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onsdag 1 september 2010

Fick mina mounts i tid :)

Zul'Gurub is gone as a raid instance come Cataclysm.

fredag 9 april 2010

Vad händer med din klass i Cataclysm?

Lite previews har släppts för vad som ska komma i Cataclysm. Du kan läsa om det i de olika trådarna här:
http://forums.worldofwarcraft.com[...]Id=78416&sid=1

Leta efter de trådar som heter nått med " Cataclysm Class Preview:" ;)

Själv har jag inte hunnit läsa warrior så noga utan mest snabbtittat på den och måste nog säga att jag inte hitta så mycket WOOOW! för en tank där. Men jag kan ha missat en massa och ska läsa det mer noggrant när jag har tid.

tisdag 6 april 2010

Hur kommer klasserna ändras i Cataclysm?

Än så länge vet vi inte jättemycket om vad som kommer hända med våra karaktärer när Cataclysm kommer. Men från och med imorgon kommer Blizzard att släppa lite information om just detta.
Below is the schedule for each class:
Shaman - April 7
Priest - April 7
Warlock - April 7

Warrior - April 8
Death Knight - April 8
Rogue - April 8

Hunter - April 9
Druid - April 9
Mage - April 9

Paladin - April 16
Jag antar att detta även kommer att postas i den europeiska forumet, men lär först landa i det amerikanska.

Ingen mer väntan på Heroic Strike

We're not getting rid of Heroic Strike et al. We're just making them instant attacks instead of on next swings. The nice thing about on next swings is that they could consume rage without sacrificing a GCD. In reality though, I don't think that benefit is worth their downsides. A new player for instance hits Heroic Strike and doesn't really notice anything different happening. Not a great introduction to the warrior class.
Ändå spelar så många warriors och det tar väl tid att lära sig alla klasser, men men. Jag tror inte detta kommer att påverka mig något särskilt, tyckte mest att det lät som en dum bortförklaring.
Visst det tog ett tag innan jag riktigt hängde med på hur den fungera, men allt ska inte vara så lätt. Om WoW blir mycket lättare än det redan är idag så är det snart svårare att varva Super Mario än att döda Lich King.
Gear stats förändringarna i Cataclysm är jag för, det bör inte vara alltför meckigt att snabbt se vilket gear som är bättre än det man har. Men att göra WoW till ett spel som man kan spela med avhuggna händer och bindel för ögonen... Ok lite drastiskt men det känns ibland som Blizzard försöker göra det lite för enkelt. Jag vet inte hur många timmar spelande och surfande på olika sidor jag har lagt ner för att lära mig warrior klassen. Inte jättesvår klass att lära sig kanske men det finns ändå så otroligt många små ändringar man kan göra för att få den att bli lite bättre.
OK som DPS har jag läst och läst men får ändå inte upp min DPS, men där tror jag det beror på att jag spelat det för lite för att få in den rätta feelingen. Men bara för jag inte får upp min DPS så vill jag inte att Blizzard ska nerfa spelet genom att ge mig en grym Auto Attack som gör att jag inte behöver göra annat än att gå fram till bossen.

Jag gillar att Heroic Strike är en "next swing" attack och att den inte påverkar GCD, men som sagt tror inte jag kommer gråta blod av denna förändring.

onsdag 31 mars 2010

Revenge nerfas

Upcoming Revenge change
In the interest of avoiding the unflattering scent of stealth nerf, allow me to post that we are going to make that change (one Revenge per proc) I suggested above.

Här är en forums tråd på 24 sidor för den som vill veta mer:
http://forums.worldofw[...]Id=24038823780&sid=1

Icecrown Citadel nerfat (igen)

Steg 2 av ICC buffen Strength of Wrynn (alliance versionen) är nu live. Buffen ger numera 10% istället för tidigare 5%. Detta är bara början, det är planerat att i 5% steg gradvis höja den till 30%.
We have increased the potency of the Strength of Wrynn and Hellscream’s Warsong buffs in Icecrown Citadel by an additional 5%. These buffs now increase total health, healing done and damage dealt by 10%. In addition, the number of attempts allotted for all final bosses on Heroic difficulty has been increased to 40.

