Archive for August, 2008
Mages
Frost Armor, Ice Armor, Mage Armor, and Molten Armor are no longer Magic effects and cannot be dispelled.
Paladins
Greater Blessing of Light Rank 1: This spell will no longer overwrite Greater Blessing of Light Rank 2.
Summon Warhorse is now available at level 30.
Druids
Barkskin: The cost of this spell is now reduced by Tree of Life Form.
Hunters
Growl: Pets will no longer generate additional threat from this ability based on attack power buffs cast on them. Attack power buffs on their master will still indirectly increase the threat generated by the pet’s Growl.
Pet Aggro: Pets will no longer generate threat immediately from being summoned.
Priests
Mind Vision: This effect will now be cancelled immediately on targets who use an Invisibility Potion or Gnomish Cloaking Device.
Spiritual Healing: Ranks 2-5 of this talent will no longer prevent refreshing Prayer of Mending.
Warlocks
Curse of Shadows: This spell has been removed.
Curse of Elements: This spell now applies to Arcane and Shadow damage, as well as Frost and Fire.
Demon Skin, Demon Armor, and Fel Armor are no longer Magic effects and cannot be dispelled.
Health Funnel: This ability will now cancel channeling when the target pet is Banished.
Ritual of Summoning: The mana cost of this spell will now be properly deducted when cast.
Summon Felsteed is now available at level 30.
Warrior
Revenge: Ranks 1-5 of this ability now have damage ranges instead of fixed damage values.
Rogues
Cheat Death: This talent has been rebalanced significantly. Killing blows are no longer 100% absorbed. If the Rogue is below 10% health, the killing blow is still completely absorbed; if the Rogue is over 10% health, enough damage will be absorbed to reduce the Rogue’s health down to 10%. For the following 3 seconds, damage is not always reduced by 90%; it is now reduced by a maximum of 90%, depending on how much resilience the Rogue has. The damage reduction will be four times the damage reduction resilience causes against critical strikes.
Sinister Calling now increases damage to Backstab and Hemorrhage by 1/2/3/4/5% (down from 2/4/6/8/10%.)
Shaman
Earth Elemental: This pet will now leash back to its totem when pulled beyond 50 yards away.
Lightning Overload: This talent will no longer do excessive damage when used with Lightning Bolt Ranks 2-10.
Strength of Arms
Increases your total Strength and total health by 1%/2%/3%/4%/5%.
Blood Frenzy
Your Rend and Deep Wounds abilities also increase all physical damage caused to that target by 2%/4%.
Endless Rage
You generate 25% more rage from damage dealt.
Bladestorm
Instantly Whirlwind all nearby targets and for the next 4.5 sec you will perform a whirlwind attack every 1.5 seconds. While under the effects of Bladestorm, you can move but cannot perform any other attacks or abilities but you do not feel pity or remorse or fear and you cannot be stopped unless killed.
25 Rage, Instant, 1.5 min cooldown
Bull Rush
Increases the duration of the Stun effect of your Charge and Intercept abilities by 0.4/0.7/1 seconds.
Improved Mortal Strike
Reduces the cooldown of your Mortal Strike ability by 0.2 sec and increases the damage it causes by 1%/2%/3%/4%/5%.
Trauma
Your normal melee critical strikes increase the effectiveness of Bleed effects on the target by 15%/30% for 15 sec.
Improved Intercept
Reduces the cooldown of your Intercept ability by 5/10 sec.
Improved Hamstring
Gives your Hamstring ability a 5%/10%/15% chance to immobilize the target for 5 sec.
Sudden Death
Your melee critical hits have a 10%/20%/30% chance of allowing the use of Execute regardless of the target’s health state.
Poleaxe Specialization
Increases your chance to get a critical strike and the critical damage caused with Axes and Polearms by 1%/2%/3%/4%/5%.
Second Wind
Whenever you are struck by a Stun or Immobilize effect you will generate 10/20 rage and 5%/10% of your total health over 10 sec.
Mortal Strike
A vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec.
30 Rage, 5 yd range, Instant, 6 sec cooldown
Unrelenting Assault
Reduces the cooldown of your Overpower and Revenge abilities by 1/2/3 seconds.
