the quest.
- Prospector Khazgorm, found in Bael Modan in southern Barrens, now sells the recipe for Dig Rat Stew to the Alliance.
Enchanting
- Added a recipe for enchanting staves with spell power.
- Several recipes in the 250-300 skill range have been rebalanced.
Jewelcrafting
- Added a new recipe to cut black diamonds.
Leatherworking
- Shadowskin Gloves and Dusky Boots no longer require Shadowcat Hide to create, but instead require an equal quantity of Shadow Silk. Shadowcat Hides can no longer be obtained from skinning.
Quests
- The fight event for the "Grim(oire) Business" quest at Vim'gol's Circle in the Blade's Edge Mountains now only requires one character to stand within a fire circle in order to summon Vim'gol the Vile. However, it still takes five characters, one in each of the fire circles, in order to interrupt Vim'gol the Vile's Unholy Growth cast.
Dungeons and Raids
Eye of Eternity
- Malygos will now properly delay before breathing after a Vortex on Heroic difficulty.
Naxxramas
- The Chains of Kel'Thuzad will no longer reset the raid's threat.
- The Portal of Shadows created by Shade of Naxxramas will only persist for a maximum of one minute.
- Players with pets who attempt to use the Obedience Crystals in Naxxramas will have their pets dismissed automatically so they may possess an Understudy.
User Interface
- New Advanced features for quest tracking are now available. Players will need to activate this option within the Interface panel.
- A new Color Blind option is available under the Interface panel.
- For additional notes on Lua and XML changes please visit the UI & Macros forum.
Items
Glyphs
- Glyph of Blood Boil: Now only applies a snare to diseased targets.
- Glyph of Holy Light: Can no longer crit and has had its range updated.
- Glyph of Mocking Blow correctly increases damage of the ability by 25%.
- Glyph of Shocking's tooltip has been corrected.
- Glyph of Sprint no longer reduces the duration.
- Darkmoon Cards of the North will now take three seconds per card to create.
- Divine Hymn will now trigger Illustration of the Dragon Soul.
- Frozen Scepter of Necromancy now sounds like other maces.
- Heavy Junkboxes will no longer have deprecated poison materials.
- Magic Dust now has a 10 second PvP duration.
- Old Naxxramas Shoulder Enchants will now soulbind items.
- Outrider's Lammellar Legguards and Sentinel's Mail Leggings have had their costs reduced to the correct value.
- Pack of Endless Pockets can now be mailed.
- Patroller's Pack now sounds like a bag.
- PvP Trinkets will now break Shackle Undead.
- Several beverages missing from the "Beverages Consumed" statistic have been added.
- Several foods missing from the Food Eaten statistic have been added.
- Thunder Capacitor again requires four charges.
- Thunder Capacitor's cooldown functions.
- White Tickbird Hatchling is now classified as a Pet.
Bug Fixes
- Dartol's Rod of Transformation has had its tooltip corrected.
- Mace of Unyielding Life is correctly a 2H weapon.
- Many Northrend maces now make correct noises when sheathed and unsheathed.
- Many items with 110 attack power now correctly grant 110 ranged attack power.
- Oracle Talisman of Ablution's spell data has been clarified.
- Personal Rating Requirements for offhand Deadly Gladiator items should now display correctly.
- Several Hateful and Deadly plate helms were over budget and have been corrected.
- Yaaarrrr! now has a detailed tooltip.
Labels: World of Warcraft News
Posted by Gamer 1 comments
Sunday, January 18, 2009
WoW polls: the toughest Heroic instance
Blizzard has posted a poll on the forums asking what players think is the toughest Heroic dungeon in the game. Unfortunately, they don't say much else besides that, so guessing the reason why will be up to us and our commenters. They want to make sure Ulduar is tougher than Heroics? They want to look for particularly tough mechanics for future instances? They just enjoy seeing players have a tough time of it? Your guess is as good as ours.
