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You’ll have varying tactics for one on one combat which depend on which talent tree you have chosen. For example, the Beast Mastery Hunters will find their pets, Bestial Wrath and the Beast within talents invaluable whereas Marksmen will find the talent enhancement to their shots useful and the Volley enhancements can help rain death on many huge cluster battles that tend to occur in the battlegrounds. But Survival Hunters will get lots of use out of their traps and explosive shot attack. However, all three trees will have a need for their pets and the Volley attack. If possible, you should target cloth wearing, lighter armored enemies and stay clear of heavy armored foes like Warriors, Paladins and Death Knights. Your damage can be of more use eliminating healers and DPS than trying to break through the heavy armor classes who have healers backing them up. After all, beating up a heavily armored meat shield with a ton of hit points that are constantly being refreshed is rather counterproductive. Fight smart and take out the healers first.It can be a bit different to prep your Hunter for level 80 PvP combat than prepare for a raid. So we will tell of this mainly here to help you understand.
You must know the first thing to obtain victory is your role in combat. As a Hunter, your role does not differ much in PvP combat as it does from fighting in groups and raids. You can stay with your group and keep your distance in combat or use your ranged attacks to take out enemies from a safe distance. Often you’ll have huge clusters of enemies that you can fire your Volley attack. Sometimes with all the chaos, this goes overlooked and you can gain several honorable kills by the distracted enemies. Some areas like the Alterac Mountains battleground, offer many places such as towers that you can climb to the top of and fire ranged attacks at the enemies below.
Even if you are fighting a one on one battle, just keep one thing in mind never there are no other enemies around. It’s moments like these that a sure fire win can turn into a severe ganking. It’s best to stick with your allies unless you enjoy getting blindsided by a small army.
Generally speaking, the Strand of the Ancients is run by level 80s and works in two phases. One team defends and another attacks. The two factions switch positions after the 10 minute battle duration is up or the attacking team captures the defending team’s relic. Hunters can play a very important role in many parts of this battle. If you’re on the attacking side, you may want to get in and ride shotgun on one of the siege weapons. While this doesn’t always provide you with the best opportunities for kills, you can play a key role in keeping enemy melee off the siege engine so it reaches its target and brings down an enemies wall. Concussive Shot is useful when those pesky melees try to come up behind the engine. This and your other attacks can buy the engine to bring down an enemy gate. If you are quick and crafty enough you can aid in bringing down the enemy walls by planting Seaforium Charges which can be picked up at friendly locations. So make sure you grab one before boarding the engine or trying to bum rushes a wall.
There are many other battlegrounds you can choose from for some fun PvP action like Alterac Valley, Warsong Gulch, Arathi Basin, Eye of Storm, and the Arena. Each battleground allows a certain number from each faction. However, you sometimes find yourself incredibly outnumbered or outnumbering the enemy yourself. While the battlegrounds are fun, which provide PvP, the numbers game can get tilted in one direction pretty quickly.
You are able to buy a number of items from PvP vendors for your faction with HP and Markfs of Honor earned from the various battlegrounds. For the Hunters, there’re a number of useful items but getting them will take plenty of Marks and Honor Points. You can utilize the walls to your advantage if you are on the offense. There’re small ledges that have cannon placements on them you can man or stand on to fire ranged attacks at enemy below. The cannons deal splash damage to enemy units and can help bring down enemy siege weapons before they reach the walls. If you find these are already controlled by someone, use the ledge to fire down on enemies that get too close. In all other cases, stick with your group and try to take out healers and casters first.
Inscription is definitely a new profession that high level characters are given the opportunity to learn, which along with the ability to create a powerful new Death Knight character. It’s a means by which characters can actually change and customize their spells and abilities, which means that cool-down timers, attack ratings and Area of Effect can be altered for a spell within a character’s spell book.
While it appears that only one inscription will be allowed to be on a spell at one time, their goal is not to create one or two all-powerful inscriptions that will be used above all others, but to give players a variety of valid choices as to how to modify their spells. The example he gives is that of Frost Nova. One player might choose an inscription that gave their nova a longer range, while another might choose one that would lengthen the duration of the root associated with it.
With the new dungeons, instances and a revolutionary Player vs. Player zone in Northrend, these additions make World of Warcraft: Wrath of the Lich King an intriguing new addition to the epic game play that has already made Blizzard world famous. With the advent of the new World of Warcraft expansion, Wrath of the Lich King come a bevy of new features, a new continent, new enemies and new factions. However, the new hero class being included Death Knight is the most interested and exciting addition to the game. This is the first hero class added to the game and also the first new class at all since the game launched in 2004. For this reason, it is one of the most exciting add-ons since the game first launched.
