What can I say, I did not do all that much!
First priority was selling crap on the AH. I was not nearly as stocked up as many of those Goblins out there, but still managed to make 40k on the first day without camping. Unfortunately auctioneer was broken so I ended up downloading Auctionator. I have decided that I like both for different reasons.
Oh yes, and of course there was Transmogrification. My Warrior had the most transmog gear, and I decided to go with the T5 set, rocking the Sun Eater and the shield from Malygos. I still need to get the Bulwark of Azzinoth.
On my Paladin, I ended up using the pieces of T2 that I had (I am missing the pants and helmets) as well as the purple version of the T2 helmet. I am rocking a shield and main hand weapon from BWL. The sword looks bad ass.
On my Warlock, I had thrown out most of my crap, but I did have a T6 helmet and a T5 shoulder piece (the pvp equivalents) to transmog.
I then took my DK back thru the Deathgate to pick up my starting set from the vendor there. If you take the purple portal inside, he will be a big ass abomination on the left hand side of the round room (when you are facing the room). I went with the blue quality gear, except for the head. I went with the hood from when you are new as a DK.
Besides transmog, I spent some JP on Darraxus to get him a new tier chest. WOOHOO.
I did not get a chance to try out the new dungeons unfortunately, and I was not sure where the new quest line started.
I think that in the next couple of days, there will be many runs for JP as well as Transmog runs.
Let the fun begin.
Wednesday, November 30, 2011
Tuesday, November 29, 2011
4.3 Patch Notes (last PTR notes that MMO Champion had)
World of Warcraft PTR Patch 4.3.0
General
New Dungeon & Raid Content
End Time is now available.
Hour of Twilight is now available.
Well of Eternity is now available.
The new Baradin Hold boss, Alizabal, is now available.
Dragon Soul is now available.
Raid Finder
This new grouping feature allows players to quickly and easily form a pick-up raid for a specially tuned version of the current tier of endgame content: the Dragon Soul raid. Raid Finder is now available.
Transmogrification
This new feature allows players to customize their gear like never before. You'll find Transmogrification, Void Storage, and Reforging vendors in Cathedral Square, Stormwind and The Drag, Orgrimmar. The costs associated with this service are not yet final.
Void Storage
In addition to the bank, players will now have access to a new "deep storage" system, allowing characters to free bag space by setting aside coveted gear. You'll find Transmogrification, Void Storage, and Reforging vendors in Cathedral Square, Stormwind and The Drag, Orgrimmar. The costs associated with this service are not yet final.
Reforging
The former Reforging vendors have been... retired. The ethereals have chosen to take over the business and joined their Transmogrification and Void Storage service providers. You'll find them in Cathedral Square, Stormwind and The Drag, Orgrimmar.
Outland & Northrend Quest Flow
The amount of experience needed to gain levels 71 through 80 has been reduced by approximately 33%.
Many Group quests in Outland and Northrend have been re-tuned to allow players to complete them solo. They are no longer labeled as Group quests.
Relevant questgivers have been moved into Outland and Northrend dungeons. The majority of dungeon quests for these zones are now available from within their respective dungeons.
North American realms (excluding Brazilian, Latin American, and Oceanic realms) no longer permit letters with accents in character or guild names. Existing character and guild names with special characters will be unaffected by this change.
Achievements
The achievement Master of Alterac Valley no longer requires the Alterac Valley Blitz achievement.
The achievement Tol Barad Veteran now requires 25 victories in Tol Barad, down from 100.
Classes: General
All raid and party buffs which grant group members 10% increased attack power have been changed slightly. They continue to provide 10% increased ranged attack power, but now provide 20% increased melee attack power.
Abomination's Might: The melee attack power bonus from this raid buff has been increased to 10/20%, up from 5/10%. The ranged attack power bonus remains 5/10%.
Blessing of Might: The melee attack power bonus from this raid buff has been increased to 20%, up from 10%. The ranged attack power bonus remains 10%.
Runescroll of Might: The melee attack power bonus from this consumable has been increased to 16%, up from 8%. The ranged attack power bonus remains 8%.
Trueshot Aura: The melee attack power bonus from this raid buff has been increased to 20%, up from 10%. The ranged attack power bonus remains 10%.
Unleashed Rage: The melee attack power bonus from this raid buff has been increased to 10/20%, up from 5/10%. The ranged attack power bonus remains 5/10%.
Vengeance for Protection warriors, Protection paladins, Blood death knights, and Feral druids has been redesigned slightly. It no longer ramps up slowly at the beginning of a fight. Instead, the first melee attack taken by the tank generates Vengeance equal to 33% of the damage taken by that attack. In addition, as it updates periodically during the fight, it's always set to at least 33% of the damage taken by the tank in the last 2 seconds. It still climbs from that point at the rate it did previously, still decays when damage is not taken, and still cannot exceed a maximum based on the health and Stamina of the tank.
Threat generated by classes in active tanking modes has been increased to 500% damage done, up from 300%. This applies to druids in Bear Form, death knights in Blood Presence, warriors in Defensive Stance, and paladins with Righteous Fury active.
Spells which have an effect broken by taking damage past a threshold (Entangling Roots, Fear, Frost Nova, etc.) now count damage that was prevented by damage absorbs or other damage reducing effects.
Death Knight (Forums / Talent Calculator / Skills/Talents)
Death Strike now heals the death knight whether or not the attack misses, or is dodged/parried. As a result of this change, Death Strike no longer refunds its rune cost if it fails to hit the target, as the death knight will still receive the healing effect.
Blood Presence now provides an armor bonus of 55%, up from 30%.
Death Knight pets now properly inherit their master’s crit and spell penetration stats.
Blood
Blade Barrier has been redesigned. It now passively reduces damage taken.
Bone Shield now has 6 charges, up from 4.
Veteran of the Third War now reduces the cooldown of Outbreak by 30 seconds.
Unholy
Unholy Might now increases Strength by 25%, up from 20%.
The gargoyle called by Summon Gargoyle should exclusively use its ranged attack regardless of range to the target.
Druid (Forums / Talent Calculator / Skills/Talents)
Wrath has a new spell effect.
Hurricane has a new updated visual effect.
Swipe (Cat) has been reduced to 340% weapon damage, down from 415%.
Bear Form now provides an armor bonus of 120% at all levels, up from 65% for characters below level 40, making it easier for lower level druids to tank dungeons.
Bear Form now provides a Stamina bonus of 20%, up from 10%.
Balance
Celestial Focus now also reduces Cyclone spell pushback.
Restoration
Wild Growth healing has been reduced by 20%.
Nature’s Focus now also reduces Cyclone and Entangling Roots spell pushback.
Glyphs
Glyph of Shred has been renamed Glyph of Bloodletting, and now also causes Mangle (Cat) to extend the duration of Rip, in addition to its existing Shred functionality.
