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PostPosted: Thu Apr 12, 2007 9:57 PM 
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http://ssba.hey.nu/Patch.html

I can't fit it all in one post....

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PostPosted: Thu Apr 12, 2007 10:47 PM 
Loading,Please Wait...
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Those are the longest patch notes I have ever seen.

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PostPosted: Fri Apr 13, 2007 12:49 AM 
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Awesome, maybe the goddamn scrubby warlocks will stop posting in our forum with their trinket change. Bad warlocks don't seem to remember they were terrible pre-TBC and blame it on Cloak of Shadows.


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PostPosted: Fri Apr 13, 2007 1:11 AM 
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As a rogue:

Quote:
Rogue poisons no longer have charges.


= /spooge


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PostPosted: Fri Apr 13, 2007 1:30 AM 
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Are you fucking kidding me with this shit


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PostPosted: Fri Apr 13, 2007 9:15 AM 
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The wow forums are exploding in a gooey mess of hissy fits.
Something about the nerfing of fun lol...I've been unable to read them.


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PostPosted: Fri Apr 13, 2007 10:27 AM 
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would someone copy them here so I can read them while at work?

thanks!


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PostPosted: Fri Apr 13, 2007 10:28 AM 
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http://www.hunterxaz.com/misc/Patch.html

had to upload them to my server this morning cuz i knew it'd be blocked at work.


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PostPosted: Fri Apr 13, 2007 10:29 AM 
Trolling like there is no tomorrow!
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thanks


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PostPosted: Fri Apr 13, 2007 10:32 AM 
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Man, here I am working my ass off to raise my dps by power leveling tailoring and enchanting and they come along and nerf me aournd 5-8%. That sucks, but I can deal with it.


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PostPosted: Fri Apr 13, 2007 11:05 AM 
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Yeah, but the crit build illumination holy pallies got it worse imo. No more super shadowpriest-holy paladin synergy.


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PostPosted: Fri Apr 13, 2007 11:24 AM 
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Yeah, I really like grouping with a pally as main healer. I'm not sure how much of a nerf this is going to end up being, but I'm sure as hell going to find out. I've been using Vampwatch to monitor my mana regen this past week and was surprised to see the actual results.

I don't generate nearly as much mana as I thought, but it was all simple math that I was just too lazy to do in the first place. I mean, its always been 500 mana per person for every 10k damage I deal as long I keep VT up. Seeing with Vampwatch is nice. So like on an instance elite with 27k hp for example, If I'm doing 25 to 30% (I'll go with 30) of the dps on it then it's simply 27k x .3 x .05 x Y where Y is the number of mana pools in the group and that's normally 3 or 4 so I'll average that to 3.5 and regen approx 1417.5 mana to the group per instance mob. Obviously there's other factors like wasted over regen due to full bars.

As far as raids go, I still think I'll be wanted on raids for the group heals and mana regen and Shadow Priests shine the most on single target encounters with massive hitpoint mobs like Gruul for example. Endurance fights ftw.

For soloing it’s pretty much 5% of the mobs HP is the most possible. Like 5% of 7500 equals 375 and that’s pretty much what I see using Vampwatch. It’s just nice to actually see it.


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PostPosted: Fri Apr 13, 2007 12:12 PM 
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Crowde Control wrote:
Yeah, but the crit build illumination holy pallies got it worse imo. No more super shadowpriest-holy paladin synergy.


Pretty much. In my healing gear with a shadowpriest in my group I was able to solo heal the MT on pretty much every fight in Kara we've come up against...we'll see what happens from here I guess.

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PostPosted: Fri Apr 13, 2007 12:19 PM 
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That sucks. I can live with the no-heal = no-mana regen. That always seemed like a "bug" but the change for Illumination to only give 50% of the mana cost on crit is a HUGE blast from the nerf bat.

I am not sure about the change to Ardent Defender. The damage reduction is now a range of 6-30% when below 35% health. That puts our defense at the mercy of the RNG much like the ret pallies are at the mercy of the RNG for damage. I don't like that.