Loken is notorious as a tough boss in Heroic mode, but his Halls of Lightning only makes second place, right above Ahn'kahet and its tough fights of Jedoga Shadowseeker and the insanity-inducing Herald Volaj. And it's worth noting that as of this writing, Drak'theron, The Nexus, Utgarde Keep and Violet Hold have a total of zero votes among them -- apparently everyone agrees they're easy as-is. But right there on top sits everyone's least favorite drake-riding instance -- The Oculus, with all of its drakey goodness.
Unfortunately, this may not help Blizzard -- I doubt many players would be really excited if they re-used the "drakes" mechanic in a lot of future dungeons, as the difficulty there lies in playing a completely different game rather than using the abilities of your character that you're used to. But It's an interesting poll anyway. What instance are you finding the toughest in Heroic mode?
Labels: World of Warcraft News
Posted by Gamer 2 comments
Saturday, January 10, 2009
World of Warcraft listed as one of the 30 most offensive games
The conservative Christian investment firm, the Timothy Plan, has released a list of the 30 most offensive games on the market. This list details the areas of sex, nudity, gay / lesbian, violence, cartoon violence, language, comic mischief, drugs, alcohol, tobacco, gambling, demonic, and game addiction as things that are against any "morally responsible" mutual fund to invest in.
In other words they don't want you to invest, like they don't, in companies that make games which deal with any of the above areas.
World of Warcraft is on the list. It has an overall score of a 9, which means it is half as offensive as Grand Theft Auto IV. According to the Timothy Plan, WoW is morally deficient in sex, violence, language, alcohol, and game addiction.
Some investors will take this advice, and that's their right to do so.
After the break we'll examine areas in which WoW is morally deficient, according to the Timothy Plan.
Area 1: Sex
"Suggestive Themes: Some suggestively dressed female characters and sexual allusions."
Yup. WoW has some pretty attractive females. Night Elves dancing on mailboxes, Dwarf Priests jumping around in their Tier 2 gear, and don't forget the mating of two sea-lions. /phew!
Area 2: Violence
"Blood, Violence: A reasonable amount of fighting interspersed between various missions. Many attacks can cause enemies to bleed."
I can agree with half of that. There is a reasonable amount of fighting. You have to kill monsters, bad thieves, and your enemy on the battle-field. But unlike the text which the Timothy Plan lives by, there are no descriptions of a man being strung up on a cross with a crown of thorns on.
The second part of the violence statement, that many attacks can cause enemies to bleed, is wrong. The bleed effect is only applyable by a few number of classes and their abilities, and only by a few weapons. By no means are "many attacks" able to do this.
Area 3: Language
"Mild Language: You may find a very occasional 'd*mn.'"
If you think that's language, you should hear what I yell at my computer when I wipe on a raid boss for the umpteenth time.
Area 4: Alcohol
"Use: Players have the opinion of purchasing and consuming alcohol, even the ability to get drunk."
Players also learn an important lesson, when you get drunk you can't walk straight and are extremely less effective in everything you do. In fact, you can't fight well at all while drunk. You might even say that WoW tries to impart the antithesis of what the Timothy Group is trying to say. WoW tells you getting drunk is bad.
Area 5: Game Addiction
"Addiction: Due to the nature of the game and its length, it is extremely addictive. Time limits need to be set when playing the game."
WoW is an addictive game. If you have an addictive personality, then you are at risk of becoming addicted to WoW or any other game. I don't want to get into the physiological responses of the body to addiction, but needless to say, addiction is real and there are physical as well as mental reasons for it.
However with that said, there are lots of other things you can become addicted to as well. Watching TV, drinking, risk taking, sex, or basically anything that releases endorphins into your brain to make you feel good.
While I'll leave it up for you to decide the general merits of this list.
Labels: World of Warcraft Articles, World of Warcraft News
Posted by Gamer 1 comments
Saturday, January 03, 2009
New Year's Resolutions for Hunters and for Blizzard
The New Year is considered by many people to be the time for a fresh start, a time to wipe the slate clean of past missteps, or just to make some changes to your life to make it even better. In that spirit, I'd like to propose some Hunter-related resolutions for both Blizzard and for Hunters in the spirit of promoting peace, harmony, and understanding in the new year for all Survivalists, Marksmen, and Beastmasters.
