Thursday, July 9, 2009

WWW.WRATHOFLICHKING.ORG UP

Check out http://www.wrathoflichking.org for latest guide reviews

Wednesday, November 5, 2008

Achievements in World of WarCraft



Achievements in World of Warcraft is really cool. My friend cast the scroll of resurrection on my account and I reluctantley took the opportunity to reinstall this game for the 3rd time. I am using this 10 day period to ween me over to play again. During this time it will determine whether or not I want to play Wrath of the Lich King.
So back to the story as I was logging into the game I clicked on my horse and Flying Gryph it showed that the items were added to my collection. I was like WTF?
This I noticed they were gone from my bag. I was noobing out trying to figure out where they went then I saw my Pets and they were all there. This was a God sent request straight from Blizzard! Now I can truly Save space on my slots and utilize my storage for better needs.

This I noticed another thing in the game was achievements. It showed every quest and kill pretty much everything I ever achieved from killing Onxyia and other bosses to my PVP kill count it was awesome. I hope this is a testament to what is to come with Wrath of Lich king. Now I have to get some mods going and find a better mouse!

Tuesday, November 4, 2008

Lastest Map of NorthRend for Wrath of Lich king Expansion





I ran across this map of the different zones of Northrend. Pretty cool map to go by.

Surviving the Zombie Invasion!!




Ok, everyone's seen at least ONE plagued zombie walking around trying to eat everyone's brains out, right? I'm pretty sure everyone's been one or has had a close shave of being one, right? Now, how are you going to survive against the overwhelming odds? Here's your guide. Following the rules stated below will significantly increase your chances of surviving in the zombie apocalypse. Will you never die? No, but you'll sure live a lot longer.

1. Most important rule. ALWAYS KNOW EXACTLY WHAT'S GOING ON AROUND YOU!!! If you leveled on a PvP server you should be fairly familiar with this rule. No matter what level you are or how good you are at dodging zombies, if you don't see them, you can't avoid them.

2. Keep a stun off CD. If that pesky zombie decides to lurch when he's about 10 yards away and you don't have a stun up, you're toast. Note that while lurching, THEY ARE IMMUNE TO NORMAL SLOW/ ROOT AFFECTS. Stuns are the only way to stop them while lurching.

3. If your class has no ranged stuns, never let the zombies closer than about 15 yards. If they lurch inside that circle, you're hosed.

4. Watch out for the plague clouds. If you're in one, immediately get out of the cloud and slow the approaching zombies. Be ready for them to lurch.

5. If you see a zombie trying to explode, stun or interrupt them IMMEDIATELY if you are within ~15 yards.

6. If you get plagued and you can dispel it, do so immediately. It may take more than one try, and you want a buffer of about 20 seconds to make sure you can get it off in time.

Now, here's some general strategies to kill zombies for some classes (some help here would be appreciated):

Rogue/Warrior: RUN. Seriously, you guys can't do crap about the zombies.

Pally: You're more gifted than you think. Although you're not happy if you run into a whole pack of them, you can kite around one zombie and spam instant-casts at them until they die. If they get too close stun them, melee them if you used a HoJ that lasts for at least 5 seconds and use one instant melee attack if you're specced for it. Run away and keep kiting.

Druid: Root/ Cyclone them, make sure Moonfire is up, then spam Starfire. Easy, just make sure they don't get too close.... If there's more than 1, RUN.

Shaman: Kite with frost shock and spam cast spells at them. Lay down an Earthbind totem if they resist frost shock, or if there's more than 1 zombie. Just cast damage spells until they die.

Hunter: Put your pet on passive so it doesn't get plagued, and kite the zombies around. Not too hard.

Mage: Kite them around with frost spells and hit frost nova if the zombies get too close. One of the easier classes.

Warlock/Priest: I don't know a whole lot about you guys... some help here would be nice.

If you're one of the classes capable of dispelling diseases, do so whenever possible.

Blizzard adds 3 different forums to help classes out.

With the the latest Wrath of the Lich King coming Blizzard has decided to up their game in the forum area by adding 3 different forums to help classes out in the raiding area. The following was posted by good ole blue the other day on the forums.

With the upcoming release of Wrath of the Lich King and the many changes the expansion brings to classes and mechanics, we have decided to rearrange our forums to make it easier for players to hold constructive discussions. To that end, we have added three role-based forums: Tanking, Damage Dealing, and Healing. Why?