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PostPosted: Fri Apr 13, 2007 12:58 PM 
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it's not as bad as you guys think, at least the illumination bit.

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PostPosted: Fri Apr 13, 2007 1:05 PM 
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As outraged as you seem to be over the Alchemy changes, I thought any Pally nerf would send you and your bros straight back to Everquest.


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PostPosted: Fri Apr 13, 2007 1:05 PM 
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Perhaps not, but I have a few pallies in Vita that are all upset about it, saw some numbers about it being about a 120mp5 decrease in mana or something, I dunno.


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PostPosted: Fri Apr 13, 2007 1:37 PM 
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The Illumination nerf is huge. Right now I am sitting at 20% to holy crit, that means ~20% of my heals are crit, instead of being able to fully regain my mana on those casts I will only get half of the mana back. This could reduce my overall effectiveness by 10%. Not to mention that I don't use my divine illumination every time the cooldown is up (I try to save it for when I really need it).

If it were either the Illumination nerf OR the Spiritual Attunement Nerf then it would not be that bad. However, putting the two together will really impact the healing ability of the Paladin. In our raids, we ALWAYS have Shadow Priests grouped with the Holy Pally. The Priest is DPS/backup heal while the Pally heals. This will change a lot of things.


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PostPosted: Fri Apr 13, 2007 3:21 PM 
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Nah Neesha, it's really not as bad as people think. If anything, it will take us 10 casts instead of 5 to regain full mana....oh no.

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PostPosted: Sun Apr 15, 2007 2:56 AM 
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Gotta love Blizzard translations.

While they say they put mineral nodes more closer to mobs in the English patch notes...they put them further away from mobs in the german notes.


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PostPosted: Sun Apr 15, 2007 11:47 PM 
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Levistus wrote:
As a rogue:

Quote:
Rogue poisons no longer have charges.


= /spooge


Good for Rogue...


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PostPosted: Mon Apr 16, 2007 8:35 AM 
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Solanthious wrote:
Nah Neesha, it's really not as bad as people think. If anything, it will take us 10 casts instead of 5 to regain full mana....oh no.

For those interested, have a look at the Arorah's numbers from this attempt:
http://www.lossendil.com/wws/?report=aqq3b5smbsqrq&m&s=6813,7248

All the change is really doing is forcing Paladins to use pots on long, hard fights like the other healers. You can see that the mana Arorah stands to lose with the change in illumination is just a bit less than the amount the #2 and #3 healers gained from two mana potions.

I'm pretty much in the same boat as an elemental Shaman. Am I happy with the change, not particularly, was it necessary, I'm inclined to think so.

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PostPosted: Mon Apr 16, 2007 10:35 AM 
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I've had the opportunity to test the Illumination/Spiritual Attunement changes on PTR with a Shadow Priest.

In reality, the general assessment I can make without testing on a Boss/Raid fight is that I lose MAYBE 15% of my mana gain. All that means is I have to use some of the 20 Super Mana Potions I carry with me at all times...and to even it out more, Demonic Runes.

Paladins who think the changes are gamebreaking obviously don't know how to play their class very well, and they rely WAY TOO MUCH on having a Shadow Priest in their group.

It sucks, but it's not the end of the world.

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PostPosted: Mon Apr 16, 2007 11:42 AM 
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What sucks is that Bliz was saying that they were working on normalizing Pally DPS and working on the itemization for Pally tanking. Then these patch notes come out and what do we see? No improvement to tanking and nerfs to healing and overall DPS.


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PostPosted: Mon Apr 16, 2007 11:56 AM 
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They may not be final notes I'm sure... we'll see.


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PostPosted: Mon Apr 16, 2007 1:46 PM 
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anymore news + reaction about this around the WoW universe?


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PostPosted: Mon Apr 16, 2007 3:09 PM 
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Question about the new alchemy bit...

