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* Furry News
After a fresh start Furry Fury are raiding again.
Naxx 10 has been cleared and is on farm, and we are making progress into Ulduar.
Mature players welcome!

exclamation Naxx 25 Sucess 01/07/09 | 02 Jul 09
Belgamine
13:58:11 by Belgamine
Views: 43 | Comments: 4


Naxx 25 Co Op run with Paroxym

After a slow gathering of members we ventured into Naxx 25, with a few brave friends.
We lay waste to the Arachnid Quarter, the Plague Quarter, and 3 bosses of the Construct Quarter!

!!Well done and Thank you to all who came!!

A special thanks to our brave frends who made up the numbers...
Hover, Mojita, Reilai, Demerta, Máge, Yogevstyleb, Shikrha, Coldy, Secondaardig, Remade, Seet, Haudmkok, and Creatura.

A big congratulations to our loot winners...

Darkpallin - [Heritage]

Cptmongo - [Plague Igniter]

Selfish - [Forethought Talisman] [Touch of Horror] [Cowl of Innocent Delight] [Digested Silken Robes]

Beef -[Ruthlessness] & [Sigil of Awareness]

Hordnik - [Cult's Chestguard] & [Mantle of the Lost Protector]

Lhaliwell - [Fool's Trial]

Infernia - [Heigan's Putrid Vestments]

Ganonthird - [Iron-Spring Jumpers]

Belgamine - [Tunic of Prejudice] [Shawl of the Old Maid] [Accursed Spine] [Mantle of the Lost Vanquisher]

Rickus - [Arachnoid Gold Band]

A good loot run for our healers Smiley



xx Forums | 01 Jul 09
Belgamine
15:11:01 by Belgamine
Views: 19 | Comments: 0

Our forums are having a little rejig.

While some of the newer sections will remain locked untill they are ready, all our regular sections will be open as usual.

If a board is down Let me know in game or via forum PM.

Belg





* Recent Topics
xx Naxx 25 Sucess 01/07/09
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evillyn
July 3, 2009, 17:57:24 PM
xx DK blood: infandum
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July 3, 2009, 13:41:32 PM
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Belgamine
July 1, 2009, 15:12:06 PM
xx Forums
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Belgamine
July 1, 2009, 15:11:01 PM

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MMO-Champion - World of Warcraft Guides and Raid Strategies - News
Live information from MMO-Champion - World of Warcraft Guides and Raid Strategies
Upcoming Arena 2v2 Bracket Changes
Upcoming Arena 2v2 Bracket Changes
Quote from: Bornakk (Source)
After further consideration, and after hearing from many players, we are going to change how we approach the 2 vs. 2 arena bracket in Arena Season 7. We still think the 3 vs. 3 and 5 vs. 5 brackets will ultimately offer the best play experience, especially for very competitive gamers for whom game class balance issues are most noticeable. However, we recognize that many players just prefer to play in the 2 vs. 2 bracket and will miss the chance to earn the current season's gear. Therefore, we are going to still allow the 2 vs. 2 bracket to grant access to the current season of gear with three important exceptions: the current season's weapons will not be available for purchase, the current season’s shoulder armor will not be available for purchase, and players will not qualify for the Gladiator title/rewards unless you earn the appropriate rating in the 3 vs. 3 or 5 vs. 5 bracket. We look forward to the changes in the next major content patch and hope to have a great next Arena Season.


Tier 9 Armor Sets Models Preview
Tier 9 Models Preview
This is now official, the sets we posted earlier are indeed the Tier 9 Armor models and multiple classes within the same faction will share the same armor model with different textures.
Quote from: Blizzard (Source)
In patch 3.2, Call of the Crusade, players will be able to work toward the all-new tier-9 class sets by competing in the Crusaders' Coliseum. To keep with the themes of the Argent Tournament, players will notice this time around that the Horde and Alliance have unique looks to distinguish them apart.

Alliance Mage

Horde Hunter

Alliance Priest

Horde Shaman

Alliance Warlock

Below are the non-official preview of the Plate Alliance and Leather Horde sets I posted a few days ago.

Horde Leather



Alliance Plate






Yogg-Saron Hotfixes, PTR Maintenance
Update - PTR Build cancelled.
Quote from: Dresorull (Source)
PTR maintenance is finishing up, and the servers will be coming back up within the next hour.

There will not be a new build on the PTR today.