Is healing completely different now or do you still spam Flash of Light the whole time so you don’t run out of mana?The questions are like: So does this mean that Howling Fjord is aimed more for the Alliance, and Borean Tundra is aimed at Horde due to how each faction has access to them? What is it like healing with a Holy Paladin? Do you spam Holy Shock whenever its up? Do you have more questions about your beta questions? Here are some questions and answers. I can imagine with a buffed Holy Shock, instant cast Holy Light, ranged Judgement of Light, and Beacon of Light HoT, along with the new spell crit talents, you might not need to cast Flash of Light much at all anymore. In fact, it sounds like you might be standing around a lot and insta-casting when someone gets low.
Access to either side of Northrend is, actually, pretty easy for both factions. I wouldn’t say either Howling Fjord or Brean Tundra are biased towards one faction or the other. Both have multiple cities and plenty of quests for each faction — whether you do one or the other (or both!) is more a matter of personal preference than anything else.
Healing is completely different now — or at least it is for me. On the live realms, with a Holy spec, I tend to use Holy Light neigh exclusively to keep Light’s Grace up. Having Light’s Grace up all the time allows me to toss out a high rank of Holy Light for more healing power whenever needed, and using low ranks when I don’t need that much healing keeps my mana up. (And, of course, with the added crit chance from Sanctified Light, the extra Illumination procs come in handy for mana.)
On the beta realms, the downranking/chain-casting strategy doesn’t work at all. You’ll do a lot of overhealing (and burn a tremendous amount of mana!) if you try to keep Light’s Grace up with a max rank Holy Light, and lower ranks cost even more mana. Recently, I’ve been experimenting with using Holy Shock and Holy Light as my primary healing spells. Holy Shock is instant, on a short cooldown (6s), and does about as much healing as Flash of Light (though for twice the mana cost) — however, it can proc Infusion of Light for those delightful, instant-cast Holy Lights. When the whole group is taking damage, Beacon of Light is ideal to combat it — and the spell has completely addressed the difficulty Paladins have had with group healing in the past.
When judgements start working again on the beta realms (right now they aren’t doing damage or applying debuffs), I’m sure I’ll try to work Light or Wisdom into my normal healing rotation as well, with Enlightened Judgements allowing me to do so safely from range and Judgements of the Pure giving me a nice haste buff whenever I judge a target.
This strategy has worked for me in 5-player Northrend instances, but I’m unsure if it will hold out for raids because of the high mana cost of Holy Shock. (However, its mana cost may be offset by the additional crit chance, with Holy Shock now included in Sanctified Light — and thus Illumination procs — that you get from it.)
Firestarter
Your Blast Wave and Dragon’s Breath spells have a 50%/100% chance to make your next Flamestrike spell instant cast. Lasts 10 seconds.
Dragon’s Breath
Targets in a cone in front of the caster take 370 to 430 Fire damage and are Disoriented for 5 seconds. Any direct damaging attack will revive targets. Turns off your attack when used.
37% of base mana, Instant cast, 20 seconds cooldown
Living Bomb
The target becomes a Living Bomb, taking 612 Fire damage over 12 seconds. After 12 seconds or when the spell is dispelled, the target explodes dealing 306 Fire damage to all enemies within 10 yards and knocking all targets up in the air. This spell can only affect one target at a time.
37% of base mana, 35 yard range, Instant cast
Burnout
Increases your spell critical damage bonus with all Fire spells by 10%/20%/30%/40%/50% but your spell criticals cost an additional 1%/2%/3%/4%/5% of the spell’s cost.
Hot Streak
Any time you score 3 spell criticals in a row, you have a 33%/66%/100% chance the next spell cast within 10 seconds will gain 100% increased chance to score a critical hit.
Molten Fury
Increases damage of all spells against targets with less than 20% health by 10%/20%.
Blazing Speed
Gives you a 5%/10% chance when hit by a melee or ranged attack to increase your movement speed by 50% and dispel all movement impairing effects. This effect lasts 8 seconds.
Fire Power
Increases the damage done by your Fire spells by 2%/4%/6%/8%/10%.
Playing with Fire
Increases all spell damage caused by 1%/2%/3% and all spell damage taken by 1%/2%/3%.
Fiery Payback
When below 35% health all damage taken is reduced by 10%/20% and your Pyroblast spell’s cast time is reduced by 1.75/3.5 secondss while the cooldown is increased by 2.5/5 secondss.
Empowered Fireball
Increases the damage of your Fireball spell by an amount equal to 5%/10%/15% of your spell power.
Pyromaniac
Increases chance to critically hit and reduces the mana cost of all Fire spells by an additional 1%/2%/3%.