Glyph of Wild Growth now also increases the cooldown on Wild Growth by 2 seconds.
Hunter (Forums / Talent Calculator / Skills/Talents)
Monstrous Bite now reduces the target’s healing received by 25%, up from 10%.
Beast Mastery
Animal Handler now increases Attack Power by 30%, up from 25%.
Widow Venom now reduces the target’s healing received by 25%, up from 10%.
Burrow Attack now does approximately 20% more damage, and has an increased area of effect.
Froststorm Breath now does approximately 20% more damage, and has an increased area of effect.
Survival
Explosive Shot damage has been increased by 15%.
Mage (Forums / Talent Calculator / Skills/Talents)
Pyroblast’s initial damage has been increased by approximately 26%, and its damage over time has been increased by approximately 100%.
Fireball damage has been increased by approximately 17%.
Fire
Living Bomb damage over time has been increased by approximately 10%, and explosion damage has been increased by approximately 120%.
Paladin (Forums / Talent Calculator / Skills/Talents)
Holy Radiance now has a 3.0-second cast time, no cooldown, and requires a player target. That target is imbued with Holy Radiance, which heals them and all group members within 10 yards instantly, and continues to heal them by a smaller amount every 1 second for 3 seconds.
Seal of Insight, when Judged, no longer returns 15% base mana to the paladin. Judging Seal of Insight still causes damage, and melee attacks will still restore 4% of base mana.
Seal of Truth, when Judged, now benefits from a multiplier of 20% per stack of Censure, up from 10%.
Holy
Clarity of Purpose now also reduces the cast time of Holy Radiance.
Illuminated Healing (mastery) now also applies to Holy Radiance.
Infusion of Light now applies its cast time reduction from Holy Shock critical effects to Holy Radiance, in addition to its current effects.
In addition to providing haste, the effect from Judgements of the Pure now increases mana regeneration from Spirit by 10/20/30% for 60 seconds.
Light of Dawn now affects 6 targets (base effect), up from 5.
Paragon of Virtue now lowers the cooldown of Divine Protection by 15/30 seconds, up from 10/20 seconds.
Speed of Light no longer triggers from Holy Radiance and no longer lowers the Holy Radiance cooldown. Speed of Light now only triggers from Divine Protection.
Tower of Radiance, in addition to its current effects, now also causes Holy Radiance to always generate 1 charge of Holy Power at all times.
Beacon of Light is triggered by Word of Glory, Holy Shock, Flash of Light, Divine Light and Light of Dawn at 50% transference and Holy Light at 100% transference. It does not transfer Holy Radiance, Protector of the Innocent or other sources of healing.
Retribution
Sanctified Retribution now increases the critical hit chance of Hammer of Wrath by 2/4/6%, down from 20/40/60%.
Two-Handed Weapon Specialization (passive) now increases damage by 25%, up from 20%.
Glyphs
Glyph of Light of Dawn now lowers the number of targets to 4, instead of increasing targets to 6, but increases healing by 25%.
Priest (Forums / Talent Calculator / Skills/Talents)
Divine Hymn now affects 5 targets, up from 3.
Discipline
Atonement will now account for the target enemy's combat reach when calculating proper range, enabling it to be used on large creatures such as Ragnaros and Ala'kir.
Divine Aegis has a new spell effect.
Holy
Spirit of Redemption has been rebuilt to address a few functionality issues and make it more responsive. Spirit of Redemption otherwise remains unchanged.
State of Mind has been redesigned and is now called Heavenly Voice. Heavenly Voice increases the healing done by Divine Hymn by 50/100%, and reduces the cooldown of Divine Hymn by 2.5/5 minutes.
Guardian Spirit’s healing bonus has been increased to 60%, up from 40%.
Holy Word: Serenity now has a cooldown of 10 seconds, down from 15 seconds.
Glyphs
Glyph of Circle of Healing now also increases the mana cost of Circle of Healing by 20%.
Rogue (Forums / Talent Calculator / Skills/Talents)
Wound Poison now reduces the target’s healing received by 25%, up from 10%.
Shaman (Forums / Talent Calculator / Skills/Talents)
Flametongue Weapon no longer increases spell damage. It now increases all non-physical damage done by the wielder by 5%.
Lightning Bolt has a new spell effect.
Wind Shear’s base cooldown has been adjusted to 15 seconds, up from 6 seconds.
Elemental
Call of Flame no longer causes Fire Nova to extend the duration of Flame Shock.
Earthquake damage has been increased by roughly 75%.
Elemental Fury now removes the cooldown from Chain Lightning.
Reverberation now reduces the cooldown of Wind Shear by 5/10 seconds, up from 0.5/1 second.
Shamanism now increases the spell power benefit to Lightning Bolt, Lava Burst, and Chain Lightning by 36%, up from 32%.
Enhancement
Improved Lava Lash now causes Lava Lash to spread a Flame Shock debuff from the target to up to 4 nearby targets. This excludes crowd-controlled targets and those who already have a Flame Shock debuff from the shaman.
Improved Lava Lash no longer increases base Lava Lash damage by 15/30%. This increase has been rolled into the base Lava Lash skill.
Mental Quickness has been redesigned. Instead of granting the shaman spell power, Mental Quickness now causes Enhancement shaman spells to behave as though the shaman has spell power equal to 55% of attack power. Enhancement shaman spells no longer benefit from spell power from other sources.
Maelstrom Weapon can now also proc from fully absorbed melee attacks.
Restoration
Ancestral Healing now also causes the shaman's heals to increase the target's maximum health by 5/10% of the amount healed, up to a maximum of 10% of the target's maximum health, for 15 seconds. This effect does not stack if multiple Restoration shaman are present, and does not apply to heals from procs.
Riptide's periodic healing coefficient has been increased by 50%. The initial direct heal is unchanged.
Warlock (Forums / Talent Calculator / Skills/Talents)
Shadow Bolt has a new spell effect.
Soul Fire now scales with 72.6% of spell power, up from 62.5%.
The Voidwalker ability Suffering now works like the hunter pet talent Taunt.
Demonology
Master Demonologist now grants a base bonus of 18.4% and 2.3% per mastery, up from 16% and 2% per mastery.
Impending Doom is now also activated by Soul Fire.
Destruction
Fire and Brimstone now increases the damage of Incinerate and Chaos Bolt on Immolated targets by 5/10/15%, up from 2/4/6%.
Burning Embers now deals damage equal to 25/50% of Soul Fire and Imp’s Firebolt, up from 15/30%.
Buning Embers damage cap has been raised.
Shadowburn now deals Shadowflame damage, instead of Shadow damage.
Improved Soul Fire now lasts 20 sec, up from 15sec.