Resolutions for Blizzard
1. Take a very close look at the Hunter changes coming in 3.0.8: I don't call them nerfs because there are some things that are technically buffs. But overall, the changes are not only slightly confusing, but could end up being unnecessary and hurting us. I won't go through the specifics, as Big Red Kitty has done that pretty well in the above link, but it's worth mentioning that some end-game Hunters are starting to show log parses that may question the need for these changes. It appears that once people catch up in gear, Hunters start pulling even if damage, especially if they aren't specced for Bestial Wrath/Readiness. This may be similar to the problems Feral Druids had at the beginning of Burning Crusade. Because they scaled so well with basic statistics, they dominated for leveling. But once people caught up in gear, they were specifically middle of the road again.
The same thing could happen when people get Resilience gear in PvP. Now that armor penetration is a lot worse than it was, we could find our damage becomes somewhat ineffective against people who are tricked out in PvP gear. It may be, of course, that PvP damage will need an across the board nerf, but in that case, it should be across the board, and not just focused on Hunters. Too much overnerfing could doom Hunters to mediocrity for a few patches, and that's something none of us wants.
2. Fix the Pet Autocast bug: This bug has been around at varying levels of severity since Wrath Beta, and it's still not fixed. We know that Blizzard is aware of it, but so far, they haven't seem to have made any headway on fixing it. It's definitely annoying to have to specifically dedicate an extra macro or an extra pet bar key simply to keep growl or cower off or on in varying situations. If this isn't one of Blizzard's top bug-squishing priorities, it really should be.
3. Reconsider that whole melee thing: The dev team's latest idea for Hunter balancing is to go against conventional wisdom and nearly 5 years of desperate battle by Hunters to shed the label of being bad players: Meleeing. Now, don't get me wrong, sometimes it's a good idea to go against the grain, but this definitely isn't the time. Since our main problem in PvP is that we're essentially helpless once we're in melee range, it would seem like a good idea to simply make us a force in melee range as well.
The problem is, there's essentially two ways that can go: One, it won't be good enough. We won't be able to apply damage or debuffs fast enough before we're torn in two, and would be better served using our mana and global cooldown trying to escape back to ranged rather than apply DPS to the target. Two, we will be able to do well in melee range, in which case our weaknesses become almost non-existent and we're back to being called overpowered, because even if you close the distance with us, we can tear you up. The focus should really go back to what was started but never quite finished with the disengage move: Just make it easier for us to get back into ranged, where our strengths are.
4. Revamp Traps: The trap system is still restrictive and clunky. There really isn't another class that needs to "arm" it's crowd control method and plan far in advance to make sure it's successfully deployed. Plus, any damage or utility traps that aren't Frost or Freezing traps often get lost in the shuffle as we have to save our sole trap cooldown for crowd control.
Make traps trigger instantly. It will be no worse than a mage's sheep. It still be avoidable if the target isn't right on the Hunter's tail, and breakable or resistible by many forms of crowd control breaking. While we're at it, but that Bear Trap effect back. It was a nice, unique concept that helped give our crowd control a unique flavor and helped solve the problem of dealing with a slow to switch targets DPS who breaks traps with stray damage while you have 20 seconds left on your trap cooldown.
5. Take a second look at pet survivability: With the Hunter nerfs in part nerfing the damage of our pets by a whole lot, we really deserve another look at pet survivability. Our pets, at the moment, are stuck at 0 resilience or defense rating and the HP of a fresh level 80 in quest greens.We've asked again and again for just a small part of our resilience to be transferred to our pets, but Blizzard keeps rejecting the idea. But now that they're losing so much damage, it would be nice if they could at least get some staying power in PvP so they can actually survive long enough to use all these cool new abilities.
Luckily, Blizzard may be taking a second look at this.