Common ground for common roles. The new structure provides central places for players of diverse classes and specs to discuss their common roles. Until now, there was no one obvious forum for a holy paladin to discuss Arena healing tactics with a restoration shaman, or for a protection warrior to talk tanking mechanics with a feral druid. This often led to splintered, fractured, and redundant discussions.

The class forum structure is great for players of each class to have a sense of identity, but it isn't necessarily effective for taking into account the impact of talents. While lumping together a shadow priest and a holy priest (for example) may be good for maintaining the identity of priests, this isn't always effective in terms of our ability to address the very different roles these two talent specializations fulfill.

Celebrate diversity! While a tank tanks and a healer heals, the specific ways each class and talent build go about these roles are very distinct -- and the addition of new abilities in Wrath of the Lich King will continue to add even more ways to play. The new forum structure will still be a place for a frost mage (for example) to discuss tricks of the trade with other frost mages, while at the same time facilitating an understanding of the unique tools that rogues or other damage-dealers have to perform similar functions.

Help us help you. The new forums will also allow the community team and developers to follow discussions and gather feedback more effectively as the game continues to evolve -- which, ultimately, translates to a better World of Warcraft for you.

Please bear in mind we will have a continued moderation presence on the class forums to ensure discussion remains civil, however, the focus of our posting about class roles will be on the new role-based forums. You can begin using the new forums immediately at the links below:

Tanking- http://forums.worldofwarcraft.com/board.html?forumId=13395580&sid=1

Healing- http://forums.worldofwarcraft.com/board.html?forumId=13395582&sid=1

Damage Dealing- http://forums.worldofwarcraft.com/board.html?forumId=13395581&sid=1

Monday, November 3, 2008

Latest Patch Notes for 3.03

General

* Removed “A Mask for All Occasions” as criteria for the “Hallowed Be thy Name” meta achievement.
* Replenishment: Players below level 50 can now benefit from this effect.
* Resilience: The damage reduction component of resilience has been increased from 2 times the critical strike chance reduction to 2.2 times the critical strike chance reduction. In addition, the maximum damage reduction to a critical strike from resilience has been increased from 30% to 33%.

Racial

* Blood Fury: No longer triggers global cooldown.
* Shadowmeld: The cooldown will now start on use instead of on break.

Druids

* Druid talents points have been refunded. Players will need to visit a class trainer to relearn spells and abilities.
* The Swift Flight Form is now available on the trainer at level 71, requiring 300 riding skill, and Flight Form learned.
* Bash: The interrupt from this ability will now work on targets that are immune to the stun.
* Berserk: Now clears the cooldown on Mangle Bear.
* Earth and Moon and Moonfury (Balance) reduced from 5 ranks each to 3 ranks each.
* Eclipse: Buff duration extended to 15 sec and bonuses doubled. The cooldown has been increased to 40 seconds.
* Growl: Cooldown changed to 8 sec.
* Insect Swarm: Tooltip corrected to indicate it does not affect hit chance with spells.
* Moonkin: Only single target spell critical strikes can trigger the mana gain from this talent.
* Nature’s Swiftness: This ability will no longer give chances to trigger Omen of Clarity.
* Omen of Clarity: Will no longer be triggered by the Honorless Target buff gained when entering the world.
* Survival Instincts will no longer be on the Global Cooldown.
* Swiftmend: now benefits correctly from Genesis talent.
* Tiger’s Fury: Ranks 5 and 6 have had their damage bonus decreased.