Bug Fixes
Fixed a bug that caused Doomguard and Infernal to benefit dramatically more than intended from Demonology Mastery.
Warrior (Forums / Talent Calculator / Skills/Talents)
Charge (and related abilities) should now correctly path to a target even if the target moves during the Charge. This change should decrease the likelihood of the warrior Charging to a different location than the target.
Slam now uses a new character attack animation.
Colossus Smash now uses a new character attack animation.
Arms
Mortal Strike now reduces the target’s healing received by 25%, up from 10%.
Fury
Dual Wield Specialization no longer increases Physical damage by 5%. It continues to increase off-hand attack damage by 25%.
Furious Attacks now reduces the target’s healing received by 25%, up from 10%.
Dungeons & Raids
Dungeon Journal entries have been added for the new dungeons: End Time, Well of Eternity, Hour of Twilight, and Dragon Soul.
Players who use Dungeon Finder for a random Heroic dungeon will no longer be locked to that instance. Previously, players who entered an instance via the Random Dungeon option were then prohibited from queuing for that dungeon or entering the instance manually via the portal. Players should now always be able to complete a specific Heroic dungeon once per day regardless of any random dungeons completed.
Ruins of Ahn'qiraj
Bosses in Ruins of Ahn'qiraj now drop a rare-quality Scarab Coffer Key which can be used to open the Scarab Coffers found within. These keys are zone-bound to Ruins of Ahn'qiraj and have a 17-hour expiration. This change also applies to Greater Scarab Coffer Keys used to open Large Scarab Coffers.
Zul’Gurub
Players now only have to kill two of the four initial dungeon bosses (High Priest Venoxis, Broodlord Mandokir, High Priestess Kilnara, and Zanzil) to face Jin’do the Godbreaker.
Zul’Aman
Players now only have to kill two of the four Troll avatars before they may face Hex Lord Malacrass.
Guilds
Guild Standards are again useable in Firelands. Duration has been increased to 15 minutes, the effect has a 100 yard radius, and now affects dead players.
Items
Dragonwrath, Tarecgosa's Rest: The chance for this item’s effect to be triggered has been reduced.
Races
The orc racial Blood Fury now increases spell power rather than only spell damage.
User Interface
Archaeology areas of interest will now show on the mini-map, in addition to the World Map.
Bag Search
A search field has been added to allow players to search bag, bank, guild bank, and Void Storage inventories for specific items.
Guilds with inactive guild leaders can now usurp the leader under specific conditions. More information on this coming soon.
The Reforging interface has been updated and improved.
Quest Tracking areas or points of interest will now show on the mini-map, in addition to the World Map.
The World Map now displays the expected character levels for each zone.
Added a “promote everyone” checkbox that will automatically make all raid members, Raid assistants. This checkbox can be found in the Raid Frame and the Unit Frame “pull-out” tab.
There are now commands for world markers & unit markers.
Added new rotation, zoom, and pan controls are now available in all windows with player models in UI frames.
Players can now unlearn profession specialization without unlearning the profession (Engineering & Alchemy).
[Mac] Added functionality to allow using the Command key instead of the Control key on Apple keyboards. This can be enabled in Mac Options.
[Mac] Added functionality to disable Mac OS system keyboard shortcuts so that they do not interfere with keyboard shortcuts in WoW. This can be enabled in Mac Options.
Added a feature to interact with NPCs, game objects (mailbox, mining nodes, etc.), and corpses on left-click as well as right-click. There is now an option under Interface:Controls to turn this feature off.
General
New Dungeon & Raid Content
End Time is now available.
Hour of Twilight is now available.
Well of Eternity is now available.
The new Baradin Hold boss, Alizabal, is now available.
Dragon Soul is now available.
Raid Finder
This new grouping feature allows players to quickly and easily form a pick-up raid for a specially tuned version of the current tier of endgame content: the Dragon Soul raid. Raid Finder is now available.
Transmogrification
This new feature allows players to customize their gear like never before. You'll find Transmogrification, Void Storage, and Reforging vendors in Cathedral Square, Stormwind and The Drag, Orgrimmar. The costs associated with this service are not yet final.
Void Storage
In addition to the bank, players will now have access to a new "deep storage" system, allowing characters to free bag space by setting aside coveted gear. You'll find Transmogrification, Void Storage, and Reforging vendors in Cathedral Square, Stormwind and The Drag, Orgrimmar. The costs associated with this service are not yet final.
Reforging
The former Reforging vendors have been... retired. The ethereals have chosen to take over the business and joined their Transmogrification and Void Storage service providers. You'll find them in Cathedral Square, Stormwind and The Drag, Orgrimmar.
Outland & Northrend Quest Flow
The amount of experience needed to gain levels 71 through 80 has been reduced by approximately 33%.
Many Group quests in Outland and Northrend have been re-tuned to allow players to complete them solo. They are no longer labeled as Group quests.
Relevant questgivers have been moved into Outland and Northrend dungeons. The majority of dungeon quests for these zones are now available from within their respective dungeons.
North American realms (excluding Brazilian, Latin American, and Oceanic realms) no longer permit letters with accents in character or guild names. Existing character and guild names with special characters will be unaffected by this change.
Achievements
The achievement Master of Alterac Valley no longer requires the Alterac Valley Blitz achievement.
The achievement Tol Barad Veteran now requires 25 victories in Tol Barad, down from 100.
Classes: General
All raid and party buffs which grant group members 10% increased attack power have been changed slightly. They continue to provide 10% increased ranged attack power, but now provide 20% increased melee attack power.
Abomination's Might: The melee attack power bonus from this raid buff has been increased to 10/20%, up from 5/10%. The ranged attack power bonus remains 5/10%.
Blessing of Might: The melee attack power bonus from this raid buff has been increased to 20%, up from 10%. The ranged attack power bonus remains 10%.
Runescroll of Might: The melee attack power bonus from this consumable has been increased to 16%, up from 8%. The ranged attack power bonus remains 8%.
Trueshot Aura: The melee attack power bonus from this raid buff has been increased to 20%, up from 10%. The ranged attack power bonus remains 10%.
Unleashed Rage: The melee attack power bonus from this raid buff has been increased to 10/20%, up from 5/10%. The ranged attack power bonus remains 5/10%.
Vengeance for Protection warriors, Protection paladins, Blood death knights, and Feral druids has been redesigned slightly. It no longer ramps up slowly at the beginning of a fight. Instead, the first melee attack taken by the tank generates Vengeance equal to 33% of the damage taken by that attack. In addition, as it updates periodically during the fight, it's always set to at least 33% of the damage taken by the tank in the last 2 seconds. It still climbs from that point at the rate it did previously, still decays when damage is not taken, and still cannot exceed a maximum based on the health and Stamina of the tank.