In the game, the hero class is an addition that works for only the highest level players, those that have already completed the rest of the content in Wrath of the Lich King and reached level 80. Once a player has reached level 80, they are given leave to embark on a particular quest. This quest is similar to the epic mount quest Warlock’s were given when they reached level 60 back before the Burning Crusade expansion. However, this time around, players are questing for an entirely new character class. Once the quest is complete though, characters can unlock the Death Knight as a character class and start a new character with that class.
The Death Knight is unique by reason that it starts at level 60 already, which means that most of the players do not need to grind the lower levels to build up their Death Knights. Instead, they are at once given access to high level content to show off their powerful new character. The Death Knight is solely relegated for endgame users and high level characters, which is unlike the Draenei and Blood Elf additions of the Burning Crusade expansion.
For the most part, the Death Knight is unique in almost every way. The Death Knight has a rune sword, which is given its own special bar, instead of the usual rage, energy and mana meters that every other class utilizes. On this sword, players are given the ability to etch up to six runes from three different categories. At length, the mixture and combination of the runes decide the abilities that the sword will learn. The ability used sets off a cool-down timer that will countdown until they can be used again.
A few reminders about these notes. First, they were obtained from the official patch files. Secondly, the notes are subject to change at the whim of Blizzard. If they do, you’ll be able to find the changes here. Third, not everything on the PTR makes it into the live patch – and not everything in the live patch was on the PTR.
The full notes are after the break: Part I and Part II.
For a concise listing of everything we’ve written on the patch, check out WoW Insider’s Guide to Patch 3.1. the official patch notes for the live version of patch 3.1. Features of this patch include:
- Dual Specs
- Ulduar
- Argent Tournament
- Major Class Changes
- Swimming Mounts
- New Inscriptions
Secrets of Ulduar
Since discovering Ulduar in the Storm Peaks, adventurers have journeyed to the titan city to learn more about its mysterious past. Further exploration has revealed that the magnificent complex is above all a prison, intended to permanently confine the Old God of death, Yogg-Saron. This ancient horror has corrupted its guards, and now it is breaking through the last of its restraints. Faced with the peril of Yogg-Saron’s imminent freedom, a band of mortals has made preparations for a sweeping assault on the city. Overcoming the legions of iron minions and towering defenses at the city’s entrance will take tremendous strength, but even that great victory may not be enough to overcome the madness that dwells below.
The Argent Tournament Begins!
As the might of the Scourge wanes under the pressure of Azeroth’s heroes, the Argent Crusade have taken a foothold in Arthas’s back yard. Off the northeastern coast of Icecrown, the Argent Crusade have sounded the call for the most bold and brave adventurers of the Horde and Alliance to take part in the Argent Tournament. Representatives of all ten faction capitols, from Undercity to Exodar, have traveled to the tournament grounds to find champions among their heroes who will prepare for the inevitable battle against the enemy of all living beings, the Lich King.
General
- Due to significant talent tree revisions, all players will have their talent points reimbursed. Several new spells and abilities have been added for select classes. Players will need to visit their class trainer to learn new spells.
- The Argent Tournament, a permanent in-game event, has come to Icecrown. Players interested in taking part in this event should visit the Argent Pavilion located on the west side of the tournament grounds. Features include:
- New ways of gaining reputation with capitol cities.
- All new daily quests, achievements and titles
- New rare and epic items, tabards, pets, banners, faction shirts and mounts
- Mounted combat, and much more to come!
- All Ground Mounts may now swim without dismounting the rider. Flying Mounts still may NOT, and will dismount the rider upon entering water.
- Players level 40 and higher will now be able to visit their trainer to pay a one-time fee and access the dual talent specialization feature.
- The achievement Brew of the Year has been removed from the Brewmaster meta-achievement. The achievement Brew of the Month has been added in its place.
- Noblegarden has been redesigned into a week-long holiday with new items, quests, and more. Various achievements have been added, including the meta-achievement Noble Gardener, which is now required for the meta-achievement What A Long, Strange Trip It’s Been.