Hunters

* Aimed Shot: Added to Barrage and Improved Barrage talent.
* Animal Handler: Now increases your pet’s expertise by 5/10. (No longer increases the pet’s chance to hit.)
* Aspects now have a shared cooldown category of 1 sec and no longer have a start cooldown.
* Aspect of the Dragonhawk: New aspect added that combines the benefit of Aspect of the Monkey and Aspect of the Hawk, available at level 75 and 80.
* Aspect of the Monkey: The Dodge chance has been increased from 8% to 18%.
* Aspect of the Viper: The per attack mana regeneration has been reduced by 50% but this ability now generates 4% of maximum mana every 3 sec. In addition, the per attack regeneration now also works on melee attacks.
* Disengage now fails if you’re rooted and is no longer on the global cooldown.Cooldown reduced to 25 seconds and no longer requires a target, though the hunter has to be in combat.
* Hunter vs. Wild: The attack power bonus from this talent now applies properly to Hunter pets. In addition, the bonus attack power will now be recalculated properly from equipping items.
* Improved Aspect of the Hawk: This talent no longer causes incorrect mana costs when interacting with the Rapid Recuperation and Improved Steady Shot talents.
* Mana cost of Disengage has been lowered to 5% of base mana, down from 14%.
* Pets
o Rake (Cat), Scorpid Poison (Scorpid): Lowered damage of all ranks.
o Stampede (Rhino): Lowered the knockback to 10 yards.
o Raised the damage of exotic attacks: Spirit Strike, Lava Breath, Froststorm Breath, Acid Spit, and Stampede.
o Lowered the cost of pet specials from 25 to 20.
* Thrill of the Hunt: The mana gained from using this talent with Explosive Shot is now 1/3 of the normal amount per critical strike (but gets 3 opportunities per cast.)
* T.N.T.: Explosive Shot can now only trigger this talent when it is initially fired.
* Windfury Totem and Improved Icy Talons no longer affect ranged haste.

Mages

* Arcane Potency: The additional crit bonus is now consumed immediately on cast of a travel time spell, so it is no longer possible to make two spells benefit from one charge. (Ex. Fireball followed by Fireblast.)
* Blast Wave: no longer receives double the intended critical strike bonus from Combustion.
* Burnout: Now consumes extra mana as intended when Living Bomb gets a critical strike.
* Brain Freeze: Now only frost spells that can chill can trigger the mana gain from this talent.
* Cold as Ice: No longer reduces the cooldown on Deep Freeze.
* Deep Freeze: Now consumes a charge of Fingers of Frost when used.
* Focus Magic: Now works properly when mages with this talent use the ability on each other.
* Frostfire Bolt: The periodic damage effect from Rank 2 of this spell now benefits from spell power gains.
* Living Bomb: Mana cost reduced to be the same as Arcane Explosion.. It no longer causes the caster to stand up when the final explosion occurs and it is now possible for each mage to have Living Bomb active on a target.
* Master of Elements: Now works with Living Bomb.
* Molten Fury: This talent no longer prevents Ice Lance ranks 2 and 3 from dealing triple damage against frozen targets.
* Reduced the mana cost of Fireball, Frostbolt, Frostfire Bolt, Arcane Blast, Arcane Missiles, and Arcane Explosion.
* Torment the Weak: Now works correctly when the Mage also knows the Molten Fury Talent.

Paladins

* Art of War: No longer increases critical strike damage on Judgements, Crusader Strike, and Divine Storm, instead increases all damage done by those abilities by a smaller amount.
* The Avenger’s Shield bounce distance has been reduced to 10 yards (from 15).
* The epic ground mount is now available on the trainer at level 61, requiring 150 riding skill, and the non-epic mount learned.
* Blessing of Might: Rank 8 points increased slightly to prevent from being overwritten by Battle Shout 8 that has a shorter duration (also applies to Greater Blessing of Might 3.)
* Blessing of Sanctuary: It is no longer possible to have both Blessing of Sanctuary and Greater Blessing of Sanctuary active on a target at the same time.
* Crusade: No longer applies damage bonus twice to critical strikes.
* Divine Plea: This spell’s duration is no longer affected by haste.
* Divine Purpose: Rank 1 of this ability will now correctly determine its chance of remove stun.
* Enlightened Judgments now increases range by 15/30 (was 10/20).
* Eye for an Eye: No longer breaks crowd control effects.
* Hammer of Justice: The interrupt from this ability will also be redirected when the stun is redirected. In addition, the interrupt will now work on targets immune to stun.
* Hammer of the Righteous: Tooltip corrected to indicate it does 4 times weapon dps instead of 3.
* Hammer of Wrath: Now can’t be used until the target is below 20% health.
* Infusion of Light (Holy) now affects Flash of Light too, reducing its cast time down to zero and can be used while moving.
* Judgements: The debuffs from Judgement of Light, Judgement of Wisdom, and Judgement of Justice will no longer be applied if the Judgement spell itself misses.
* Judgements of the Pure: Haste increased to 3/6/9/12/15%.
* Judgements of the Wise: Mana gained reduced from 33% to 15% of base mana.
* Judgement of Wisdom: Mana gained reduced to 1% of maximum mana and proc frequency cut by 50%.
* Repentance PvP duration reduced to 6 sec.
* Righteous Defense cooldown has been lowered to 8 sec (was 15 sec).
* Righteous Vengeance: No longer increases critical strike damage on Judgements and Divine Storm, instead applies a DoT effect similar to Deep Wounds.
* Seal of the Martyr: Tooltip for Judgement damage was incorrect and has been fixed.
* Sheath of Light: Now correctly benefits Judgements of Command, Blood, and The Martyr.
* Shield of the Templar now also reduces all damage taken by 1/2/3%.