onsdag 10 mars 2010

Blått omThunder Clap


Shockwave vs. Thunder Clap
Shockwave is technically a ranged attack, like a hunter shot. This means it's treated like an attack (and not a spell) for purposes of what you want but can't be dodged or parried. (I believe ranged attacks can be blocked, but I can't honestly remember off the top of my head.) The Shockwave treatment might be the right way to go for Thunder Clap. Thunder Clap is currently a spell that hits for physical damage and can't be dispelled. The distinction among spell, melee and ranged attack (or persistent auras like Consecrate) is a largely technical one that doesn't always encompass unusual abilities well. (Source)

Thunder Clap in 3.3.3
I think we're likely to make Thunder Clap a ranged attack (like Shockwave) for 3.3.3. This will let it get 200% crits among other things.

Standard no promises, in case there ends up being a problem with that implementation.

tisdag 2 mars 2010

Lite av förändringarna som kommer

Det kommer bli stora förändringar inför Cataclysm när det gäller stats och gear. Jag har plockat ut en del av de som gäller oss som spelar tanks, men den kompletta listan finns här:
http://forums.worldofwarcraft.com/[...]&sid=1&pageNo=1

Detta kommer vi se
Stamina - Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.

Block Rating - Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.

Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.

Armor - The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.



Denna kommer försvinna från våra gear
Shield Block Value - This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.


Och denna kommer försvinna helt
Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.


Och så här kommer våra nuvarande gear att ändras
If you are a tank (druids excepted), expect to see:
* No more Defense on gear. Existing Defense becomes Dodge, Parry, or Block Rating.
* No more Block Value on gear. Existing Block Value becomes Block Rating.
* You’ll have as much Stamina as you’re used to, though you may notice your tanking plate has a bit less Stamina than a comparable piece of DPS plate, since we tend to take the gem budget out of your most attractive stat.
* Bonus Armor on gear will go down slightly.

If you are a melee DPS class, druid tank, or hunter, expect to see:
* A lot more Stamina. Bear-form Stamina scaling will be lowered as a result.
* Strength if you wear plate. Agility if you wear mail or leather.
* Existing Attack Power becomes Agility and Stamina.Armor Penetration becomes Haste or Crit.
* No Intellect on melee gear. Hunters won’t need Intellect since they will no longer use mana. Shaman and Retribution paladins will get mana and spell damage in other ways.


Ja jag vet inte vad man ska säga om det riktigt. Det jag gillar är att det blir lättare att se vad som är uppgrades för de gear du har. Samtidigt som det gör att spelet blir mycket mer simpelt när det gäller den biten och tar bort lite av den utmaningen.
Men det blir nog bra i slutändan, eller?

De nya talents som gör att vi inte kan bli crittade av bossar är:
Warriors: Improved Defensive Stance
Paladins: Improved Righteous Fury

Hittade denna posten i forumet och det var väl lite av vad jag själv tänkte när jag läste genom ändringarna.

So what's the point of being a tank anymore?

All other classes will have buffed hit points.... except tanks
All other classes will have bonus defensive capabilities.... except tanks
All dps armor will have more stamina ... except tank armor.

So why are tanks getting the big screw job?

Tanks will have much more health and armor with gear, enchants, gems, and talents. From gear they'll also be getting mitigation stats such as parry and dodge (when applicable). Don't worry tanks will still be tanks, and dps/healers wont be able to fulfill that role anymore than they are able to now.



Grävde djupare in i forumet och hittade:

DPS cloth: Int, Sta, Hit, Haste, Crit, Mastery (mage, warlock, Shadow priest)
Healing cloth: Int, Sta, Spirit, Haste, Crit, Mastery (Holy and Disc priest)

Melee leather: Agi, Sta, Hit, Haste, Crit, Mastery, Expertise (rogue, Feral druid)
Spellpower leather: Int, Sta, Spirit, Haste, Crit, Mastery (Resto, Balance druid)

Physical mail: Agi, Sta, Hit, Haste, Crit, Mastery, Expertise (hunter, Enhancement shaman)
Spellpower mail: Int, Sta, Spirit, Haste, Crit, Mastery (Resto, Elemental shaman)

DPS Plate: Str, Sta, Hit, Haste, Crit, Mastery, Expertise (Fury, Arms, Retribution, dps DKs)
Tanking plate: Str, Sta, Hit, Armor, Dodge, Block, Parry, Mastery, Expertise (Prot, Prot and tanking DKs)
Healing plate: Int, Sta, Spirit, Haste, Crit, Mastery (Holy paladins)

There will be exceptions. There might be some spellpower cloth with no hit or Spirit that healers and nukers may want. There will likely be Elemental tier sets with no Spirit. Jewelry and cloaks will be more class agnostic than actual armor pieces.