For Hunters
1. Understand Blizzard's problem with Arena balancing: As I said above, balancing us for Arena is tough. It goes hand in hand with the whole melee problem I outlined above. Right now, our weaknesses are far too easy to exploit, but when we can overcome our weaknesses, we're actually pretty major powerhouses. Now I definitely fall on the side of thinking our weaknesses are a bit too easy to exploit still, but we should understand that Blizzard is taking a bit more of a cautious approach. Give them so time, give them some reasonable test data on the PTRs, and let's see if a bit of communication can help.
2. Focus on where we're good: We're still pretty dominant in battlegrounds, and Blizzard has begun making serious noise about making Battlegrounds a valid, skill-focus gear upgrade and PvP path to complement Arenas. If they can pull this off, it could be that we'll have a very nice PvP niche to fill.
And even if we are suddenly being pulled back down on the DPS meters as gear gets better, we're still pretty solid in PvE DPS. As long as we can keep from getting overnerfed, we have a pretty nice, solid place there, it's good to be thankful for that.
Right now Hunters are in a bit of a jumpy place as we wait to see what exactly the 3.0.8 nerfs bring to us, and where they leave us when Ulduar comes out. In that spirit, it's understandable that we feel a little jumpy. But it's still a brand new year and a brand new expansion, and I always like to keep it optimistic at the beginning of the year. If we keep on these resolutions and offer Blizzard solid evidence where we disagree with them and appreciation when we agree with them, I think this year is looking pretty good for Hunters. Happy New Year, everyone.
Labels: World of Warcraft News
Posted by Gamer 1 comments
Thursday, January 01, 2009
Teen arrested for making suicide threat to a GM
After a 17-year-old in Fairfield, Ohio told a GM "he was suicidal and the game was the only thing he had to live for," the Blizzard rep called 911, and the kid was apparently arrested, according to the Middletown Journal. We've seen this before -- Blizzard won't put up with suicide threats -- but as far as I know, this is the first we've heard of an arrest coming about because of it. Apparently the charge is a first degree misdemeanor, and though the kid was released to his father, he's got a court date to face next week.
The dumbest part? The kid wasn't even suicidal -- he told officers when questioned that it was a joke "to try and get what he wanted for the game." We doubt this will lead to anything big (we'd put the kid in community service and give him a slap on the wrist -- he's probably scared enough after being handcuffed and put in a patrol car), but Blizzard's policy is exactly right on this one, if you ask us. If the threat is real, this could prevent a tragedy, and if it's just some kid messing around to try and get his banned account back, he might learn a little lesson in the process.
Labels: World of Warcraft News
Posted by Gamer 1 comments
Nielsen says WoW still tops the list
There is an interesting trend in these numbers, especially when you compare them with last year. Last year, Nielsen claimed about 17 hours a week of playtime for WoW players, so playtime this year is actually down overall (and while we don't see month to month numbers, GameCyte says it was before the Wrath release, which makes sense). Sure, you could say that with dailies and the easier instances, players just don't have to play the game as much, but really, this seems to reflect the bigger trend: that WoW is leveling out.
There are probably years left in this game -- as we said on the podcast last week, the only real way people will stop playing WoW is when Blizzard finally turns the servers off. But all the numbers we've seen definitely point to a slowing down point among the game's subscribers. Lots of people (11.5 milion) are still playing World of Warcraft a lot. But not as much as they used to.
Labels: World of Warcraft News
Posted by Gamer 2 comments
Thursday, December 25, 2008
World of Warcraft : Lich King Sells 4 Million Copies
Blizzard has announced that World of Warcaft has reached 11.5 million subscribers and that Wrath of the Lich King has sold 4 million copies in its first month, breaking sales records that were previously set by The Burning Crusade.
IRVINE, Calif. - December 23, 2008 - Blizzard Entertainment, Inc. today
announced that World of Warcraft®, its award-winning subscription-based
massively multiplayer online role-playing game, is now played by more than 11.5
million subscribers worldwide. This new high was reached following the November
13 release of the game’s second expansion, Wrath of the Lich King™.
Within its first 24 hours of availability, Wrath of the Lich King sold
more than 2.8 million copies, making it the fastest-selling PC game of all time.
