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It’s Druid’s turn! And New possible ability for Locks in WotLK
March 7th, 2008 by Yuukie ·
PTR Patch notes from the official website has been updated again!
After Shaman and Warlock, Blizzard is now turning their attention towards Druids. But considering what had happened before, I wouldn’t worry about it until it’s *tested*, we all know Blizzard staff are tend to be indecisive when it comes to class balancing. =P
Those of you who count on running the druid OOM from casting Regrowth, well today’s notes definitely isn’t on your side =/
Anyways, so here are the notes:
General:
Non-self % base haste spells will no longer stack with each other.Druid:
Lifebloom - The bonus coefficient on the final bloom effect has been reduced by 20%. This spell will no longer cause error messages when interacting with Spellsteal or while the druid is under the effects of Mind Control.
Regrowth - The mana cost of this spell has been reduced by approximately 20%.Hunter:
Improved Mend Pet now has a 25/50 (was 50/100) chance to remove one Curse, Disease, Magic or Poison effect, up from 15/50%.Paladin:
Illumination - The mana energize from this talent no longer has a chance to set off other triggered effects.
Also, Kalgan has revealed a little sneak peek on possible future warlock ability in the expansion. But like Kalgan said himself, until the ability is actually out, it has every possibility of being changed entirely. But anyways, here’s what he said:
“We definitely feel the need for warlocks to gain some sort of active defense so we don’t have to try to balance them around the assumption that they’re “tanking” melee classes. For example, an idea we’re running with internally is the concept of a warlock being able to cast a spell that places a circle of demonic power on the ground. The warlock would be able to teleport to this location from within a relatively short range (ie: 40 yards), and would also be able to summon demons more quickly if they’re standing within the circle.
Note: this idea is intended as a sneak peek, it’s not something that we’re planning for 2.4, it would be more likely as an expansion ability, and may change entirely before said time.”
Blizzard has finally decided to do something regarding the biggest issue on TTR (Test Tournament Realm), which is clicking non stop for nearly an hour to get ONE bandage. They announced earlier that they will be pushing new data to the TTR sometime today and after that, players will now be randomly spawn into:
Northshire
Stormwind
Coldridge Valley
Ironforge
Shadowglen
Crash Site
Valley of Trials
Razor Hill
Sen’jin Village
Orgrimmar
Camp Narache
Deathknell
Sunstrider Isle
And eventually more spawn locatons will be added, and capitol cities spawn points will be removed.
Finally, they will be having 3 of every vendor available except armor vendor. So maybe it’s time for me to get my old laptops out of the closet, I will be expecting 3 bandage out of one hour of clicking instead of 1 now!
Today’s push will make capitol cities only have vendors outside the city limits, and only battlemasters within the city. (Except Exodar). They will be adding a fight promoter at every spawn location where players can:
- Bind to the location
- Teleport to another city (Again, Exodar is the exception)
Blizzard states that their ultimate goal is to have vendors in every immediate town surrounding a capital city.
They said: ” using Stormwind as an example, Northshire, Goldshire, and Sentinel Hill in Westfall will eventually all be filled with vendors.”
I guess that’s why you get a epic mount to start with, so you can run around and pray the next location won’t be as crowded as the previous one.
And last but not least, all existing characters will be wiped with the coming of the next build.
Blizzard explained that there are 3 reasons for this:
1) There is a new character template and it needs testing.
2) We want to continue to test random spawning.
3) We want to test spawn locations.
So everyone be ready for more clicking!
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