I wrote that quickly, so hopefully I didn't mangle anything. :)

EDIT: You get a small mastery bonus for wearing the highest-armor gear capable for your class. Hunters in mail get a bonus. Hunters in leather do not.

måndag 1 mars 2010

Ingen går säker för guldsäljarnas attacker

Ingen går säker, inte ens om man använder Blizzard Authenticator, även om det är bra mycket säkrare att köra med den än utan.
After looking into this, it has been escalated, but it is a Man in the Middle attack.
http://en.wikipedia.org/wiki/Man-in-the-middle_attack
This is still perpetrated by key loggers, and no method is always 100% secure.

Detta virus gör att när du skriver in en kod så skickas denna till de som har lagt ut viruset, och du får ett felmeddelande tillbaka. Detta ger de som nu har din kod några sekunder/minuter att logga ut på ditt konto med denna koden och kan därefter länsa din bank etc. I dagsläget lägger viruset en dll fil på din dator som heter "emcor.dll". Av erfarenhet kommer det namnet säkert att ändras snart eftersom antivirus företagen redan vet om detta.

Visst det går att bli hackad hur man än gör men att använda Blizzard Authenticator och en bra antivirusprogram gör att risken är bra mycket mindre än utan.

fredag 26 februari 2010

Stamina boost för warrior tanks.

Snart kommer warrior tanks att få en liten stamina boost, och man säger väl aldrig nej till lite extra stamina?
Vitality: Now boosts Stamina by 3/6/9%, up from 2/4/6%. Strength and expertise benefits have not changed.
Detta ändrades nyligen i PTR notesen och kommer att börja gälla när patch 3.3.3 når oss. Om de inte hinner ändra sig innan dess.

tisdag 23 februari 2010

Nu kanske även jag kommer in i VoA (PTR 3.3.3)

Äntligen! Det kommer bli ändringar i WG som gör att även alliance kan vinna WG på min hordetäta server. Om detta nerfar själva fighten eller om det blir tråkigare skiter jag i, jag är bara i WG för att komma in i VoA och få mina 4 frost, nu när jag inte behöver mer drops där inne. Eller ja lite t10 till OS skulle väl sitta fint.
Men denna ändringen är välkommen, denna veckan har jag varit online ganska mycket på kvällstid samt en del på dagtid och inte en enda gång har alliancen haft Wintergrasp. Ok att många springer runt som yra höns och inte bryr sig det minsta om taktiken men faktum är att det är allt sjukt många fler hordes där.

In the next minor content patch, we will be making some minor alterations to the way in which the internal balance system for Wintergrasp works in an attempt to better support realms with greater variations in the level of participation between the Alliance and Horde. Since we have never gone into much detail about how this hidden system currently works, we’d like to explain exactly how it will work in the next patch. Keep in mind that, although this information may feel very new to you, the actual changes being made in the patch to the current system are relatively minor. You can view the Patch 3.3.3 Public Test Realm Notes here: http://forums.worldofwarcraft.com/thread.html?topicId=23329393385&sid=1

Here are the key systems in place behind the hidden Wintergrasp advantages and how they will function in the upcoming patch:

  • There is an internal tug-of-war scale not visible by players which will shift under specific conditions.
  • The scale starts at 0 (neutral) and can move up to 700 points in either direction favoring the Alliance at one end, and Horde at the other.
  • This scale is persistent and does not reset to 0 whenever control of Wintergrasp shifts.
  • If an attacking force captures Wintergrasp Fortress while under the effects of any of the advantages listed below (400-700 points in their favor), the scale tips 100 points in favor of the opposing faction.
  • If a defending force successfully defends Wintergrasp Fortress two battles in a row, the scale tips 100 points in favor of the opposing faction.
  • Each consecutive successful defense after a faction’s first two consecutive defenses will further tip the scale 100 points in favor of the opposing faction.
    • As a quick example, if the scale is at 0 and the Alliance capture Wintergrasp fortress while attacking, the scale will not move. If the Alliance defend Wintergrasp twice in a row after this, the scale will move 100 points in favor of the Horde. Each consecutive defense by the Alliance after this will move the scale 100 points further in favor of the Horde each time, bringing the Horde to 400 points in their favor after one unsuccessful defense and five unsuccessful attacks, a total of six Horde losses in a row.
    • As another example, if the scale is at 400 in favor of the Horde and they capture Wintergrasp fortress while attacking, the scale will move 100 points in favor of the Alliance. If the Horde defend Wintergrasp twice in a row after this, the scale will move 100 points in favor of the Alliance. Each consecutive defense by the Horde after this will move the scale 100 points further in favor of the Alliance each time, bringing the Alliance to 100 points in their favor after one unsuccessful defense and five unsuccessful attacks, a total of six Alliance losses in a row.
  • The following advantages are provided at the beginning of the battle for Wintergrasp whenever these corresponding ranges on the scale have been reached:
    • 0-300: No advantages granted.
    • 400: Faction starts with the Sunken Ring Factory under their control.
    • 500: Faction starts with the Sunken Ring and Broken Temple Factories under their control.
    • 600: Faction starts with the Sunken Ring and Broken Temple Factories under their control and gains access to Catapults after earning 1 kill in battle.
    • 700: Faction starts with the Sunken Ring and Broken Temple Factories under their control and gains access to Catapults, Siege Engines, and Demolishers after earning 1 kill in battle.


Läs alla ändringar här
www.worldofwarcraft.com[...]test-realm-patchnotes.html

Ja det är PTR så det är inte säkert att det blir exakt så men... Det är en hel del ändringar och för min del ser jag inte så mycket nackdelar med patchen.

fredag 5 februari 2010

Lite förändringar

We are making some adjustments to tank survivability based on what we’re seeing in Icecrown Citadel. We feel this is particularly important in preparation for upcoming Heroic attempts. This is tricky and occasionally subjective, so we might very well make more adjustments as we get even more data.

Paladin:
  • Sacred Duty now provides 2 / 4% Stamina, down from 4 / 8% Stamina. The cooldown advantages of the talent remain unchanged.
    Death Knight:
  • Frost Presence now provides 8% Stamina, up from 6% Stamina.
  • Icebound Fortitude now provides 30% base damage reduction, up from 20% damage reduction. For a geared tank with high defense, this translates to 50% damage reduction, up from 40%.

    It’s important to note that we aren’t trying to single out paladins here. We like the tank balance of warriors and druids at the moment, and we have a larger sample size of warrior tanks that we can compare. Another solution would have been to buff warriors, death knights and druids and then increase boss damage accordingly. Obviously, that would have been a much larger change with greater risks and a longer delay.

    Though Ardent Defender is always a possible target for changes, we like that this talent provides such a distinction between warriors and paladins. Rather than have all the tanks have the same health, armor, avoidance and cooldowns, we’d rather have four unique tanking classes rather than just superficial or artistic differences. Yes, that design is harder to balance, but we think class distinction is ultimately more interesting, which is better for the long term health of the game. The goal remains to have all four tanks be viable for any encounter, assuming sufficient gear and skill, and any differences in performance on individual encounters to be minor. “Minor” is obviously a subjective term.

    Please note that the death knight change will result in a small survivability increase in PvP, which we think is appropriate. We chose it partially with that in mind.

  • (Källa)

    onsdag 27 januari 2010

    Kanske blir T10 i alla fall


    Det här med att T10 gearen ska uppgraderas har gjort att det är lite svårt att planera sina framtida köp. Nu är det ju inte så att det regnar in Emblem of Frost till mig så jag har ingen panik, ska först och främst köpa min [Sentinel's Winter Cloak] innan jag börjar titta på tier eller non tier riktigt ordentligt. Men det verkar som att T10 faktiskt kan komma i köpläge nu efter att de kommer att ändra statsen.

    Here are examples of how the set pieces will be changing in the next minor patch:
    Current Warrior Tier-10 Pieces (item level 251)
      Ymirjar Lord's Handguards

      1579 Armor
      +81 Strength
      +148 Stamina
      Yellow Socket
      Socket Bonus: +6 Stamina
      Equip: Increases defense rating by 71.
      Equip: Increases your dodge rating by 63.
      Equip: Improves hit rating by 54.