I am currently the only player on my server (at least on Horde side) that has the flask of fortification recipie. I'm making a mint on it right now and was figuring I was going to take elixir mastery because I heard it can proc on flask creation too.(It's a new server, so I'm just up to spec time now)

With the changes to flasks and elixirs though, would I make better use of transmute spec? A free primal might would be a good boost, and it sounds like flasks are going to be so much easier to learn that multiple people will have the recipie soon. Thoughts from some alchemists out there?


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PostPosted: Mon Apr 16, 2007 3:26 PM 
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Drajeck wrote:
Question about the new alchemy bit...

I am currently the only player on my server (at least on Horde side) that has the flask of fortification recipie. I'm making a mint on it right now and was figuring I was going to take elixir mastery because I heard it can proc on flask creation too.(It's a new server, so I'm just up to spec time now)

With the changes to flasks and elixirs though, would I make better use of transmute spec? A free primal might would be a good boost, and it sounds like flasks are going to be so much easier to learn that multiple people will have the recipie soon. Thoughts from some alchemists out there?

I'd personally save transmute mastery for an alt and go potion/elixir mastery on your main who is likely to get the nice dropped or faction related recipes; I'm an elixir master for what it's worth.

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PostPosted: Mon Apr 16, 2007 7:43 PM 
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xskycrasherx wrote:
anymore news + reaction about this around the WoW universe?


Yeah, warlock boards are getting real cocky. :P


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PostPosted: Mon Apr 16, 2007 9:35 PM 
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Transmute specialization is a total piece of shit. I went transmute spec hoping to help out the guild with the extra primals, but out of 25 transmutes the proc has only gone off 2 times....

Blizzard owes me 3 Primal Might.

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PostPosted: Thu Apr 19, 2007 4:08 AM 
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One of our paladins has verified that SA now still gives mana even if the tank is at full hp, on the PTR, so thats all well and good for the prot paladins. I'm a bit annoyed at the illumination nerf. I mean the regen we get is kind of nice considering we only get 2 heals.

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PostPosted: Thu Apr 19, 2007 1:17 PM 
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We lost 10 to 12%, and have to chug a super man pot on longer fights.


OH NO, LIGHT WINDS oh POOR ILLUMINATION.

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PostPosted: Thu Apr 19, 2007 3:36 PM 
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All our healers think they're the worst healer in the game. Thus, we now have one holy priest, no resto shamans, and one resto druid, out of 12 healers on our roster.


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PostPosted: Tue May 01, 2007 12:56 PM 
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Is this the patch that's being implemented today?


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PostPosted: Tue May 01, 2007 12:59 PM 
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Hrm, I don't think so. I thought today was maintenance.


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PostPosted: Tue May 01, 2007 1:39 PM 
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Not today, I logged in a bit ago and no new download


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PostPosted: Wed May 02, 2007 4:30 AM 
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Thank goodness


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PostPosted: Wed May 02, 2007 5:11 AM 
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I'd not be suprised if this push wasn't a month or even two away. Or they could deliver it in chunks.


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PostPosted: Wed May 02, 2007 11:47 AM 
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Source: http://boards.worldofraids.com/topic-3702-1.html

PTR patch notes update: List of changes


Blizzard updated their PTR patch notes, without specifically highlighting the changes, the knowledgeable crew at Wowinsider made an accurate list of these changes.

General

- Inspect distance has been increased to 30 yards (from 10 yards).
- The amount of parry rating needed to get 1% parry has been reduced by 25%.
- Many set bonuses did not work properly when combined with an item or enchantment that had the exact same effect at the exact same magnitude. That issue has been corrected on all set bonuses.


PvP

- The new battleground matchmaking system is now implemented and active. This system allows the battleground to select teams of similar equipment quality and organizational level to battle each other. For now, the system will be very forgiving about creating matchups in order to keep queue times low. However, the parameters will be adjusted as necessary when more organized teams become active in the battlegrounds.


Druids

- Bestial Wrath: The immunity granted by thtis ability now lasts the full duration of the ability. Bestial Wrath now grants immunity to Cyclone. Cyclone will no longer prevent the immunities from being granted.
- Celestial Focus: The delay on the stun effect for Starfire has been reduced.