Combustion
When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 critical strikes with Fire spells.
Instant, 3 minutes cooldown
In the campaign, the player in the world of warcraft will be granted with the chance to invite his or her friend to the game by sending one E-mail, while at the same time get some certain amount of rewards. The inviter will acquire 30 days of subscription time, among other epic rewards, when you recruit a friend or family member to join you in World of Warcraft.
As long as you own the account in the US server, you can click the Recruit-A-Friend in the management interface, and enter your friend’s E-mail, then you can begin with the inviting.
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Send a convinient E-mail invitation to your friends, making it easy for them to create a new account and get started.
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If your friend or family member purchases a full copy of world of warcraft gold and pays for a month of subscription time, you get 30 days of subscription free.
If your friend pays for two full months of subscription time, you will receive an exclusive ingame mount.
Meet the recruit in Azeroth and enjoy special ingame benefits for a full 90 days.
Friend-to-friend summoning makes it easy to travel together.
Bonus experience ensures faster leveling.
Sometimes, Cleave LOTRO Gold teams would swap targets in the event of an immunity effect such as Divine Shield or Blessing of Protection. Other times, they rely on the quickness of their Priest or Shaman to dispel such immunities. Again, the idea is to keep a strict focus on one target until it succumbs. Done correctly, it is virtually impossible to heal through multiple melee attacks with a 50% healing debuff applied. Once Blessing of Protection and / or Pain Suppression is gone, you’re pretty much guaranteed a dead target. A Cleave team’s favorite targets are Shadow Priests and Warlocks, even those specced with Soul Link. With no natural kiting ability or improved mobility, Warlocks explode when they come into contact with Cleave teams.
There is also a new talent called Improved Moonkin Form which provides up to a 100% chance for players affected by the Moonkin aura to gain 20% spell haste when they critically hit with a spell for 8 seconds with a 30 seconds cool-down. 20% spell haste adds up to a whole lot of extra DPS if you cast the right spells to fit in between global cool-downs. This is a great new ability that will probably have casters begging for a Moonkin in their raid WoW Gold group.
It turns out there were questions! What follows is a conversation I had with my fellow bloggers to clear up some of the misconceptions about Lifebloom! The mage part is an interesting question. I’m going to assume when a mage spell-steals a lifebloom, they get it and the person losing it gets the bloom. Anyone know otherwise? The new Shaman talents and spells have been leaked. I’m going to go through them and explain what I like (nearly all of it) and what I don’t (almost none of it). Keep in mind that this stuff WILL change. Some stuff will be buffed/nerfed, some will be reworked, some will be removed completely, and some will be added in the future. This stuff is from a very early version of the expansion, and we’re not even supposed to be able to see it yet.
WoW gold is what players use to buy weapons, armors, food, potions and other items needed for game play. To do world of warcraft powerleveling instead of buying gil in game that would be more benefit to your account. power leveling not only directly reach your require but also save a lot of time for you.. you can escape the boring steps and enjoy the game freely.
For Restoration and Balance druids, mana is all-important. Without it, we’re reduced to smacking things futiley (or, in the case of our owlbears, semi-futilely) with our weapon or tree-fists. And as mightily powerful as you think your tree-fists are, there are more useful and important things you could be doing. Therefore, it’s important to learn as many ways as possible to keep your mana up. Hopefully, this should help, and if I’m missing anything, I’m counting on my limited reader base to buy WoW Gold help me fill in the gaps. Phaelia also recently added an article on the same subject, and I would encourage you all to go read it, as she has the math to back it up and I didn’t say everything she did. It would feel like plagiarism! However, I did add a few things she overlooked, especially as I am looking at this from both a Balance and Resto perspective.
So how do you deal with Cleave teams? Simple. Outlast them. A Cleave team isn’t built for longevity. With limited CC options such as Intimidating Shout and Blind, Cleave teams are ill-equipped to control a match. The only real control comes from the pressure they can apply to a target. Ease up on that pressure and you’ve already gained an advantage. Snaring, freezing, or crowd controlling one or two of their DPS reduces their pressure considerably. Applying converse pressure on their healer works, too. If a Cleave team doesn’t drop an opponent within the first thirty seconds of a match, their chances of winning begin to slim down because they start to run out of natural FFXI Gold methods of escaping a kite.