Threat generated by classes in active tanking modes has been increased to 500% damage done, up from 300%. This applies to druids in Bear Form, death knights in Blood Presence, warriors in Defensive Stance, and paladins with Righteous Fury active.
Spells which have an effect broken by taking damage past a threshold (Entangling Roots, Fear, Frost Nova, etc.) now count damage that was prevented by damage absorbs or other damage reducing effects.
Death Knight (Forums / Talent Calculator / Skills/Talents)
Death Strike now heals the death knight whether or not the attack misses, or is dodged/parried. As a result of this change, Death Strike no longer refunds its rune cost if it fails to hit the target, as the death knight will still receive the healing effect.
Blood Presence now provides an armor bonus of 55%, up from 30%.
Death Knight pets now properly inherit their master’s crit and spell penetration stats.
Blood
Blade Barrier has been redesigned. It now passively reduces damage taken.
Bone Shield now has 6 charges, up from 4.
Veteran of the Third War now reduces the cooldown of Outbreak by 30 seconds.
Unholy
Unholy Might now increases Strength by 25%, up from 20%.
The gargoyle called by Summon Gargoyle should exclusively use its ranged attack regardless of range to the target.
Druid (Forums / Talent Calculator / Skills/Talents)
Wrath has a new spell effect.
Hurricane has a new updated visual effect.
Swipe (Cat) has been reduced to 340% weapon damage, down from 415%.
Bear Form now provides an armor bonus of 120% at all levels, up from 65% for characters below level 40, making it easier for lower level druids to tank dungeons.
Bear Form now provides a Stamina bonus of 20%, up from 10%.
Balance
Celestial Focus now also reduces Cyclone spell pushback.
Restoration
Wild Growth healing has been reduced by 20%.
Nature’s Focus now also reduces Cyclone and Entangling Roots spell pushback.
Glyphs
Glyph of Shred has been renamed Glyph of Bloodletting, and now also causes Mangle (Cat) to extend the duration of Rip, in addition to its existing Shred functionality.
Glyph of Wild Growth now also increases the cooldown on Wild Growth by 2 seconds.
Hunter (Forums / Talent Calculator / Skills/Talents)
Monstrous Bite now reduces the target’s healing received by 25%, up from 10%.
Beast Mastery
Animal Handler now increases Attack Power by 30%, up from 25%.
Widow Venom now reduces the target’s healing received by 25%, up from 10%.
Burrow Attack now does approximately 20% more damage, and has an increased area of effect.
Froststorm Breath now does approximately 20% more damage, and has an increased area of effect.
Survival
Explosive Shot damage has been increased by 15%.
Mage (Forums / Talent Calculator / Skills/Talents)
Pyroblast’s initial damage has been increased by approximately 26%, and its damage over time has been increased by approximately 100%.
Fireball damage has been increased by approximately 17%.
Fire
Living Bomb damage over time has been increased by approximately 10%, and explosion damage has been increased by approximately 120%.
Paladin (Forums / Talent Calculator / Skills/Talents)
Holy Radiance now has a 3.0-second cast time, no cooldown, and requires a player target. That target is imbued with Holy Radiance, which heals them and all group members within 10 yards instantly, and continues to heal them by a smaller amount every 1 second for 3 seconds.
Seal of Insight, when Judged, no longer returns 15% base mana to the paladin. Judging Seal of Insight still causes damage, and melee attacks will still restore 4% of base mana.
Seal of Truth, when Judged, now benefits from a multiplier of 20% per stack of Censure, up from 10%.
Holy
Clarity of Purpose now also reduces the cast time of Holy Radiance.
Illuminated Healing (mastery) now also applies to Holy Radiance.
Infusion of Light now applies its cast time reduction from Holy Shock critical effects to Holy Radiance, in addition to its current effects.
In addition to providing haste, the effect from Judgements of the Pure now increases mana regeneration from Spirit by 10/20/30% for 60 seconds.
Light of Dawn now affects 6 targets (base effect), up from 5.
Paragon of Virtue now lowers the cooldown of Divine Protection by 15/30 seconds, up from 10/20 seconds.
Speed of Light no longer triggers from Holy Radiance and no longer lowers the Holy Radiance cooldown. Speed of Light now only triggers from Divine Protection.
Tower of Radiance, in addition to its current effects, now also causes Holy Radiance to always generate 1 charge of Holy Power at all times.
Beacon of Light is triggered by Word of Glory, Holy Shock, Flash of Light, Divine Light and Light of Dawn at 50% transference and Holy Light at 100% transference. It does not transfer Holy Radiance, Protector of the Innocent or other sources of healing.
Retribution
Sanctified Retribution now increases the critical hit chance of Hammer of Wrath by 2/4/6%, down from 20/40/60%.
Two-Handed Weapon Specialization (passive) now increases damage by 25%, up from 20%.
Glyphs
Glyph of Light of Dawn now lowers the number of targets to 4, instead of increasing targets to 6, but increases healing by 25%.
Priest (Forums / Talent Calculator / Skills/Talents)
Divine Hymn now affects 5 targets, up from 3.
Discipline
Atonement will now account for the target enemy's combat reach when calculating proper range, enabling it to be used on large creatures such as Ragnaros and Ala'kir.
Divine Aegis has a new spell effect.
Holy
Spirit of Redemption has been rebuilt to address a few functionality issues and make it more responsive. Spirit of Redemption otherwise remains unchanged.
State of Mind has been redesigned and is now called Heavenly Voice. Heavenly Voice increases the healing done by Divine Hymn by 50/100%, and reduces the cooldown of Divine Hymn by 2.5/5 minutes.
Guardian Spirit’s healing bonus has been increased to 60%, up from 40%.
Holy Word: Serenity now has a cooldown of 10 seconds, down from 15 seconds.
Glyphs
Glyph of Circle of Healing now also increases the mana cost of Circle of Healing by 20%.
Rogue (Forums / Talent Calculator / Skills/Talents)
Wound Poison now reduces the target’s healing received by 25%, up from 10%.
Shaman (Forums / Talent Calculator / Skills/Talents)
Flametongue Weapon no longer increases spell damage. It now increases all non-physical damage done by the wielder by 5%.
Lightning Bolt has a new spell effect.
Wind Shear’s base cooldown has been adjusted to 15 seconds, up from 6 seconds.
Elemental
Call of Flame no longer causes Fire Nova to extend the duration of Flame Shock.
Earthquake damage has been increased by roughly 75%.
Elemental Fury now removes the cooldown from Chain Lightning.
Reverberation now reduces the cooldown of Wind Shear by 5/10 seconds, up from 0.5/1 second.
Shamanism now increases the spell power benefit to Lightning Bolt, Lava Burst, and Chain Lightning by 36%, up from 32%.