Priests

* Binding Heal: Now only consumes one charge of Holy Concentration per cast.
* Borrowed Time: Charge no longer consumed by spells with a base cast time that is instant.
* Devouring Plague: The bonus coefficient has been increased to be on par with other DoT spells. Base damage on ranks 7,8,and 9 decreased to partially compensate for better scaling.
* Divine Providence: This talent now also reduces the cooldown of your Prayer of Mending spell by 6/12/18/24/30%. With 5 points applied, it takes Prayer of Mending’s cooldown from 10 sec to 7 sec.
* Divine Spirit: Now can be refreshed properly on self after logging in and out or zoning. (Also applies to Prayer of Spirit.)
* Guardian Spirit: A target may now have only one Guardian Spirit active.
* Healing Focus: Now works properly with Penance.
* Improved Divine Spirit: No longer improves Divine Spirit after untalenting sometimes.
* Inner Focus: Now works properly with Mind Flay, Mind Sear, and Penance.
* Prayer of Spirit: Will no longer stack with other raid spell power buffs.
* Shadowform: Devouring Plague, Shadow Word:Pain, and Vampiric Touch cast in Shadowform deal increased damage percentage equal to the player’s chance to get a spell crit on their target.
* Shadow Word:Death: The self-damage from this spell can no longer be reflected or redirected.
* Vampiric Touch: The Spell power coefficient has been doubled and no longer triggers Replenishment when other priests cast Mind Blast.

Rogues

* Combat Potency: Now only works with auto attacks (no more Shiv.)
* Fan of Knives changed to be castable with no targets, further improved the visual affect and it no longer plays an impact on the caster. Now benefits correctly from the Find Weakness talent.Cooldown reduced to 10 sec.
* Killing Spree: Instead of making the rogue untargetable, now causes all players to lose targeting on the rogue and the rogue to be unstoppable during its duration.
* Riposte: Duration of this effect no longer reduced by other effects that reduce disarm duration.
* Shadow Dance: The cooldowns on Sap, Garrotte, Ambush, Cheap Shot, Premeditation, Pickpocket, and Disarm Trap are no longer increased while this ability is activated.

Shaman

* Bloodthirst: Percentage of damage from attack power raised from 45% to 50%.
* Flurry: Now grants the proper number of charges when it triggers.
* Improved Fire Nova Totem: Increases the damage done by your Fire Nova Totem by 10/20% and your Fire Nova totem has a 50/100% chance to stun all targets damaged by your Fire nova Totem for 2 sec.
* Lava Burst: The base damage has been increased by approx. 10%.
* Maelstrom Weapon: Tooltips corrected to correctly describe the chance for this talent to be triggered.
* Riptide: The initial heal amount has been increased on ranks 3 and 4 and periodic healing has been increased on all ranks.
* Stormstrike: Other shamans can no longer consume charges of your Stormstrike, and each shaman can have their own stormstrike on the victim.
* Storm Reach is now called “Elemental Reach” and now includes Lava Burst.
* Thunderstorm: Mana gain has been increased to 8%.
* Tidal Mastery: Now correctly applies its critical strike bonus to Earth Shield.
* Tidal Waves will now also proc with Riptide.