How do I like it? This form allows your mana to regenerate from successful melee damage. Make sure to have an AP staff on macro equip for when this becomes necessary (I recommend the Cenarion Expedition Exalted rep level Earthwarden, or, if PvP WoW Power leveling is more your style, Twalkins/Twalvanis of my guild recommends any of the Gladiator’s Maul variants).
About a week ago, I decided I was ready for a change with my mage Trellan (who’s currently 56, but was 54 at the time). He’s been full Frost from the beginning, but I felt like trying out a Fire spec. So I traded in my durable, CC-endowed, AOE powerhouse frost spec for a glass cannon fire spec.
Well, it’s ok. The damage output is nice, and the fact that you can kill stuff really quickly is fun, but I spent too much time eating and drinking between fights. And, it’s pretty bad for fighting more than one opponent.
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The fire spells seem kinda weird to me, too. Pyroblast is a great opener, but after that I don’t know what to do besides keep firing off fireballs. What is Scorch for? Blast Wave confuses me, and Flamestrike is just difficult to use. As for the rest of the talents, I just don’t “get” them.
So, clearly being Fire-specced isn’t my thing; I went back to Frost. Maybe I’ll try Arcane the next time I want to try something different, perhaps once I have Arcane Blast at 64. By the way, I’ll gladly accept any Guild Wars Gold tips and explanations for making the most of a Fire Mage. I’m always willing to try again.
A Warrior in Entangling Roots will escape once through trinket. The rest of the time, she’ll be yelling over vent for her support to dispel it or give her Blessing of Freedom. Even a Rogue can only Shadowstep every thirty seconds and Vanish every five minutes. The idea is to break the zerg, trying to keep the Cleave target alive through all means possible and applying pressure on the other end. This is why triple healer teams in 5v5 are painful match-ups for Cleave. Reduces the mana cost of all shape-shifting by 10/20/30%. This is a must for all feral druids, and is handy for anyone who knows how much shifting forms occurs in arena. Is also welcome for when you are forced out of form to decurse or abolish poisons (depending on your form at the time). However, due to the abundance of other talents in the restoration and balance trees which are more readily available, it may be wise to skip this unless you are a WoW Power level raid healing 1/0/60 or 0/0/61 spec.
This guide is useful for both new and experienced players in different ways. For new player, it can help you determine what telents you want to work toward as you level up. And vice versa, the experienced player can find alternate opinions and information on the talents that they have taken for granted, or inforamtion that is useful when considering re-speccng.
At a certain AoC Gold point, the melee opponents will be supremely kiteable through a well-laid Frost Trap or unnoticed Earthbind Totem. Man, I sure am levelling up a lot faster. I knew that Protadin multi-mob tank-grinding was slower than going Ret, but I didn’t know how much slower. Not only is Ret faster, but it’s also a lot more fun. I still plan to go back to Prot when I hit 70, but until then Ret is my spec of choice.
This Restoration talent cheap WoW Gold guide goes over each of the talents in the Shaman’s restoration talent tree. The restoration talent tree is for Shaman that want to spend their time healing. The tree is very effective early on in the game, however as you get later in the game a shamans healing power is overshadowed by the Druid, Paladin and Priests. The Restoration tree allows you to heal more effectively especially single target healing. It also contains some very nice add on’s for both the elemental and enhancement shaman.
I got my third character to Outland. Aellsa, my Blood Elf Paladin, is now 60 and tearing up Hellfire Peninsula on her new SuperChicken. She joins Baluki (70 shaman) and Inebrius (68 hunter) on the shattered world. I recently wrote a post about changing her spec from Prot (which she had been from 20 to 57) to Ret, and even though some people suggested that I respec her to Holy (which sounds like a terrible way to solo level) I did in fact go Ret.
After her, my next character is Abscondius, my rogue, who’s only 35. Haven’t played him in a long time either. Then there’s my shadow priest Sallas at 29, my drood Spamfire at 20, my warrior Oroc at 18, and my other shaman Rogahn at 14 (who will probably be deleted in favor of a Death Knight if Blizz doesn’t increase the characters-per-server cap). I really thought that my mage Trellan would be my next character to hit Outland, because I’ve been playing him a lot lately. I guess I got kinda frustrated with my paladin, though that Silk Road Gold problem was solved by going Ret. I also respecced my mage to Fire (from Frost) and I’m surprised by how much faster my killing with him is too. I’m pretty sure my mage will be the next to hit Outland, since he’s lvl. 55 right now. My warlock is lvl. 50, but I haven’t played her at all for months, except to disenchant stuff and make potions.