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Analysis of Death Knight changes

Posted on 2009-01-20 by veilsideNo comments


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Well, I don't know about the rest of you guys, but I'm certainly having fun playing my death knight. I can solo a lot of the more difficult quests in the game; my Blood self-healing along with my glyphed Death Strike keeps me topped off and out of danger almost all the time; and I bring desirable buffs to parties and raids. I keep thinking to myself, "Something has to change! I can't have this much fun all the time!" Well, guess what, WoW community? You've gone and done it. You've gotten us buffed. Great. Just great.
Of course, it's not all buffs we see in the 3.0.8 notes, but there's certainly a lot of them. Let's examine how 3.0.8 will affect you and your plate-armored dreadnaught. Blood, buddy, step right up. Let's see what you've won!
  • Blood Aura now grants 2/4% instead of 1/2% healing.
  • Blood Presence now grants 2/4% instead of 1/2% healing.
  • Bloody Strikes will receive extra bonus damage from Pestilence.
  • Heart Strike no longer has a haste debuff but will now be able to strike two targets.
  • Pestilence no longer has a 10 seconds cooldown.
  • Vampiric Blood: In addition to its current effects, also adds 20% health temporarily.
  • Will of the Necropolis will now reduce the damage of any attack that takes the DK below 35% health by 5 /10/15% instead of boosting armor when wounded,
  • Dark Command: Range increased to 30 yards.
  • Dancing Rune Weapon cost reduced to 40 RP from 60 RP.
So, first and foremost, the added healing to Blood Aura/Presence is good. I love self-healing, but the 2% healing was a little paltry, I thought. 4% is a nice number, and with the nerf to the Death Strike Glyph (d'oh) I'll take what I can get. Heart Strike being changed to a cleave is a fantastic change. The current HS debuff just isn't terribly useful and, as Ghostcrawler said, it never even worked right in the first place. I've often lagged behind in DPS on AOE/trash pulls as Blood because of my lack of good AOE damage, so an on-demand cleave as well as the extra Pestilence damage should help out with that considerably. I'm pleased. Just be sure you're not that guy that breaks CC by spamming Heart Strike. You might want to put Blood Strike back on your bar for occasions that require some delicacy. On the tank side of things, Vampiric Blood functioning like a latter-day Lifegiving Gem on top of its already-good original effect is wonderful, especially on a one-minute cooldown. I've never specced into Will of the Necropolis, it being more of a tank talent and me being a single-minded DPS fellow, but this new version seems like a draw. Lastly, most every taunt in the game was changed to have a 30-yard range, so the change to Dark Command is expected and welcome. As if we needed another ranged pull, of course. Frost, you lucky scamp. Come open door number two.
  • Frost Presence: The bonus armor has been increased from 60 to 80% and magic damage reduction increased from 5 to 15%.
  • Horn of Winter now has no cost and grants 10 runic power in addition to its stat buff, but has a 30 sec cooldown.
  • Icebound Fortitude now reduces damage by 20% instead of 50%. The amount of damage reduced increases with bonus Defense (to about 35% for 540 Defense, but can go higher).
  • Rune of the Stoneskin Gargoyle (New, two-handed only) now grants 25 Defense and 2% Stamina.
  • Rune Strike: Damage decreased from 200% to 150% but threat increased to 150% from 100%.
  • Hungering Cold: cost reduced to 40 RP from 60 RP.
The change to Frost Presence increases our built-in mitigation considerably and brings us closer to other tanks in terms of armor. We have no block, for example, so we have to increase our mitigation in other ways (armor, parry, dodge, etc). The Icebound Fortitude change is unfortunate but in line with Ghostcrawler's comments regarding reducing reliance on the ability (and the fact that it's horribly overpowered in PVP). I have to admit that I was pretty happy to have what amounted to Shield Wall on a one-minute cooldown, but this change is probably necessary for balance reasons. Rune Strike's damage decrease was pretty expected; my Rune Strikes were hitting for 6-9k. That's great, but given Ghostcrawler's comments on how it was supposed to be a tanking tool, the damage decrease and threat increase is pretty fair. Speaking of runes and tanking--a new tanking rune! Rune of the Stoneskin Gargoyle is perfect for tanks who want to free up some stat points that would've been allocated to defense, or for tanks who aren't quite capped yet. Yes, this is 25 skill, not 25 rating. It's a good rune. The reduced cost of Hungering Cold means more room in DPS rotations if you so desire. I don't know of many tanks that use it, but the cost reduction is nice regardless. And finally, Horn of Winter! What a great change. 10 runic power free in exchange for a GCD every 30 seconds, plus a buff? Maybe I'll actually remember to keep it up now. Unholy, come on down!
  • Anti-Magic Shell: The cooldown has been lowered to 45 sec from 60 sec.
  • Bone Shield: The mitigation has been reduced from 40% to 20%.
  • Corpse Explosion: Damage increased substantially, added 5 sec. cooldown, and changed cost to 40 runic power.
  • Death Pact now grants 40% instead of 20% healing.
  • Night of the Dead now grants 40/70% passive area spell avoidance to your pet in addition to its current effects.
  • Outbreak will no longer receive bonus damage from Pestilence. The bonus from Plague Strike and Blood Boil has been increased slightly.
  • Raise Dead has now been split into two spells:
    • Raise Dead now raises a ghoul or pet ghoul (if talented). Requires corpse dust if no humanoid corpse is nearby.
    • Raise Ally now raises a fallen party member as a ghoul and has no reagent. Available at level 72. This should now last for 4 minutes.
  • Shadow of Death: The duration has been changed from 45 seconds to 25 seconds.
  • Unholy Blight had had its cost reduced from 60 to 40 runic power.
  • Wandering Plague will now properly reset after being cast
So, we've got some good buffs up there. A reduced cooldown on AMS is welcome, doubled Death Pact healing as well. Unholy Blight got a cost reduction too. Corpse Explosion, I'm not sure how I feel about you. When I was Unholy, pretty much all of my RP was spoken for, and this change means that I need another few GCDs before I can use you. On the other hand, your damage was improved significantly. Sleep on the couch tonight and maybe we can work it out. Unholy Blight's cost reduction means tanks (and DPSers!) can fit it into their rotations sooner, and that's a welcome change. The Night of the Dead change brings the ghoul back in line with other summoned pets, which is important. Now your Glacierhammer or Ratface or Corpsethief can get right in the thick of things (not that they didn't before, of course, but if you had a really good name for them...) The Raise Dead/Raise Ally split basically means you can summon an ally for twice as long as the normal untalented Raise Dead would allow, which would be great during long fights where you're low on battle rezzes. And then a few unfortunate nerfs. Shadow of Death, I can live with. The Bone Shield change is probably the most painful one, though. Good death knight tanks realized that the bones only disintegrated with melee attacks, so it was possible to keep your mitigation up for a considerable amount of time against certain mobs/bosses. Sorry, tanks. It's probably for the best. The pain from nerfs to the main Unholy and Frost tanking mitigators (IBF, Bone Shield) are lessened somewhat by the big mitigation boost from Frost Presence (which any respectable tank will be in to begin with). The change to Vampiric Blood and Heart Strike mean Blood tanking came out the best of the three where this patch's changes are concerned. All in all, we made out pretty well. There were a few tanking nerfs, a few tanking buffs, and most everything else is of good-to-fantastic benefit to the class. It's a good time to be dead.
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Survey reveals what twinks are all about