Warlocks

* The epic ground mount is now available on the trainer at level 61, requiring 150 riding skill, and the non-epic mount learned.
* Demonic Sacrifice: The buffs from this ability will now be retained properly when logging out or zoning.
* Demonic Empowerment: This talent no longer gives excessive threat to the Warlock’s Voidwalker and is no longer on the global cooldown..
* Demonic Tactics: Increased the critical strike bonus for both the Warlock and pet.
* Destructive Reach: Now properly reduces threat on Chaos Bolt and Shadowflame.
* Drain Soul: Rank 6 now properly deals additional damage to targets below 25% health.
* Emberstorm: Increased the fire damage bonus.
* Haunt: The cooldown has been changed to 8 sec, and refreshing the Haunt will trigger the heal from the existing Haunt.This ability will no longer heal for incorrect amounts or fail to heal when the Huaunt damage was the killing blow.
* Inferno: The Infernal is now useable indoors and the tooltip has been updated.
* Master Demonologist (Felhunter) will now also reduce damage taken by Holy.
* Ritual of Doom: Now works correctly even when the Warlock already has a pet (dismissed the existing pet.)
* Shadowflame: Damaged increased approx. 75%. Coefficients unchanged.
* Shadow Embrace: Now works on ranks 1-4 and stacks properly with multiple applications.
* Shadow Mastery: Increased the shadow damage bonus.
* Soul Link (Demonology): Increased from 15% to 20%.

Warriors

* Armored to the Teeth: Grants only attack power(as intended) and recalculates the bonus immediately upon learning any rank of the talent.
* Bladestorm: Now breaks all snares and roots on the warrior when activated.
* Bloodthirst: Cooldown reduced to 5 sec.Percentage of damage from attack power raised from 45% to 50%.
* Deep Wounds: Now works properly with Heroic Throw.
* Heroic Throw: No longer gains increased damage from the warrior’s agility.
* Improved Rend changed to 10/20%.
* Rampage: Can now be triggered by off-hand Whirlwind damage.
* Rend: Damage has been adjusted to be less base and more weapon based.
* Rend: Ranks 9 and 10 now do 35% more damage when the target is above 75% health instead of 4 times damage when the target is enraged. Sudden Death: Now has 3/6/9% chance on hit instead of 10/20/30% chance on crit.
* Titan’s Grip: Changed to 5% penalty.
* Vigilance: Now properly transfers threat generated by heals.

Professions

* The level requirements required to train gathering skills have been removed.
* Alchemy
o Reduced the effect of Elixir of Mongoose and Elixir of Major Agility.
* Inscription
o Glyph of Crusader Strike: Now reduces mana cost by 20% instead of increase damage on stunned and incapacitated targets.
o Glyph of Flame Shock: Now extends duration by 6 sec and prevents Flame Shock from being consumed by Lava Burst.
o Glyph of Lava: Glyph of Earth Elemental removed and replaced with this glyph. This glyph increases coefficient on Lava Burst by 0.1.
o Glyph of Mind Flay: Now sets snare to 10% instead of removing it.
o Glyph of Rejuvenation: Now works correctly when the target is not self.
o Glyph of Shiv: Replaced with Glyph of Vigor, which increases maximum energy by an additional 10 for those with the Vigor talent.
o Glyph of Shadow: Glyph of Mind Soothe removed and replaced with this glyph. This glyph increases spell power by 10% of spirit for 10 sec after critting while in Shadowform.
o Glyph of Shadow Word: Pain: Increases damage done by Mind Flay when SW:P is present by 10%.
o Glyph of Sinister Strike: Chance increased to 50%.
o Glyph of Souls no longer removes soul shard cost. It instead reduces the mana cost of your Ritual of Souls spell by 70%.
o Glyph of Spirit of Redemption: Tooltip corrected to 4 sec. extra when the glyph triggers.
o Glyph of Strength of Earth: Replaced with Glyph of Lava Lash, which increases the bonus from having Flametongue Weapon by 10%.
o Glyph of Trueshot Aura: Now increases Aimed Shot crit chance instead of increasing attack power bonus.
o Glyph of Totem of Wrath: Replaced with Glyph of Elemental Mastery, which decreases the cooldown on Elemental Mastery by 30 sec.

User Interface

* For additional notes on Lua and XML changes please visit the UI & Macros forum.