      Ymirjar Lord's Breastplate

      2526 Armor
      +144 Strength
      +191 Stamina
      Red Socket
      Blue Socket
      Socket Bonus: +9 Stamina
      Equip: Increases defense rating by 76.
      Equip: Increases your dodge rating by 68.
      Equip: Increases your parry rating by 68.

    Updated Warrior Tier-10 Pieces (item level 251)

      Ymirjar Lord's Handguards

      2461 Armor
      +81 Strength
      +148 Stamina
      Yellow Socket
      Socket Bonus: +6 Stamina
      Equip: Increases defense rating by 71.
      Equip: Improves hit rating by 54.


      Ymirjar Lord's Breastplate

      3590 Armor
      +144 Strength
      +191 Stamina
      Red Socket
      Blue Socket
      Socket Bonus: +9 Stamina
      Equip: Increases your dodge rating by 60.
      Equip: Increases your parry rating by 76.

    Current Death Knight Tier-10 Pieces (item level 251)

      Scourgelord Handguards

      1579 Armor
      +81 Strength
      +148 Stamina
      Yellow Socket
      Socket Bonus: +6 Stamina
      Equip: Increases defense rating by 71.
      Equip: Increases your dodge rating by 63.
      Equip: Improves hit rating by 54.


      Scourgelord Chestguard

      2526 Armor
      +144 Strength
      +191 Stamina
      Red Socket
      Blue Socket
      Socket Bonus: +6 Strength
      Equip: Increases defense rating by 60.
      Equip: Increases your dodge rating by 76.
      Equip: Increases your parry rating by 76.

    Updated Death Knight Tier-10 Pieces (item level 251)

      Scourgelord Handguards

      2461 Armor
      +81 Strength
      +148 Stamina
      Yellow Socket
      Socket Bonus: +6 Stamina
      Equip: Increases defense rating by 71.
      Equip: Improves hit rating by 54.


      Scourgelord Chestguard

      3590 Armor
      +144 Strength
      +191 Stamina
      Red Socket
      Blue Socket
      Socket Bonus: +6 Strength
      Equip: Increases your dodge rating by 60.
      Equip: Increases your parry rating by 76.

    Current Paladin Tier-10 Pieces (item level 251)

      Lightsworn Handguards

      1579 Armor
      +81 Strength
      +148 Stamina
      Yellow Socket
      Socket Bonus: +6 Stamina
      Equip: Increases defense rating by 71.
      Equip: Increases your dodge rating by 63.
      Equip: Improves hit rating by 54.


      Lightsworn Chestguard

      2526 Armor
      +144 Strength
      +191 Stamina
      Red Socket
      Blue Socket
      Socket Bonus: +9 Stamina
      Equip: Increases defense rating by 76.
      Equip: Increases your dodge rating by 60.
      Equip: Increases your parry rating by 76.

    Updated Paladin Tier-10 Pieces (item level 251)

      Lightsworn Handguards

      2461 Armor
      +81 Strength
      +148 Stamina
      Yellow Socket
      Socket Bonus: +6 Stamina
      Equip: Increases defense rating by 71.
      Equip: Improves hit rating by 54.


      Lightsworn Chestguard

      3590 Armor
      +144 Strength
      +191 Stamina
      Red Socket
      Blue Socket
      Socket Bonus: +9 Stamina
      Equip: Increases your dodge rating by 60.
      Equip: Increases your parry rating by 76.
    Det kommer även bli ändringar för non tier
    I forgot to add that Gauntlets of the Kraken are changing slightly as well:

    Current Vendor Armor


    Gauntlets of the Kraken

    2308 Armor
    120 Strength
    157 Stamina
    Red Socket
    Yellow Socket
    Socket Bonus: +9 Stamina
    Equip: Increases defense rating by 63.
    Equip: Increases your parry rating by 63.


    Updated Vendor Armor


    Gauntlets of the Kraken

    2658 Armor
    120 Strength
    157 Stamina
    Red Socket
    Yellow Socket
    Socket Bonus: +9 Stamina
    Equip: Increases defense rating by 63.
    Equip: Increases your parry rating by 48.
    Helt plötsligt börjar tier gearen bli intressanta att köpa igen, bara att vänta och se hur hela listan kommer att se ut.