Yogg-Saron Hotfixes
Quote from: Daelo (Source)
We've made one additional change to a specific element of the Yogg-Saron fight. Since the fight went live, there has been a hidden protection for players that prevents the casting of Psychosis and Malady of the Mind on targets with less than 30 Sanity. However, because Malady of the Mind has a slow missile speed and the hidden protection could take a second or two to apply, it was quite possible for the 30 sanity targeting threshold to be breached by these two random unavoidable effects.

To try to address this we're raising the threshold to 40 sanity, and increasing the missile speed of Malady of the Mind. Note that the spells are still being cast just as often, so the net sanity loss to the raid will still be the same. This hotfix just evens out the random targeting of the spells across the raid. Also note that the threshold is for targeting purposes of those two spells only, and this fix means Psychosis or Malady of the Mind can still bring you below 40 sanity. If you have 41 sanity, you're a valid target and can then be brought to 32 sanity by a casting of Psychosis on you.

PTR maintenance - 07/02/09
Another maintenance, and most likely another build. Stay tuned.
Quote from: Dresorull (Source)
We will be bringing the PTR servers down for maintenance today at approximately 12:00pm PST.

This thread will be updated once more information is available. Thank you for your patience.


Warlock Q&A, Instance Capacity Update
Class Q&A Series: Warlock
Quote from: Eyonix (Source)
Warlock Q&A with Ghostcrawler and the World of Warcraft Community Team

Community Team: We’d like start this Q&A off by asking a question that players of all classes often ask in regard to the very purpose of their class. In this case, we’re looking specifically at the warlock.

Q. Where do warlocks fit into the larger scope of things currently and where do we see them going from this point forward?

A. The warlock is a caster -- a ranged damage dealer. They can fill only one role, which makes them a “pure” class as opposed to a hybrid. Warlocks have a reputation for trafficking with darkness, and their spells and abilities reflect this -- demons, curses, drains, fears. All warlocks rely on damage-over-time spells and demonic pets to some extent. The Affliction tree focuses on damage-over-time spells, curses, and shadow magic in general. The Demonology tree emphasizes the damage and abilities done by demons. The Destruction tree gives up a little of both to become a little bit more like a mage with direct damage and fire magic. Overall, the vision is for warlocks to feel less fragile than mages. They have historically had higher health pools and easier to sustain mana, but fewer emergency escapes. Keeping the mage and warlock feeling distinct is a big challenge. They fill a similar role and share similar gear so sometimes even the profiles of their character art look similar.

Going forward, we want to try and make the warlock experience more different from the mage. Our new plans for Soul Shards will help here. We want to make them a core mechanic instead of a minor feature that can be neglected at best and feels tedious at worst.

We’re happy with the relative damage done by Affliction and Destruction. Depending on which Lich King patch you look at one or the other are slightly on top, but they’re close. Demonology still seems to lag a little behind. We think there is still room for a strong Felguard build in there. It might be that the pets still require too much management or it could just be that the rotation isn’t as interesting as the ones Affliction or Destruction use right now. Demonology suffers from a little bit of the same problem as the Beastmaster hunter, which is when the pet is such a big part of your damage you are crippled in moments when the pet is killed or ineffectual.

Except for a brief moment early in Lich King, warlocks have been under-represented in PvP and we want to see more of them. We don’t want to get there through fear bombs, though. In fact, we think the damage locks can do is in a pretty good place. The problem is survivability, especially when stunned. Now some of the 3.2 changes are going to chill out damage across the board and we are increasing the survivability of pets in PvP. Both of those changes should help warlocks, who historically have been a little better in endurance fights than quick scrums. If those changes aren’t enough, we’re prepared to make additional ones.

Lich King made the warlock pets more interesting but we think there is still a lot of opportunity here. Some of the pets have abilities that just don’t get much use (Imp Fire Shield anyone?) while other pets could benefit from a couple more abilities. The voidwalker for example does all of his damage through just a simple autoattack. While we are slightly positioning the imp as a Destruction pet and the felhound as an Affliction pet, we think we can make the choice of what demon to use at a particular time more interesting. The succubus has too narrow a niche, and the voidwalker is still used mostly as a level-up pet.

Q. What is it that makes them unique compared to all other classes?

A. Demons are a big one. Warlocks are a pet class, but they gain more of their own power from their pets and can make their pets do more than say a hunter or death knight. The way they do damage is different from a mage because a lot of their damage, even for Destruction, comes from damage-over-time spells instead. Warlocks bring some utility that doesn’t strictly increase raid damage, so we feel like it’s fine to keep those abilities unique to the lock -- things like summoning and health stones. But again, we think the real way to keep warlocks from feeling like mages with pets is to do more with the Soul Shard mechanic.