Items

* The war against spelling errors continues: many items have had typos removed or their functionality clarified.
* The item quality on several quest rewards was incorrect and has been altered.
* The phoenix summoned by Ashes of Al’ar has had his flame trails restored.
* Guardian’s Band of Subjugation now correctly grants universal haste.
* Girdle of the Warrior Magi now has a socket bonus.
* Some one-hand spell power weapons are now main hand only.
* Heart of the Dragon should now provide a consistent amount of Ranged Attack Power.
* Loatheb’s Shadow should now provide a consistent amount of Ranged Attack Power.
* Spirit-World Glass now correctly has a cooldown.
* Discerning Eye of the Beast procs should now be more obvious.
* Focusing Lenses now have a cooldown.
* The Horseman’s Reins should again function in Dalaran.
* Haute Club Membership Card no longer prompts players to open it.
* The buff granted by Frenzyheart Insignia of Fury now has a correct tooltip.
* Harness of Carnal Instinct no longer has bonus armor.
* Boots of the Protector have been brought in line with protection paladin itemization changes.
* A tooltip error in the Glyph of Sprint has been corrected.
* Grilled Sculpin now correctly grants Ranged Attack Power.
* Libram of Souls Redeemed should now only affect Holy Light.
* Legacy items that had both melee and spell critical strike rating have been integrated to the unified rating.
* Held in hand books created by Inscription are now Bind on Equip rather than Bind on Pickup.

Bug Fixes

* Fixed an issue that was affecting terrain rendering on GeForce 3 and 4 Ti cards. Those that added the command Set fixedfunction 1 to their config.wtf file should remove it to avoid a decrease in performance.
* Glyph of Rupture: The tooltip has been corrected.
* Druid: Omen of Clarity now has a reduced chance to be triggered by Hurricane.
* Hunter: Ferocious Inspiration will now apply raid-wide, as intended.
* Hunter Pets
o Sonic Blast (Bat): Will no longer ignore LoS.
o Bad Attitude (Croc): Will no longer ignore the Longevity buff.
o Thunderstomp (Gorilla): Will no longer have a physical coefficient instead of a magical one.
o Gore (Bore): Fixed an issue where a wrong value was being applied.
o Savage Rend: Corrected typos in the tooltip.
* Mage: Burning Determination will now work properly.
* Mage: Living Bomb’s “explosion effect” will now be properly classified.
* Paladin: Judgement of Wisdom: Fixed a bug allowing one copy on target per paladin.
* Paladin: Judgement of Light: Fixed a bug allowing one copy on target per paladin.
* Priest: Holy Reach (Rank 2) will now increase the radius of Divine Hymn properly.
* Priest: Inner Focus will now properly increase the critical strike chance of the talent Penance.
* Rogue: Deadly Poison Rank 8 will now do less damage than Rank 9.
* Shaman: Totem of Wrath tooltip updated to reflect that it affects all crit chance and indicate that it increases Spell Power (instead of just damage).

Death Knight FAQ

Wrath of Lich King's new class Death Knight had come with several questions which Blizzard had kindly answered.

The most intriguing is the ability to move one Death Knight on a server where you have one character above 55 and pay for a transfer to a new server where you may not have a high level or a character at all.

Here are some more answers to the Death Knight questions.

Q. What races can be a death knight?
A. Every race has the availability of being a death knight.

Q. Who is eligible to create a death knight?
A. Players who have at least one level 55 character on a realm may create a death knight on that realm.

Q. What if I have a level 55 character on one realm but want to create a death knight on another realm to play with friends?
A. At the launch of Wrath of the Lich King, you will only be able to create a death knight on the same realm where you have an existing level 55 or higher character. In the future, we plan to allow the creation of a death knight on any realm (provided you have at least one level 55+ character).

Q. Can I create a death knight on one realm and transfer it to another realm?
A. Yes, you will be able to transfer a death knight, using either a free character move or a paid character transfer. Normal fees still apply.

Q. Can I create a death knight on one account and transfer it to a new account?
A. Death knights can be transferred with the same fees and restrictions as any other character.

Q. If I move a death knight to another realm now, can I get a refund later when the option to create a death knight anywhere is available?
A. We will not be giving refunds to players who have relocated a death knight to another realm prior to the open creation point for all realms.

Q. Can I create a death knight on the opposite faction?
A. You will be able to create a death knight on the opposite faction provided that it is on a PvE realm. The standard restrictions for character creation apply for PvP realms.

Q. Is there a limit on how many death knights I can create?
A. You will only be able to have one death knight per realm at any one time. Should you delete a death knight, you will still be able to create a new one.