Posted on 2009-01-19 by redrockNo comments


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This is interesting -- our friend Drayner over at Twinkinfo.com recently took a survey of his site's readers, and after picking up almost 1,000 replies, he's posted the results. They show a little bit of insight into the kind of person that plays a twink (a character maxed out at a certain level before 80, usually to run around in PvP battlegrounds). Specifically, they're male, under 21, play for 21-30 hours a week, think their gear rates a 5 out of 5, and are probably level 19 and in Warsong Gulch capturing flags. I'm not sure if that's suprising or not, but those are pretty safe majority votes, even given the smaller sample size of the poll. Twink players are also more likely to not have more than one account, which kind of makes sense -- they only need one account and just have lots of characters on them. 66% of twinks are actually in twink guilds, and most have at least more than one twink to play around with. Hunters and Rogues top the class choices (though not with a clear majority at all). And perhaps most interesting, over 50% of twinks say Blizzard is serving them just fine -- they're not ignoring them, and they're not giving them any more love than other players. Still, as Drayner pointed out to us, about 36% of twinks said they'd leave the game if Blizzard shut them down with an additional 30% saying Maybe, so Blizzard does have a little incentive there to keep twinking happening. Quite interesting -- twinks might be one of the only groups of players who are completely fine with how they're being handled in game. 2.3 obviously gave them lots of new items to play with, and while there is some frustration from other players, Blizzard has made it so easy to level that if you don't want to play with the twinks at 19, you can move on pretty quickly.
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Hearthstone also displays your characters on Facebook