Mages

- Impact: The delay on the stun effect has been reduced.

Paladins

- Consecration: Corrected a tooltip typo. Low ranks of this ability being cast by high-level players are now being properly penalized.
- "Illumination": This talent now only gives 60% of the mana cost of the critical heal. It also now returns the correct amount of mana when used with ranks 4 and 5 of "Holy Shock". [up from 50%]

Priests

- Blackout: The delay on the stun effect has been reduced.
- Mass Dispel mana cost reduced.
- "Shadow Word: Death": Cooldown increased to 12 sec and will now properly damage the casting Priest when it is reflected. [the reflection part is new]
- Spiritual Guidance: This talent now works while the Priest is in Shadowform.

Rogues

- Blade Twisting: The delay on the daze effect has been reduced.
- Gouge: This ability will no longer trigger poisons (and thus break itself).

Shaman

- Earth Shock: Rank 8 is now properly considered an Interrupt effect for talents and abilities that affect interrupts.

Warlocks

- Death Coil is now is now subject to diminishing returns in the Horror category. Currently, only Death Coil is in this category.
- Felguard: This pet will periodically check to see if you know the talent which allows you to summon it, and die if you do not know the talent.
- Seed of Corruption: This spell will now interact properly with town guards when bystanders are hit by its detonation in a duel.

Warriors

- Bloodrage: It is no longer possible to gain extra rage from this ability by using tradeskills to keep you in combat.
- Charge: This ability will now properly cause the warrior to go into combat with its target.
- Flurry: Ranks 1-4 will no longer trigger from ranged critical strikes.
- Improved Hamstring: The delay on the immobilize effect has been reduced.
- Sweeping Strikes: This ability will no longer be modified erroneously on additional targets by percent modifiers to your damage.


Dungeons and Raids

- All 25 man raid bosses who drop set tokens will now drop an additional token.

Coilfang: Serpentshrine Cavern

- Morogrim Tidewalker has been moved to a more central location in his room.
- Hydross the Unstable's hit points have been slightly reduced.
- Colossus Ragers have had their health reduced significantly.

Auchindoun: Shadow Labyrinth

- Reduced the number of creatures in Shadow Labyrinth.

Karazhan

- Netherspite will no longer cast Nether Burn while crazed.

Magtheridon's Lair

- Hellfire Warders have been significantly reduced in difficulty.
- Hellfire Channeler's Shadow Bolt Volley has been made much more easy to interrupt.
- The melee damage of Burning Abyssals has been significantly reduced.

Tempest Keep

- High Astromancer Solarian's hit points have been greatly reduced.

Tempest Keep: The Arcatraz

- There are fewer Protean Nightmares roaming the halls of the Arcatraz.


Items

- Alliance Shaman PvP Sets: These sets now have set bonuses as intended.
- "Mystical Skyfire Diamond": The triggering rate on this item has been increased, but it now only reduces the cast time on spells by half; and Warlocks casting "Corruption" with maximum ranks in "Improved Corruption" will no longer consume the "Focus" buff from this gem.
- Void Crystals maximum stack size has been increased to 20 from 10.

Teza
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PostPosted: Wed May 02, 2007 1:33 PM 
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So many reductions to mobs in all those "raid" zones. How does blizzard test its mobs? Do they equip their test characters with legendary armor that isn't available? They do this with every single raid mob at every single stage of the game from Ragnaros to now.


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PostPosted: Wed May 02, 2007 1:49 PM 
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They let the "testers" get decked out in the very best gear before testing the encounters, of course. Complete with free flasks and potions.


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PostPosted: Wed May 02, 2007 2:14 PM 
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Yes, but high-end guilds also have that high-end gear, unless by high-end gear you mean the gear that comes from killing the mobs that you're testing. People used to be all up in arms when anything like this happened in EQ. But now the outspoken people seem more passive. Giving them the benefit of the doubt, or the answer of "well, they're fixing it, what more do we want?" (I see this over and over on random forums).


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PostPosted: Wed May 02, 2007 2:19 PM 
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I am unclear on what you are saying.