Enhancement
Improved Lava Lash now causes Lava Lash to spread a Flame Shock debuff from the target to up to 4 nearby targets. This excludes crowd-controlled targets and those who already have a Flame Shock debuff from the shaman.
Improved Lava Lash no longer increases base Lava Lash damage by 15/30%. This increase has been rolled into the base Lava Lash skill.
Mental Quickness has been redesigned. Instead of granting the shaman spell power, Mental Quickness now causes Enhancement shaman spells to behave as though the shaman has spell power equal to 55% of attack power. Enhancement shaman spells no longer benefit from spell power from other sources.
Maelstrom Weapon can now also proc from fully absorbed melee attacks.
Restoration
Ancestral Healing now also causes the shaman's heals to increase the target's maximum health by 5/10% of the amount healed, up to a maximum of 10% of the target's maximum health, for 15 seconds. This effect does not stack if multiple Restoration shaman are present, and does not apply to heals from procs.
Riptide's periodic healing coefficient has been increased by 50%. The initial direct heal is unchanged.
Warlock (Forums / Talent Calculator / Skills/Talents)
Shadow Bolt has a new spell effect.
Soul Fire now scales with 72.6% of spell power, up from 62.5%.
The Voidwalker ability Suffering now works like the hunter pet talent Taunt.
Demonology
Master Demonologist now grants a base bonus of 18.4% and 2.3% per mastery, up from 16% and 2% per mastery.
Impending Doom is now also activated by Soul Fire.
Destruction
Fire and Brimstone now increases the damage of Incinerate and Chaos Bolt on Immolated targets by 5/10/15%, up from 2/4/6%.
Burning Embers now deals damage equal to 25/50% of Soul Fire and Imp’s Firebolt, up from 15/30%.
Buning Embers damage cap has been raised.
Shadowburn now deals Shadowflame damage, instead of Shadow damage.
Improved Soul Fire now lasts 20 sec, up from 15sec.
Bug Fixes
Fixed a bug that caused Doomguard and Infernal to benefit dramatically more than intended from Demonology Mastery.
Warrior (Forums / Talent Calculator / Skills/Talents)
Charge (and related abilities) should now correctly path to a target even if the target moves during the Charge. This change should decrease the likelihood of the warrior Charging to a different location than the target.
Slam now uses a new character attack animation.
Colossus Smash now uses a new character attack animation.
Arms
Mortal Strike now reduces the target’s healing received by 25%, up from 10%.
Fury
Dual Wield Specialization no longer increases Physical damage by 5%. It continues to increase off-hand attack damage by 25%.
Furious Attacks now reduces the target’s healing received by 25%, up from 10%.
Dungeons & Raids
Dungeon Journal entries have been added for the new dungeons: End Time, Well of Eternity, Hour of Twilight, and Dragon Soul.
Players who use Dungeon Finder for a random Heroic dungeon will no longer be locked to that instance. Previously, players who entered an instance via the Random Dungeon option were then prohibited from queuing for that dungeon or entering the instance manually via the portal. Players should now always be able to complete a specific Heroic dungeon once per day regardless of any random dungeons completed.
Ruins of Ahn'qiraj
Bosses in Ruins of Ahn'qiraj now drop a rare-quality Scarab Coffer Key which can be used to open the Scarab Coffers found within. These keys are zone-bound to Ruins of Ahn'qiraj and have a 17-hour expiration. This change also applies to Greater Scarab Coffer Keys used to open Large Scarab Coffers.
Zul’Gurub
Players now only have to kill two of the four initial dungeon bosses (High Priest Venoxis, Broodlord Mandokir, High Priestess Kilnara, and Zanzil) to face Jin’do the Godbreaker.
Zul’Aman
Players now only have to kill two of the four Troll avatars before they may face Hex Lord Malacrass.
Guilds
Guild Standards are again useable in Firelands. Duration has been increased to 15 minutes, the effect has a 100 yard radius, and now affects dead players.
Items
Dragonwrath, Tarecgosa's Rest: The chance for this item’s effect to be triggered has been reduced.
Races
The orc racial Blood Fury now increases spell power rather than only spell damage.
User Interface
Archaeology areas of interest will now show on the mini-map, in addition to the World Map.
Bag Search
A search field has been added to allow players to search bag, bank, guild bank, and Void Storage inventories for specific items.
Guilds with inactive guild leaders can now usurp the leader under specific conditions. More information on this coming soon.
The Reforging interface has been updated and improved.
Quest Tracking areas or points of interest will now show on the mini-map, in addition to the World Map.
The World Map now displays the expected character levels for each zone.
Added a “promote everyone” checkbox that will automatically make all raid members, Raid assistants. This checkbox can be found in the Raid Frame and the Unit Frame “pull-out” tab.
There are now commands for world markers & unit markers.
Added new rotation, zoom, and pan controls are now available in all windows with player models in UI frames.
Players can now unlearn profession specialization without unlearning the profession (Engineering & Alchemy).
[Mac] Added functionality to allow using the Command key instead of the Control key on Apple keyboards. This can be enabled in Mac Options.
[Mac] Added functionality to disable Mac OS system keyboard shortcuts so that they do not interfere with keyboard shortcuts in WoW. This can be enabled in Mac Options.
Added a feature to interact with NPCs, game objects (mailbox, mining nodes, etc.), and corpses on left-click as well as right-click. There is now an option under Interface:Controls to turn this feature off.
Monday, November 28, 2011
Weekend Update: Knights of the Old Republic Edition
This weekend was mostly dedicated to testing TOR once again.
The first weekend I played, I was the Sith Warrior. This time I played the Smuggler and Bounty Hunter. If you don't want to hear anything about the game, please do not read past this point.
So far I am liking this game. Not loving it. Liking it. The best part of the game is the story. It is very well done, and the voice acting is very good. For some people, this may be one of the worst things because it takes forever to get through quests. I think I will break the game down by bullet points to make it look more officail :p
Classes: The classes on the Republic and Sith sides have a counterpart on either side. Sith Warrior= Jedi Knight etc. etc. There will be some visual differences, but they seemed to have mostly the same abilities. This makes sense as you don't want the sides to be horribly unbalanced.
Races: There are 4-5 races to choose for each class. From what I saw, they all seem to be variations of humanoid. I chose two humans and a Zabrak (Darth Maul) with the characters I created. They also have Grand Admiral Thrawn's race as a playable race. I think they will probably add more down the line.
Crafting: To be honest, I did not get much into the crafting thing. My friends did, but I did not. You can get your material for crafting either on your own (mob etc.) or you can pay your Companion to run off and do a quick mission to get you some materials. If you do not care to farm for materials, you will have to trade for them or pay your companion to get them. That said, I am not sure if there is an auction house or now. I never got a character above level 12.