Posted on 2009-01-19 by amanda003No comments


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Last week, when we reported on the Facebook I Play WoW app reaching a full 100,000 users, a lot of commenters mentioned another app over there, Hearthstone, that's got a good reputation from the people who use it. I checked it out, and indeed, it's an excellent alternative (or addition -- there's nothing keeping you from using both) to let you show your WoW characters off on Facebook. Just like I Play WoW, Hearthstone pulls your character information directly from the Armory, and displays it in a number of ways around Facebook, including, if you so choose, on your profile pages or on your wall. A few of our commenters said they liked Hearthstone's display better, but I didn't see any major differences there -- they both display your character, class, level, and server, and both will click through to pages where you can see more stats and discuss the character with others. Hearthstone will also let you change your character's image to a custom choice and enter a bio, though I Play WoW has some customization options as well. Hearthstone has an "equipment history," so even if you shard those epics you can still brag about having them. And finally,Hearthstone will let you play with the characters right on Facebook, and you can /salute or /duel the characters of your friends. Overall, they're both worth checking out if you want to show off some of your World of Warcraft progress on Facebook. Obviously, I Play WoW is bigger, but as our commenters pointed out, Hearthstone has some excellent features as well.
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How the mighty have fallen, 2008 in review

Posted on 2009-01-04 by adminNo comments


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From: http://www.wowinsider.com/2008/12/31/blood-pact-how-the-mighty-have-fallen-2008-in-review/#continued
I wasn't kidding the last time I wrote about the decline of Warlocks in the game. It's pretty palpable in major cities like Dalaran, walking around and seeing a glut of Death Knights crowding the mailbox and only the occasional Warlock summoning her Dreadsteed to cruise the cobblestone streets. It makes my heart all warm and fuzzy (or sulfuric and crackly, you know) whenever I read an emote from Necrosis. I think it should be a point of pride. The class has fallen off the radar, and the sad part is -- nobody misses us. How did we get here, though? What happened between the class' popularity or should I say notoriety, from early this year to now? I mean, 3.0 happened, right? Blizzard buffed the class, with all three specs having a unique feel and playstyle. The class has never been more viable... on paper. I mean, Warlock DPS is competitive in PvE and that's the plain truth. It's a different game now. All classes can DPS in Wrath, and if they're played right, they'll do incredibly well. This means that playing a Warlock is now seriously hard work.
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Yes, that 2H mace makes you look fat

Posted on 2008-11-25 by sammiNo comments


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From: http://www.wowinsider.com/2008/11/16/yes-that-2h-mace-makes-you-look-fat/
Important news for all 20 of you playing female Tauren out there (of whom Robin Torres and I are two, so I guess it's for the other 18); beware the port to Lake Wintergrasp from Dalaran when your faction controls the fortress. Our reader Amalline wrote in to let us know that an unfortunate bug from the beta concerning the room you're ported to has made its way to the live realms. And by "unfortunate bug," I mean "hilarious joke for all those of you not playing female Tauren" -- you can't get out the door. Those who have played female Tauren since World of Warcraft classic will recognize this as the latest iteration of the old and equally annoying "I can't get into Molten Core!" bug. Now, while I personally have no intention whatsoever of entering Wintergrasp (which, given my previous track record on such resolutions, means that one of my more sadistic friends will make sure I get stuck there within 2 weeks), I realize that there may be people among the remaining 18 worldwide players with an itch to go an ungainly killin' spree. If I were you, I would plan on being solidly part of the defense for the time being. It's hard not to notice that female Tauren have unusual difficulty fitting through things that even male Tauren can fit through, but player Astirid from the beta forums seems to have nailed the problem; with respect to model height, female Tauren are actually the tallest models in the game (male Tauren are wider but not actually taller). This cements my belief that nobody on the development team is playing a giant heifer. I find this intolerable, this is racism, this is not to be borne. Dare I say it, this will not stand. And neither can we going through the Undercity elevator or that stupid gun shop next to the auction house in Orgrimmar.
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