- Applying a glyph no longer requires a Lexicon of Power. The same rules for switching between dual talent specializations now apply to switching glyphs and cannot be performed while in combat, Battlegrounds (except when Preparation is up), or Arenas (no exceptions). Read the rest of this entry »
That’s it! The one I’m most curious about is the Equipment Manager. Did someone forget to pull the line from the live patch notes, or did they fix their bugs faster than expected and manage to get the feature in for the patch? I guess we’ll see when the realms come back up.
I thought I’d take a look and see what changed between the last PTR notes and today. And the answer is: not much. Only eight new/changed lines, and nothing that I’d call major. But you may disagree, dear reader, and so I’ll list everything I found right here.
- [Hunter] Roar of Sacrifice can be used on the hunter only
- [Shaman] Unleashed Rage: Reduced to 3 points, down from 5. No longer increases agility, but instead increases your total expertise by 3/6/9. [was 3/6/9%, though that was probably a typo]
- [Warlock] Drain Soul: Each time Drain Soul deals damage to a target which can grant experience, it now has a chance to generate a Soul Shard
- [Blacksmithing] Added a new recipe for the Titansteel Spellblade.
- UI:
- A new Equipment Manager feature has been added. This feature can be turned on from the Interface Options, and will enable managing up to ten separate sets of equipped items [note that they previously announced this feature would not make it for patch 3.1; I guess we'll have to wait and see]
- New elite mob frames have been added for V-Key frames.
- Enhancement Shaman PvP Set Bonus: The cooldown reduction of Stormstrike has been increased to 2 seconds, up from 1 second.
- Glyph of Shield Wall: Reduces the cooldown on Shield Wall by 3 min, but Shield Wall now only reduces damage taken by 40%. (was previously a 2-minute cooldown reduction)
- Judgement of Command: Fixed incorrect combat log tooltips. [This line was in the latest test notes, but not in the live notes. I doubt they un-fixed it, but I'm putting it here for completeness]
But hey, only some of us are lore nerds, and I’m sure a lot of you are here looking for some prime patch 3.1 gameplay and feature information, what with extended maintenance and said patch 3.1 going live today. Luckily, you’re in luck. You lucky person you. Expect loads of patch 3.1 information articles and roundups as the day progresses, including dual spec information and galleries showcasing the new sights and sounds of the new patch. it’s easy to see why I sometimes have a hard time convincing them of this fact, as I have spent the last few hours gushing about King Varian Wrynn to anyone who will listen and even a few people who won’t. Seriously, if you are in a place that allows the streaming of video and sound, you should watch the new Ulduar trailer. Varian is so amazing, I almost needed a change of pants after I finished watching.
In the meantime, you can start your reading with our official constantly updated Guide to Patch 3.1 and this roundup of some of the hottest news from the past week:
Dungeons, Items, Professions, and More
- Insider Trader looks at Patch 3.1.
- Ready Check is preparing for Ulduar’s Bosses.
- Speaking of Ulduar, who gets Valanyr anyway?
- Vaneras offers some clarity regarding Patch 3.1 Emblem drops. Of course, the explanation still doesn’t sit well with some.
- The Overachiever helps you go Insane in the Membrane.
- Time is Money discusses Auction House Basics.
- Allison discusses the lessons of pugging 25-man Naxxramas.
- The Blues are offering more teasing about old world phasing. Could this be hinting at new 3.2 content or an old world expansion?
Read the rest of this entry »
ome Horde are still not satisfied, saying that at least one of those mounts should be Epic to truly equalize numbers, but for now, there’s at least more easy mounts to get toward the Red Dragonhawk (Which is honestly a lot cooler looking than the silly blue one Alliance get, seriously).
Rumors have also been persisting over the past few days that the Horde will finally be getting an Un’goro Ravasaur as a counterpart to the Winterspring Frostsaber for Alliance. This has been compounded by the discovery of a Venomhide Ravasaur mount and a Ravasaur related quest in the 3.1 PTR files. However, Mor’vek himself seems to be unaccessible, and Zarhym has recently gone on record as saying there will not be a Ravasaur Mount in 3.1. It seems, though, that they’re at least working toward the idea. Maybe we’ll see one in 3.2.
Here’s one more bonus to accompany that whole mounts can swim thing in 3.1: An actual swimming mount. In 3.1, Fishers will be able to fish up a new mount from Northrend fishing schools. As to the identity of the mount, a Coralsheel Turtle mount has been spotted in the 3.1 PTR files, and Zarhym has confirmed that it’s the real deal. Between this and the aforementioned fishing dailies, it is a very nice time to be a fisher in 3.1.