In addition to winning a number of editor’s choice awards from major gaming
publications, the expansion has now gone on to sell more than 4 million copies
in its first month, setting a new record for monthly PC-game sales. Both sales
records were previously held by World of Warcraft's first expansion, The Burning
Crusade.
Labels: World of Warcraft News
Posted by Gamer 2 comments
Thursday, December 11, 2008
Warcraft restaurant opens in Beijing
World of Warcraft continues to find ways to trickle beyond our virtual lives and into our day to day real lives. In Beijing, a new restaurant has opened up with a Warcraft theme, from the decor to the food. The entrance, which you can see above, is designed to look like the Dark Portal (The Burning Crusade's intro screen) and the interior walls are lined with artwork from the game and shots of characters in epic gear. TV screens throughout the restaurant play footage of the game, too.
The food itself is even based on the game, and while CCTV.com reports that the menu is named after denizens of WoW, I wonder if they borrowed anything from the in-game recipes. The food shown in CCTV's video definitely looks Chinese in style, so I doubt you'll find anything there you would see in our very American Well Fed Buff, but that's probably a good thing. Personally, I'd love to see a menu. I'm also curious if this restaurant was given the go ahead from Blizzard or the9, or if they even need it.
Labels: World of Warcraft News
Posted by Gamer 0 comments
Monday, October 27, 2008
WoW Mage PvP post-patch 3.0.2
Though I enjoy burning down raid bosses as much as the next Mage (especially now that the raid bosses in question are so much easier to burn down), I make no secret about the fact that my first love has always been burning down other players. When patch 3.0.2 landed so forcefully upon our heads, bearing with it a plethora of new and revamped spells and talents, I have to admit that my first burning question was not so much "how will this help me down Kil'jaeden," as it was "how will this help me brutally slaughter the next Warlock I stumble across?"
Before the patch, Mage PvP could be distilled down to a couple of absolute truths. The first of these was: Spec Frost. The second was: You will lose to Warlocks, Druids, Priests, Hunters, and Rogues, and only reliably beat Warriors one on one. PvP was a known quantity. We knew based upon the matchup what our chances were, we knew our strengths and limitations, and we knew which spec worked the best (cough...17/0/44).
The patch turned all of that on its head. What spells work now? What talents should we be taking? Are we better or worse off now than we were two weeks ago? Join me after the break and we'll see where we stand.I won't be linking specific talent builds here, as I'm still ironing out my own builds. I simply wouldn't feel comfortable recommending anything specific to you when I'm not even comfortable recommending anything to myself. Instead, I intend to take a broader view of the three schools as a whole, noting their pros and cons, a general strategy for each, and which aspects of PvP they excel at.
Arcane
This is the build I've had the most hands-on time with, and I have to say I'm impressed. At first, I was worried about the low survivability I was seeing. Aside from incredibly high spell resistances via Magic Absorption and the minor mitigation of talents like Arcane Fortitude, Improved Blink, and Prismatic Cloak, there just isn't much here to keep you from dying like the clothie you are. I soon discovered that the problem lay not with the tree itself, but with my play-style.
I was going into battle with the old, stand-in-one-place-and-unload mentality that the Arcane tree used to require. That idea is gone now. The Arcane tree is now designed for mobility. Spells like Arcane Blast and Arcane Missiles that require you to stand still and cast are relics of the past. The primary PvP spell for Arcane Mages is now Arcane Barrage. An Arcane Mage should now be constantly moving in PvP, running and Blinking from cover to cover, launching out Arcane Barrages every three seconds, applying Slow when needed, squeezing in the occasional Fire Blast or Arcane Explosion as the situation dictates, and pausing only to rattle off a truncated Arcane Missiles whenever Missile Barrage procs, or to throw out a Polymorph when control is needed.
Arcane Barrage provides strong, consistent damage while on the move, and burst damage comes with decent frequency whenever Missile Barrage procs. Presence of Mind can be coupled with Frostbolt for snare purposes, or Arcane Blast when raw damage is more useful. Arcane Missiles is still useful in the same situations it was pre-patch, as a way to ensure damage when the target is about to duck out of line-of-sight.