Ok, so for some of my experiences. I did like the Sith Warrior. The class story line is good, and you get some cool abilities including an ability that is like Charge in WoW. I liked the Smuggler story line....I did not like the cover mechanic. Basically, you have to squat behind something or squat down to be able to use many of your abilities. Something is laggy with my computer on this game, so by the time I got into position, my friends had already killed all of the mobs. Annoying.
The third class I played was my favorite by far. Not only was the story very good, but class played awesome....the Bounty Hunter.
I originally planned on playing a Sith Warrior when the game came out. I am not leaning towards Bounty Hunter. They have some of the coolest attacks in the game that I have seen so far (along side Inquisitor force lighting). Not only do you have the standard blaster, but you get to use a wrist mounted rocket launcher and a flame thrower. Nothing is more fun that catching a group of bad guys on fire. You can even call in some artillery strikes or some such.
One of my favorite parts of questing is that you get to make choices. I have played both ways.....good and bad. It is fun either way, and I feel like it really lets you flesh out your character personality in your own mind. On my Bounty Hunter, I made every evil decision I could. I killed a kid in front of his Dad. I decapitated a guy and gave the head to his wife. There are so many choices with each quest.
Another neat thing about quests are when you are in a group of people. Each person chooses how they want to answer the quest question. There is a random roll, and one person's choice is the answer you use. Not to worry though, because if you choose a dark side answer and someone else chooses a Light Side answer, you will still get your darkside points regardless of the outcome.
The last thing I wanted to talk about are Flash Points (Instances). I only got to do the first one on Alliance side, but I really enjoyed it. The story that they add to the instance really makes it feel like you are doing something epic. It is not like WoW instances, where after you do the quests the first time, you are just in there for shits and giggles afterwards.
Overall, there are a lot of good things about the game. I will definately play at least one character to level cap in release. I just really need to upgrade my graphics card so that I can play.
The first weekend I played, I was the Sith Warrior. This time I played the Smuggler and Bounty Hunter. If you don't want to hear anything about the game, please do not read past this point.
So far I am liking this game. Not loving it. Liking it. The best part of the game is the story. It is very well done, and the voice acting is very good. For some people, this may be one of the worst things because it takes forever to get through quests. I think I will break the game down by bullet points to make it look more officail :p
Classes: The classes on the Republic and Sith sides have a counterpart on either side. Sith Warrior= Jedi Knight etc. etc. There will be some visual differences, but they seemed to have mostly the same abilities. This makes sense as you don't want the sides to be horribly unbalanced.
Races: There are 4-5 races to choose for each class. From what I saw, they all seem to be variations of humanoid. I chose two humans and a Zabrak (Darth Maul) with the characters I created. They also have Grand Admiral Thrawn's race as a playable race. I think they will probably add more down the line.
Crafting: To be honest, I did not get much into the crafting thing. My friends did, but I did not. You can get your material for crafting either on your own (mob etc.) or you can pay your Companion to run off and do a quick mission to get you some materials. If you do not care to farm for materials, you will have to trade for them or pay your companion to get them. That said, I am not sure if there is an auction house or now. I never got a character above level 12.
Ok, so for some of my experiences. I did like the Sith Warrior. The class story line is good, and you get some cool abilities including an ability that is like Charge in WoW. I liked the Smuggler story line....I did not like the cover mechanic. Basically, you have to squat behind something or squat down to be able to use many of your abilities. Something is laggy with my computer on this game, so by the time I got into position, my friends had already killed all of the mobs. Annoying.
The third class I played was my favorite by far. Not only was the story very good, but class played awesome....the Bounty Hunter.
I originally planned on playing a Sith Warrior when the game came out. I am not leaning towards Bounty Hunter. They have some of the coolest attacks in the game that I have seen so far (along side Inquisitor force lighting). Not only do you have the standard blaster, but you get to use a wrist mounted rocket launcher and a flame thrower. Nothing is more fun that catching a group of bad guys on fire. You can even call in some artillery strikes or some such.
One of my favorite parts of questing is that you get to make choices. I have played both ways.....good and bad. It is fun either way, and I feel like it really lets you flesh out your character personality in your own mind. On my Bounty Hunter, I made every evil decision I could. I killed a kid in front of his Dad. I decapitated a guy and gave the head to his wife. There are so many choices with each quest.
Another neat thing about quests are when you are in a group of people. Each person chooses how they want to answer the quest question. There is a random roll, and one person's choice is the answer you use. Not to worry though, because if you choose a dark side answer and someone else chooses a Light Side answer, you will still get your darkside points regardless of the outcome.
The last thing I wanted to talk about are Flash Points (Instances). I only got to do the first one on Alliance side, but I really enjoyed it. The story that they add to the instance really makes it feel like you are doing something epic. It is not like WoW instances, where after you do the quests the first time, you are just in there for shits and giggles afterwards.
Overall, there are a lot of good things about the game. I will definately play at least one character to level cap in release. I just really need to upgrade my graphics card so that I can play.
Wednesday, November 23, 2011
In SW:TOR Beta this weekend
I should get some quality play time in, so I should have a decent review for you on Monday. I will need to actually take some notes so that I do not forget things.
Monday, November 21, 2011
Weekend Update
This weekend was a pretty good weekend in WoW for me. I helped the wifey with some Thanksgiving tasks, did some archaeology (my wife did a crap ton), and instances....lots of instances. These instances included doing some Heroics!
I have stated in the past that my wife was always hesitant to run heroics, but she has been more than willing to run them with our group of friends.
We got a group together (me on my Warrior tanking, wife on her Boomkin, sister on her new 85 mage, Bryce on his rogue, and Kev healing on his Druid).
We decided to go for random and got Heroic Shadowfang. Not only is this one of the more difficult regular Heroics, but three of our group had never done it before. It went much better than most of the groups I had run with before.
The first boss caused us one wipe. I figured most bosses are going to wipe us once as everyone sees what each boss did. We made it to the Dark Angel phase and ended up dying.
Next time around we took him down with no problems. Kev saved his Tree form for the Dark Angel phase and my wife threw out a Tranquility for good measure.
One thing I love about playing with my wife is that she is a great utility player. She does her job (DPS), but has saved our bacon a number of times with innervates and extra heals.
So, we moved on to the next boss, which we took down on the first try. We just burned the boss. I tanked the adds.
Then we moved along and got to Commander Springvale or whatever his name was. I had many pugs that got taken down on this boss. We ended up two shotting it after everyone got the hang of what was going on.
On to the poison boss and we took him down in two shots. Red light green light, no problem.
The last boss took three attempts, but only because we didnt really realize that we needed to interrupt the cursed bullet until the third try. He went down like a cheap whore after that.
We decided we were going to try and do Zul-Aman. We cleared to the Eagle boss....and it was not pretty. I think we got him down to about 30 percent on the best of out 3 tries. We just did not have enough DPS and out healer was running out of mana very quickly.