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PostPosted: Wed May 02, 2007 2:32 PM 
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Well, you said the testers are decked out in high-end gear, high-end guilds also have that gear. UNLESS testers are decked out in gear from that same expansion they're testing. Which would be the only reasonable explanation of why there is a need to keep tuning encounters that were supposed to have been tested.

I'm also saying that people are not all up in arms about it, I've been reading the Raid and Dungeons forums and they're just passive about a lot of the 'fixes'.


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PostPosted: Wed May 02, 2007 3:17 PM 
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Well, look at the changes they made. They tuned some fights but didn't really nerf anything to make it simple, by the sounds of it. Extra Tier4/5 loot from bosses in 25-man raids, some trash removed, some overpowered stuff reduced. It doesn't look, to me, like much was really nerfed, rather than just toned down a bit. Granted, I haven't seen half of what they are already changing, but the fact that the kids aren't up in arms about the changes (yet) shows that they were probably needed changes. Going back to the Romulo nerf (has it happened yet?), that was a needed change, in my opinion, to make that event more balanced when compared to the others. That is what I see happening with the latest changes.

Quote:
All 25 man raid bosses who drop set tokens will now drop an additional token.

Coilfang: Serpentshrine Cavern

- Morogrim Tidewalker has been moved to a more central location in his room.
- Hydross the Unstable's hit points have been slightly reduced.
- Colossus Ragers have had their health reduced significantly.

Auchindoun: Shadow Labyrinth

- Reduced the number of creatures in Shadow Labyrinth.

Karazhan

- Netherspite will no longer cast Nether Burn while crazed.

Magtheridon's Lair

- Hellfire Warders have been significantly reduced in difficulty.
- Hellfire Channeler's Shadow Bolt Volley has been made much more easy to interrupt.
- The melee damage of Burning Abyssals has been significantly reduced.

Tempest Keep

- High Astromancer Solarian's hit points have been greatly reduced.

Tempest Keep: The Arcatraz

- There are fewer Protean Nightmares roaming the halls of the Arcatraz.


I dunno what to say about the gear comment. When every single person that is raiding on the PTR is in the best possible armor they can get, courtesy of the vendors who give out free phat lewt, the encounters are going to seem easier than they will be for the "normal" guilds when they get to those events. Even in the top guilds, not everyone is going to be in full Tier4 with two weapons doing 88+ DPS each (or casters with +1000 damage).

edit: typo


Last edited by Neesha the Necro on Wed May 02, 2007 4:28 PM, edited 1 time in total.

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PostPosted: Wed May 02, 2007 4:14 PM 
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Well in top guilds I would hope they at least have the 2 88+ dps weapons(maybe not the full Tier 4), the crafted one takes what 1-2 weeks of playing casually? Even if you're completely gimp and can't do the weaksauce heroics, primal nethers still drop off the PUG versions 5 percent of the time. Then you're left with one gladiator weap.


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PostPosted: Wed May 02, 2007 4:32 PM 
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That wasn't exactly my point, but ok.

By the way, even if Primal Nethers dropped 5% of the time off of non-"weaksauce"heroic end-bosses (which I don't think is accurate), people would still have to roll on those nethers against others in their groups, thus lowering their chances of actually getting them.


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PostPosted: Wed May 02, 2007 4:34 PM 
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I am curious to see your profile, Venen. With a game as easy as WoW is, you must have the shit for gear.


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We've spent a couple nights on Magtheridon and the changes appear to do little in the way of making the fight easier, just lessens the class stacking requirement (rogue/shaman for interupts, warlocks for CC), the gear checks are still very much there and the fight still requires significant coordination and planning.

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Quote:
I am curious to see your profile, Venen. With a game as easy as WoW is, you must have the shit for gear.


Should be under Bumzab the warrior. It's pretty bad right now, I spent 2 months away from the game and I'm still wearing most of my high warlord set(I left the game precisely when I dinged 70). Look back in about 2-3 weeks and I should have some level 70 replacements. I came back maybe 2-3 weeks ago, and spent that time farming for my epic mount and doing various quests. Should have the first tier 2h crafted weapon in a couple days and hoping for a tier 2 crafted in a week or so depending on how busy my schedule is.