Survivability is low if caught in the open, but this spec provides a surprising sense of slipperiness. Use the mobility provided by Arcane Barrage to pillar-dance, ducking back and forth behind cover between casts. Blink and Frost Nova provide escape mechanisms, as well as instant-fade Invisibility (as long as you don't have any nasty DoTs on you that would break it). The key here is to remain constantly mobile, and constantly casting. Ice Block is even more helpful in this situation, as it can be coupled with Invisibility to provide an almost Rogue-like getaway mechanic. Ice Block removes the DoTs, and instant-Invis lets you flee unseen to wherever you please (unless you're fighting a Warlock, of course).
Slow is powerful control option, allows you to stay mobile, and increases your damage when coupled with Torment the Weak. Focus Magic keeps your crits high if used on a teammate who casts and crits frequently. Improved Counterspell is still the powerful tool it always was, and hasn't lost any of its luster among all of the changes. Arcane Flows lowers the cooldown on your two single biggest DPS boosts (Presence of Mind and Arcane Power) to a very agreeable two minutes, and does the same for your new most useful escape spell, Invisibility.
Overall, this tree is possibly the most mobile of the three, provides high DPS, decent burst capability, very nice control mechanics, and a pleasant amount of escape options to offset an otherwise low survivability. I have very few complaints with the Arcane tree as it relates to PvP.
Fire
Fire is still the least attractive of the three trees for PvP purposes. Fire Mages have always been the poster children for "kill fast, die faster," and the patch hasn't done much of anything to change that concept. If anything, the changes have reinforced the high-damage, low survivability role of Fire Mages, rather than attempt to diminish it. Still, nobody can bring the pain quickly like a Fire Mage, and with an expanded AoE repertoire and a few new tricks up their sleeves, Fire Mages have a unique place in the PvP hierarchy.
As always, damage is king with Fire Mages. Crits come often and hit hard with talents like Combustion, Hot Streak, and Burnout, and the potential for blowing the crap out of multiple targets has never been better. Potentially, nobody kills more payers faster than a Fire Mage. With Firestarter, you can now throw out a guaranteed instant Flamestrike every time you cast Blast Wave or Dragon's Breath. Doing it right takes a little luck and a decent amount of skill, but when it works, that's a lot of damage to a lot of targets, very quickly. You still won't last long in the middle of that crowd, but they'll definitely know you were there after they've reduced you to a spot on the ground. Throwing a Living Bomb in the middle of that pile of enemies and the damage will add up very quickly.
Blast Wave's knockback effect is one of the most useful new mechanics you'll find in PvP for Mages. The knockback is substantial, and can wreak havoc in certain situations. It can only be used every thirty seconds, so save it for certain situations, like knocking an entire group of enemies off the cliff at the lumber mill flag in Arathi Basin, or blowing attackers out of towers in Alterac Valley or out of the flag room in Warsong Gulch. Words cannot describe the death you can deal with a well-placed Blast Wave in Eye of the Storm.
As you may already have guessed, Fire Mages are still not ideal Arena combatants. They simply cannot live long enough to unleash their considerable damage capabilities in that compressed environment. Survivability options, as always, are low. Fire Mages are limited to the all-too-unpredictable Blazing Speed, and the always useful Blink and Ice Block as escape/survival abilities. For control purposes, Frost Nova, the ubiquitous Polymorph, and Impact--which is too infrequent to truly depend upon--are the only options. The problem, as always with Fire Mages in an Arena setting, is that they are not only fragile but also sitting ducks, as they queue up their high-damage cast-time-heavy spells. Living Bomb provides a bit of mobility, but not nearly as much as is needed. In Battlegrounds, this isn't as large an issue, but it's crippling in Arenas.