We decided to go back and do another regular Heroic and got the Throne of Winds or whatever it is called with Asaad at the end. We cleared through the first two bosses no problem without a wipe. On Asaad we had some major technical difficulties. First and foremost, we were having some issues with jumping on the static clings. The second issue was that he seemed to be targeting out healer for chain lighting nearly every time and blasting him for 70k.
It took us 4-5 tries, but we finally took him down. After that, it was time to call it a night.
Now, most of the people in our group don't have a large amount of experience with Heroics. We were still able to get through them. Most of this was because of teamwork. We communicated well and worked through the problems. The DPS in the group was fine. It was over 7k, but under 10k for everyone involved (though on boss fights most of the dps was over 10k). In PuGs, people are way to focused on DPS. DPS is just a way to make up for bad play. If you do what you are supposed to do, you can get through most instances with decent dps.
Anyways, that was my weekend. I am going to work on my review of ToR so far, and should post it sometime this week.
I have stated in the past that my wife was always hesitant to run heroics, but she has been more than willing to run them with our group of friends.
We got a group together (me on my Warrior tanking, wife on her Boomkin, sister on her new 85 mage, Bryce on his rogue, and Kev healing on his Druid).
We decided to go for random and got Heroic Shadowfang. Not only is this one of the more difficult regular Heroics, but three of our group had never done it before. It went much better than most of the groups I had run with before.
The first boss caused us one wipe. I figured most bosses are going to wipe us once as everyone sees what each boss did. We made it to the Dark Angel phase and ended up dying.
Next time around we took him down with no problems. Kev saved his Tree form for the Dark Angel phase and my wife threw out a Tranquility for good measure.
One thing I love about playing with my wife is that she is a great utility player. She does her job (DPS), but has saved our bacon a number of times with innervates and extra heals.
So, we moved on to the next boss, which we took down on the first try. We just burned the boss. I tanked the adds.
Then we moved along and got to Commander Springvale or whatever his name was. I had many pugs that got taken down on this boss. We ended up two shotting it after everyone got the hang of what was going on.
On to the poison boss and we took him down in two shots. Red light green light, no problem.
The last boss took three attempts, but only because we didnt really realize that we needed to interrupt the cursed bullet until the third try. He went down like a cheap whore after that.
We decided we were going to try and do Zul-Aman. We cleared to the Eagle boss....and it was not pretty. I think we got him down to about 30 percent on the best of out 3 tries. We just did not have enough DPS and out healer was running out of mana very quickly.
We decided to go back and do another regular Heroic and got the Throne of Winds or whatever it is called with Asaad at the end. We cleared through the first two bosses no problem without a wipe. On Asaad we had some major technical difficulties. First and foremost, we were having some issues with jumping on the static clings. The second issue was that he seemed to be targeting out healer for chain lighting nearly every time and blasting him for 70k.
It took us 4-5 tries, but we finally took him down. After that, it was time to call it a night.
Now, most of the people in our group don't have a large amount of experience with Heroics. We were still able to get through them. Most of this was because of teamwork. We communicated well and worked through the problems. The DPS in the group was fine. It was over 7k, but under 10k for everyone involved (though on boss fights most of the dps was over 10k). In PuGs, people are way to focused on DPS. DPS is just a way to make up for bad play. If you do what you are supposed to do, you can get through most instances with decent dps.
Anyways, that was my weekend. I am going to work on my review of ToR so far, and should post it sometime this week.
Thursday, November 17, 2011
Would You Still Play WoW if None of Your Friends Did?
I was just thinking about this. I enjoy WoW, but I REALLY just enjoy hanging out with friends and playing games.
WoW makes that very easy.
When I don't have any friends that are playing a game like WoW with me, I feel like I really lose something.
I like making gold.
I like doing instances.
I LOVE playing with people in an interactive world.
Many of my WoW friends have quit playing. I have stopped making new in-game friends. Much of this has to do with the Dungeon Finder. It was awesome in Wrath because all of my friends were still playing. Now, I find it lacking.
With the dungeon finder, there is not much reason to even find new people to play with.
I remember when getting into a guild happened through being a decent player and person when you ran a 5 man or raid with a group of people. Now, with Guild Perks, it is advantageous to have the biggest group possible. Not a small and tight nit group.
I am in a very good raiding guild. I have not raided at all in this expansion. I stayed because I like the guild perks.
The small family and friends guild that my best friends and wife are in is at just level 9. I have been contemplating switching toons over, but then it would feel like I lost some of what I worked for in the previous guild.
If my friends were not playing WoW at all.....I don't know that I would. Perhaps I would make new friends like I did back in the day. Or maybe not.
Star Wars is coming out, and I will be doing that for a bit. Then I am sure I will be playing WoW again when Pandaria comes out. I like content. I like people more.
WoW makes that very easy.
When I don't have any friends that are playing a game like WoW with me, I feel like I really lose something.
I like making gold.
I like doing instances.
I LOVE playing with people in an interactive world.
Many of my WoW friends have quit playing. I have stopped making new in-game friends. Much of this has to do with the Dungeon Finder. It was awesome in Wrath because all of my friends were still playing. Now, I find it lacking.
With the dungeon finder, there is not much reason to even find new people to play with.
I remember when getting into a guild happened through being a decent player and person when you ran a 5 man or raid with a group of people. Now, with Guild Perks, it is advantageous to have the biggest group possible. Not a small and tight nit group.
I am in a very good raiding guild. I have not raided at all in this expansion. I stayed because I like the guild perks.
The small family and friends guild that my best friends and wife are in is at just level 9. I have been contemplating switching toons over, but then it would feel like I lost some of what I worked for in the previous guild.
If my friends were not playing WoW at all.....I don't know that I would. Perhaps I would make new friends like I did back in the day. Or maybe not.
Star Wars is coming out, and I will be doing that for a bit. Then I am sure I will be playing WoW again when Pandaria comes out. I like content. I like people more.
Wednesday, November 16, 2011
A New Challenger has Risen
For a while there, the gem "cartel" we had set up was working well. We were making tons of sales, and everyone was happy. Then another new person entered the market. They are on about 18 hours a day on weekends and during all peak hours on weekdays.
One of the guys who I had my "cartel" with is gone. I talked to the other one about the new competitor. This new guy posts one gem at a time, and almost instantly undercuts when you post. The other guy thought it was a bot after wathcing him for an hour go to the same spot near the mail box and in the same spot at the auction house.
I figured I would watch him. I also let him know that I was watching him. At first it looked like he may be botting. Then it seemed like he noticed me. And he ported to Dalaran. I followed him to Dalaran. He logged off. A minute later he logged back on and went back to Stormwind. I followed him and he went to the Dwarven District. When he noticed me, he went back to trade, then again to Dwarven. Then back to Dalaran. Then back to Stormwind. Finally he went to the Firelands (assuming for dailies) and then on to Exodar. Makes me wonder.....what is he hiding? What does he care if the competition can see him. This does seem very suspicious to me.