But yes, correct that you would need to roll against others, but not all the time. I've seen many people pass on nethers as there are a surprising number that don't even know what they're for, or simply are not into crafting.

With extreme easiness also comes boredom and lack of will to play, but I'll try and keep myself entertained with it more than level 1 of Pac-Man.


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PostPosted: Wed May 02, 2007 5:04 PM 
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Why play Pac-Man? Is Vanguard a piece of shit again this week or did it cure the common cold? I always lose track of which way the wind is blowing. :(


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PostPosted: Wed May 02, 2007 5:12 PM 
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The only Warrior named Bumzab I could find was a LOL dual-wielding Tauren.


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What can I say, it was a great build for farming my epic mount in 2 weeks =)

Vanguard is really no more of a piece of shit than EQ was before you finally made the switch to WoW. You weren't even in WoW beta, were you? Your gaming experience and taste is about as diverse as the West Virginia gene pool.


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I really couldn't get into Vanguard. Didn't come across another player after about 15 hours of playing. Canceled account shortly after, and I've played pretty much every notable MMO minus AO and DAoC. :x So I don't think diversity in taste makes you like Vanguard more.

I can't say I gave Vanguard a good run, but I can't force myself to play something I don't like either, unless I feel compelled to out of loyalty...like showing up for Karazhan. o_o


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PostPosted: Thu May 03, 2007 8:10 AM 
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Venen wrote:
With extreme easiness also comes boredom and lack of will to play, but I'll try and keep myself entertained with it more than level 1 of Pac-Man.

If you want hard, go put together a competitive arena team (2000+).

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If you want hard, go put together a competitive arena team (2000+).


Already received an invite from one, but turned it down. Frankly at this point I would be more of a burden than anything else until I get some decent gear and get back into practice. PVP is really what keeps the game sane for me, nothing beats the challenge of human AI.


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Maybe in the arenas, the retard fest that is the battlegrounds is worse then standard PVE.

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Your gaming experience and taste is about as diverse as the West Virginia gene pool.

I started playing Everquest right when Kunark came out. I played SW:G when it first came out (different game now, I know). I started WoW whenever the hell I started it, I forget. I also tried Vanguard, even though I bashed the game when I could, because I wanted to see if it was any good. It wasn't. Between terrible graphical glitches, lag, the feeling of being in a barren wasteland, and quests that seemed to be bugged, I could not get into the game at all so I quit and continued to play WoW. I also have an Xbox 360 with 22+ games. Although I don't provide Givin-like input to every game, I have a diverse enough gaming background (going back to my Zork and Leather Goddess of Phobos and on through my Destruction Derby on the PS1 days) to know when something is a piece of shit or not.

As for Arena play, with 9k hitpoints or whatever you have now (and that build), you are right, you'd be a liability to any quality team.


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I’m on two arena teams and haven’t done much of anything with either other than a few practice runs. It’s more of a problem to PVP than raiding is atm, you need everyone on your team online and with the spare time to PVP vice farming crap to support their raid needs. Another big problem I have is with the queues on Azuremyst, we are very low population server that’s in a low population battlegroup. Doing any type of arena or battleground PVP during off-peak hours, when it’s actually convenient, is pretty much impossible. I’ve been in so many Eye of the Storm battlegrounds that ended because of lack of players it’s ridiculous. That basically leaves the weekend for any type of PVP for me.

But that’s basically my only gripes with WoW atm. I’m having a blast with the heroic and normal instances, quests, trade skills and raiding. I checked out Vanguard in beta and my son has the retail version, but it’s just not for me yet. I was also in LOTR beta and that game needed help on many levels. I think Oblivion could be morphed into a better MMORG than either of those with its storyline. It’s going to take an exceptional game to pull me away from WoW at this point because I’d personally rather play CS or FEAR online over any other MMORG on the market.


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