Nov 22nd 2009 8:07AM I'm working my way through these now.
Theyr'e good fun and easily doable so far, as a lvl 80. Just the Turkinator is proving tricky, but that's because of the sheer number of people trying at the same time, so doing that later in the week should help.
Oct 15th 2009 4:09PM The relics do seem rather poor yes..
As an enh, shaman, I see my Totem of Quaking Earth is pretty much active all the time after the first proc.
Proc rate is high enough and cooldown on Lava Lash is low enough that it re-procs before it ends.
Now judging by the text, new Enhancement relic will be guaranteed proc so it also won't fall off (at least not in single-target fights), but it'll have to be a long-ish fight before the barely 10% higher AP in the end compensates for a pretty big loss in the first 24 seconds of the fight.
Looks like I'll be going for the "Elemental" one as well, if I upgrade at all. The extra haste just seems more useful as a first impression, as it means more maelstrom procs & melee damage.
Aug 24th 2009 10:06AM Night Elf mages won't be "just a big FU to every single lore nerd in the game. "
Real lore nerds should be aware of the Shen'dralar hiding out in Dire Maul, which starting with 3.2.2 will be seeking to rejoin the Night Elves of Darnassus (according to the PTR).
So the assumption that leads from there is that come Cataclysm, they will be more or less (probably less) welcomed back to the Night Elves, in the same way that Humans and (especially) Orcs tolerate Warlocks in their ranks.
Aug 14th 2009 10:54AM Blizz could keep the lore nerds happy by implementing this as Caverns of Time: Onyxia's Lair.
Think about it:
- The "real" lair in Duskwallow Marsh can stay unchanged, and we can forget about any timeline issues that crop up when trying to match player progression with story progression.
- This isn't over-using CoT, it's using it for what it's meant to be: a vessel to re-visit key lore moments not represented in the game yet.
- The lore moments in question would of course be lifted from the comics, where Varian goes in and offs Onyxia. This also provides a tie-in with the Infinite Dragonflight - they try to stop Varian here, with the stated goal of keeping the Alliance from being ruled by a hot-tempered xenophobe and thus avoiding the increasing tension between Horde and Alliance that we have to deal with in Northrend.
- Adding said lore also adds opportunities to introduce new/updated tweaks to the encounter to make sure it plays differently. Or at least to spruce up the few trash mobs before the boss.
Aug 7th 2009 10:54AM Mal'Ganis joining in in the fight against Arthas would be a valid option.
Those who completed the Ebon Blade quest chains in Icecrown would be aware of his return and his new disguise, and the fact that he seeks revenge on the Lich King. If Kael'Thas shows up *again* it's probably alongside Mal'Ganis, a reborn Verimathras and/or some other buddies tied to the Burning Legion.
Yes I do expect Verimathras to re-appear after the battle for the Undercity. Dreadlords do tend to re-appear after they have been defeated, destroying their physical presence and casting their essence back into the Twisting Nether.
Jul 31st 2009 12:06PM From what I understand, the number of attempts you take determines the amount/quality of extra loot you get at the end.
Hard Mode would be not wiping at all, with loot getting worse on every few failed attempts.
I think the total of 50 attempts just is a not-too-subtle way to say "You've earned your ticket onto the Fail Train. Now go back to easy mode for more practice".
Then again, by the time I get to the 50th wipe in any raid I'd be headdesking and ready to give up for the week anyway...
Jul 22nd 2009 6:13PM you forgot:
6. Watch the "How to Paladin" series of vids found in the usual places where you can find WoW movies
Jun 28th 2009 5:52PM "In theory, this should no longer be a problem if bosses drop different items for Horde and the Alliance."
If Blizzard can insert faction-specific NPC's into Nexus and Ulduar, they should have no problem inserting faction-specifc loot-tables. Remember that from what we've seen so far, the gear is identical stat-wise, just different names and models. I imagine it shouldn't be too hard to go by a single loot table that sets what drops where, and when determining actual drops to check which faction an instance ID belongs to and hand out the right model/name.
Jun 26th 2009 7:20AM I agree with Bort above.
The buff to Armored to the Teeth increases the AP gain by 2/3rds. ( 180/108 = 5/3 ). It's a boring, but effective buff to all DPS builds (I've yet to see one that skips the talent) and many Protection builds (mine's not the only build I've seen that moves some point elsewhere)
Don't like the ideas to make strength grant health though. Improving it's significance would be nice, especially for Protection, but making our health depend on it turns the class into a one-stat pony which is boring, and takes away the meaning from the word "stamina" as allowing you to out-last whatever's thrown at you.
Would also prefer to see strength adding to armor penetration instead of to crit. It seems to fit better flavor-wise (just punch through a piece of armor instead of stabbing around it), and would help gameplay-wise to set warriors apart from the Agi-based classes. (And there'd be no real need to remove the bonus from Battle Stance, unless it becomes too easy to reach 100% armor penetration with such a change).