In the meantime, I undercut all of his gems with a single gem. Then again. And again. I will play at his game until he conforms or gets the fuck out.
I whispered him about a whitelist and he did not respond. Prepare for war.
One of the guys who I had my "cartel" with is gone. I talked to the other one about the new competitor. This new guy posts one gem at a time, and almost instantly undercuts when you post. The other guy thought it was a bot after wathcing him for an hour go to the same spot near the mail box and in the same spot at the auction house.
I figured I would watch him. I also let him know that I was watching him. At first it looked like he may be botting. Then it seemed like he noticed me. And he ported to Dalaran. I followed him to Dalaran. He logged off. A minute later he logged back on and went back to Stormwind. I followed him and he went to the Dwarven District. When he noticed me, he went back to trade, then again to Dwarven. Then back to Dalaran. Then back to Stormwind. Finally he went to the Firelands (assuming for dailies) and then on to Exodar. Makes me wonder.....what is he hiding? What does he care if the competition can see him. This does seem very suspicious to me.
In the meantime, I undercut all of his gems with a single gem. Then again. And again. I will play at his game until he conforms or gets the fuck out.
I whispered him about a whitelist and he did not respond. Prepare for war.
Monday, November 14, 2011
Weekend Update
My weekend update is going to be very short. Mainly because the only thing I did in WoW was repost my auctions.
This is not because I am tired of WoW. It is because I got into the SW:TOR beta test and played that when I could. That said, there were a number of reasons that I was unable to play as much as I would have liked.
I can't really talk about specifics of the game, but I will say that the questing system is amazing. It blows WoW out of the water in that aspect of the game.
More to come when I am actually allowed to talk about it.
This is not because I am tired of WoW. It is because I got into the SW:TOR beta test and played that when I could. That said, there were a number of reasons that I was unable to play as much as I would have liked.
I can't really talk about specifics of the game, but I will say that the questing system is amazing. It blows WoW out of the water in that aspect of the game.
More to come when I am actually allowed to talk about it.
Friday, November 11, 2011
DOUCHEBAG(s) OF THE WEEK!!!!
This weeks award goes to a bunch of douchebags from Khaz Modan-US
Healsponge, Cathubodva, Ambadastor and Gunnerfro of the guild Prophecy.
I queue up for a Random troll heroic on my Druid healer. Get in and it is a guild group. Cool.
We pull our way to the first boss. No problems. I die at the end of the fight, but he has low enough health that everyone else survives. I get a rez and we move on.
I die on trash on the way to the second boss....because the tank let a guy on a raptor beat on me. Nobody else dies. We do the second boss and everyone survives no problem.
We are on our way to the next boss.....and suddenly I am at the loading screen. WTF. I got kicked.....for what? Because I did not let any of them die on a boss fight? That is the disadvantage to running with a mostly premade....often times the are elitist douchebags.
On a side note, I had another one to mention that happened a while ago.
While running a regular Stonecore, we are chugging along. Lockbox drops. THE ROGUE NEEDS ON IT. Ummmm....ok.
Me: "So I guess we are all going to need on lock boxes from now on"
Rogue: "I am the only one that can open it"
Me: "Anyone can get a rogue or a blacksmith to open a box. You dont need on them. That is like an enchanter needing on all of the greens because they are the only one who can disenchant them."
Rogue: "Lol, I am the only one who can open it".
(My buddy initiated a vote kick that reads "Ninja Douchebag" or something to that effect).
Unfotunately, there are not ethics in random Heroics or instances. The Greater Internet Dickwad Theory is in full effect in randoms.
Healsponge, Cathubodva, Ambadastor and Gunnerfro of the guild Prophecy.
I queue up for a Random troll heroic on my Druid healer. Get in and it is a guild group. Cool.
We pull our way to the first boss. No problems. I die at the end of the fight, but he has low enough health that everyone else survives. I get a rez and we move on.
I die on trash on the way to the second boss....because the tank let a guy on a raptor beat on me. Nobody else dies. We do the second boss and everyone survives no problem.
We are on our way to the next boss.....and suddenly I am at the loading screen. WTF. I got kicked.....for what? Because I did not let any of them die on a boss fight? That is the disadvantage to running with a mostly premade....often times the are elitist douchebags.
On a side note, I had another one to mention that happened a while ago.
While running a regular Stonecore, we are chugging along. Lockbox drops. THE ROGUE NEEDS ON IT. Ummmm....ok.
Me: "So I guess we are all going to need on lock boxes from now on"
Rogue: "I am the only one that can open it"
Me: "Anyone can get a rogue or a blacksmith to open a box. You dont need on them. That is like an enchanter needing on all of the greens because they are the only one who can disenchant them."
Rogue: "Lol, I am the only one who can open it".
(My buddy initiated a vote kick that reads "Ninja Douchebag" or something to that effect).
Unfotunately, there are not ethics in random Heroics or instances. The Greater Internet Dickwad Theory is in full effect in randoms.
Tuesday, November 8, 2011
Hello!
Been busy with real life, so have not had time to post much lately.
Not much going on. Still making gold and running instances with friends.
One nice thing is that we got to do a couple of Heroics! We had a couple of people in our group who were very wary of running them due to difficulties we had towards the beginning of Wrath. We completed two and did a couple of bosses in others.
We have also been running regulars just for Justice points. We have really neglected some of our alts when it comes to gearing. One of the main reasons is that nobody wanted to run instances due to them being difficult at the time.
In other news....I got my wife two Guardian Cubs with gold. She would not wait for prices to go down and paid 20k and 15k for the two she bought. A couple of days later they are going for under 7k on my server. Oh well....just gold.
We also ran another Black Temple......still not Bulwark of Azzinoth for me. We have not seen a glaive drop either. Our group has most of the T6 pieces out of there.
Not much going on. Still making gold and running instances with friends.
One nice thing is that we got to do a couple of Heroics! We had a couple of people in our group who were very wary of running them due to difficulties we had towards the beginning of Wrath. We completed two and did a couple of bosses in others.
We have also been running regulars just for Justice points. We have really neglected some of our alts when it comes to gearing. One of the main reasons is that nobody wanted to run instances due to them being difficult at the time.
In other news....I got my wife two Guardian Cubs with gold. She would not wait for prices to go down and paid 20k and 15k for the two she bought. A couple of days later they are going for under 7k on my server. Oh well....just gold.
We also ran another Black Temple......still not Bulwark of Azzinoth for me. We have not seen a glaive drop either. Our group has most of the T6 pieces out of there.
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