The comments section set me straight last week. Fire Mages are not happy with Blizzard’s attempt at improving their survivability in PvP. You guys were brutally frank in your comments, and I have to admit that I see your point. Nobody likes dying, but as a Fire Mage you sort of expect it, similar to the way nobody likes getting tackled, but as a football player you know it comes with the territory. All Fire Mages want is to be able to dish out an acceptable amount of pain before they explode. In fact, a lot of you proposed the idea of allowing Fire Mages to literally explode upon death, making killing one a dangerous proposition. Several of you commented that this was a Fire Mage’s idea of survivability, to die, but leave a smoking crater behind. Seriously, this is an idea I can get behind.I tried my best to be optimistic last week, to look at the changes to Fiery Payback and Impact (especially Impact) as semi-good things. The Fiery Payback-disarm effect will be marginally positive, I told myself, and at the very least, Impact being triggered by Fire Blast will make the spell less random and more controllable, right? We Mages get such a reputation for being whiners that I try to steer clear of pessimism as much as a can just to avoid being lumped in with that lame generalization. I try, and most of the time I fail, but I award myself an “A” for effort.
Here’s the thing, though: If you weren’t happy with the changes last week, you really aren’t going to like the latest PTR build. Follow me through the break and we’ll talk ourselves through the changes. I’ll try to keep the tears to a minimum.
One last note
I don’t know if you saw this recent Ghostcrawler thread on the official forums in which he commented on the fact that Blizzard still plans to make spirit a useful stat for Mages, but if you didn’t, you owe it to yourself to read through it. Go ahead…I’ll wait.
Okay, do any of you have any idea what he’s getting at here? Here’s what I get from his posts:
Spirit becoming “more useful” is still in the plan. This does not mean that it will give us spellpower, like it does with Boomkin, Shadow Priests, and Warlocks. Blizzard wants Mages who avoid spirit and Mages who don’t to be about equal in regards to DPS. Spirit can’t provide more DPS and more regen, or else it becomes “godly.” Yes, indeed.
So what, in the name of all that is good and pure, do they plan to do with spirit? “Useful” does not equal more damage, apparently. So…for a DPS class, what does “useful” equal? More mana regen? But according to Ghostcrawler’s posts, not having to worry about mana regen would be “god mode.” I don’t understand. Read the rest of this entry »
How would she react encountering her first ninja looter? The response is classic. One Rogue’s Journey continues their Friday Morning AddOn series, this time with a movie explaining ag_UnitFrames. Big Hit Box, a blog focusing on posts for all melee DPS specs, has a new post up on macros for PVE Enhancement Shamans. Darraxus the Warrior has laid down the Commandments of Pugging. He only lists six, but they’re enough to make the difference between a succesful run and another nightmare PuG.. Wulf’s Warcraft Weblog has been dreaming of a Wolf Spirit Beast to tame. So they made one. Check out their concept art. The Master’s Call blog has a guide on Gearing For Raids for Newbies. They’re just getting into raiding and sharing what they are learning in a series of posts. Gnomeaggedon shares his views on Why WoW Is Like Bringing Up Kids. From crowd control to rolling restarts to bear form. Head on over and add your own suggestion. Miss Elf is considering the pros and cons and introducing her mother-in-law to WoW.
Opponent History is an easy to read rundown of all teams a team has played, displaying how many times both teams have met, including their win-loss records against each other. The listing also shows a team’s winning percentage against a particular opponent, as well as the net gains in ratings. Match Reports are a snapshot of a specific match, revealing data such as what Arena map the match occurred in, the date and time, and how long the game lasted. Even data such as Killing Blows, damage done and taken, and healing done and taken are all in there.
It’s an incredibly robust set of tools that Arena enthusiasts are sure to take advantage of and enjoy looking through. Even without actually seeing entire matches played, there’s enough data to allow players to visualize them and even analyze a team. Are some comps really weaker against others? Do some comps perform better in one map and not another?
Blizzard has apparently been tracking a lot of data under the hood for some time, as all the matches of Season 5 are available for viewing.
The new tools are incredibly powerful, interesting, and intuitive, allowing players to look through a teams performance over the course of a season. The Match History tool represents matches in a graph form, which players can toggle to show selected periods of time. It shows which opponents a team faced, how much ratings were gained or lost, the average ratings change during the selected period, and even when and what time the matches were played. There’s just so much data available, players can conceivably spend lots of time just studying team histories.