Fiery Payback is a very interesting PvP spell. It provides a decent amount of damage mitigation when below 35% health, as well as a really sexy burst damage option. Nothing says "boom, you're dead" like a 1.5 second Pyroblast to the face every five seconds. When this talent is active, you'll take 20% less damage across the board, and be able to churn out a Fireball/Scorch/Pyroblast rotation with Fire Blast sandwiched in as cooldown permits, and inflict damage like no spell rotation has ever inflicted in the history of spell rotations inflicting damage. The problem, of course is that this rotation--like every Fire rotation--requires you to stand still, and it also requires you to BE AT LESS THAN 35% HEALTH. Good luck with that. My advice is to hide behind a tree, and hope nobody notices you.
In short, a Fire Mage can be very effective in Battleground PvP. When they can line up a target at range and rain fiery death down upon them for a few seconds, Fire Mages can kill very effectively. Their AoE skills are unmatched, and have greater application in the large-scale conflict found in places like Alterac Valley and Eye of the Storm. Sadly, low survivability and mobility still plague them in Arena, and you're simply better off taking a different spec into those close-quarters, short-duration encounters.
Frost
Before the patch Frost was the undisputed king of Mage PvP. After the patch, it totally still is. With very few exceptions, everything that worked before works just as effectively (if not more so) now. Ice Barrier is still awesome. Shatter combos still work beautifully. There are some fun new additions that come into the mix post-patch, though, and they're almost universally impressive.
The hallmark of Frost has always been control and survivability, and those two strengths have only been enhanced. Control is still provided largely by Frost Nova, Polymorph, and the chill effect provided by Frostbolt. Frost Mages can still play a virtually endless game of keep-away with melee classes, and dish out high and frequent burst damage with Shatter combos. The end of downranking has negated the old practice of throwing out quick-cast, low-mana snares with rank one Frostbolt, which sucks, but life goes on. By and large, the tactics that won a fight for Frost Mages two weeks ago still win the fight for them today.
Several major additions only enhance those tactics. Fingers of Frost allows your chill effects to apply a debuff that will consider the target frozen for the next two spells, and procs with solid frequency. This means your enemies will be frozen more often, which means more shatter combos, and that means more killing. Shattered Barrier gives you a reason to let your Ice Barrier expire, setting off a free Frost Nova, which again, means more control, more freezing, more Shatter combos, and yes, more killing. Improved Water Elemental, in addition to restoring mana to you and your allies, also increases the duration of your big blue buddy by 15 seconds, while Cold as Ice lowers his cooldown by 20%, which means more chill effects, more damage, more freezing, and--say it with me--more killing.
Brain Freeze introduces a fresh wrinkle in PvP for Frost Mages. Proccing as often as Fingers of Frost, it gives Frost Mages a frequent, mana-free, instant-cast Fireball. You will want to be watchful not to waste a charge of Fingers of Frost on it, as it won't benefit from any of the bonuses the Frost tree grants you against frozen targets, but otherwise, it's a free instant nuke, and a flat DPS boost.
My deep and abiding disgust with Deep Freeze is no secret, but PvP is where it fulfills its purpose. Though it only stuns frozen targets, as the previous paragraphs suggest, your targets will be frozen a lot. This spell locks them down completely for five seconds, and it treats them as frozen for the duration, meaning (all together now) more killing. Its sole purpose is control in PvP, and Deep Freeze performs this task with admirable efficiency. I will never stop wishing it had a use outside of Battlegrounds and Arena, but at the very least the spell does what Blizzard has designed it to do, and it does it well.
Frost is still highly mobile, as damaging as it always was, and very hard to kill. Frost Mages can still control a PvP encounter as well as or better than any other class or spec in the game, and the patch has only made that advantage more pronounced.
The final verdict? Though we ceratinly aren't the only class that got buffed in the patch, we are better off now than we were. The dynamic will change again as soon as we all begin the long strange trip to level 80, but for now, Mages are in a fairly good place. Our job is to kill things, and we have more tools with which to accomplish that duty than ever before. So go forth, fellow Mages. Go forth into the Battlegrounds. Go forth into the lag-fest that we once knew as Arenas. Go forth and blow things up. And may all those things you blow up be Warlocks.
Labels: World of Warcraft Articles, World of Warcraft News
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