Q. Soul Shards is subject that has been a constant amongst warlock players since the launch of the game. While we've made some minor improvements over time, players still find Soul Shards to be an annoyance. Are there any plans in motion to make further improvements to the warlock Soul Shard system?

A. Yes. As we have hinted on occasion, we have a revamp of the entire system in the works. This is a big change, beyond the scope of the 3.2 patch, but we are confident -- CONFIDENT -- that the new system will be something warlocks finally enjoy. (I’m sure I will never, ever regret saying that.) We hope to be able to talk more about it at BlizzCon, but the basic idea is that shards provide a combat boost when needed without becoming a resource that needs to be farmed. Currently too many of the shard abilities are maintenance-like things such as demons and stones. Blowing a shard should be a big deal -- an exciting moment. We want to make shards fun and remove the hassle, but we want to make them a core part of the warlock experience and not a marginalized feature.

Q. Most DPS classes can spend three (or less) talent points to decrease their threat by 30%, while warlocks must spend four talent points in two different trees to gain a 10% drop in threat. What are our thoughts on this, and why the discrepancy?

A. There are a couple of situations like this in the warlock tree. The essential problem is we want locks to be able to go down their different trees. When you have something important like threat-reduction or range, it either needs to go very high in the trees where everyone can reach it, or you need to have duplicate talents that essentially accomplish the same thing. The problem with the latter approach is that confusing things can happen when you get both talents -- either they stack (which is too powerful) or they don’t stack (which can be confusing or make talent builds difficult). The way we have tried to solve the latter problem is having some talents affect Fire / Destro and some affect Shadow / Affliction. Of course the problem with that approach is that warlocks use both kinds of damage spells. We recognize that we need to solve this problem, but sliding a lot of talents around is not the right way to do it, and also beyond the scope of 3.2. See below for a partial solution for the threat problem though.

Q. As a follow-up to the last question, would we consider giving warlocks a better "aggro dump" ability? Currently, their one "aggro dump," Soulshatter, has a long cooldown and costs a reagent.

A. We are going to lower the cooldown of Soulshatter to three minutes. We don’t think the shard cost is a big expense in PvE situations. Threat-dump abilities are tricky to balance. We don’t want these spells to feel rotational -- you aren’t supposed to do say Curse of Agony, Immolate, Soulshatter, Curse of Agony, Immolate, Soulshatter. They are there for emergencies.

Q. In PvP, warlocks feel at a disadvantage against melee classes (and hunters), particularly rogues. What are our thoughts in this, and are there any plans to provide warlocks with a little more help in this area? Additionally, players have often suggested allowing Demonic Circle to be usable while stunned, is this something we'd consider?

A. The reason we don’t like making Demonic Circle usable while stunned is that changes the ability from a remote evacuation into a stun-breaker. Our concern is locks would never use it except for the stun removal, which makes the spell a lot less cool. Circle is definitely one of those abilities that requires a lot of finesse. Clever locks can do amazing things with it and beginner locks might not get as much benefit out of it. It’s probably also fair to say that stuns (especially chained ones) have become too important in PvP, especially now that we have toned down the impact of some of the other forms of crowd control.

Q. Pet survivability is something that comes up often. Do we see this as a concern, and if so are there any plans to increase warlock pet survivability and/or consider decreasing the warlock's dependency on pets in PvP?

A. It is a concern. We never wanted it to feel like it was stupid to attack the pet -- like they were so unkillable that you just have to endure damage from the pet while you chase down the lock. You have to remember that locks were once really dangerous in PvP (this was back when we added resilience for DoTs) and so everyone was nervous about making their pets too powerful. It’s just incredibly frustrating to be on the other end of that and finally get a pet down only to have to then face the warlock. However times have changed and we think pets are too fragile now. We tried buffing their health a few times, but we think it’s finally time to add resilience to pets and fix it right.

Q. Continuing off of the previous question, are we happy with pet scaling currently? One constant request by warlocks in PvP, is to allow scaling for resilience. Would we consider making this change?

A. Yes, pets are never going to scale correctly as long as there...


Algalon, Hotfixes, Armory Updates, Blue posts
World First "He Feeds On Your Tears" by Method
A few hours ago, Method managed to kill Algalon in 25-Man without anyone dying during the encounter and got the He Feeds on Your Tears achievement. Congratulations to them.


Recent In-Game Fixes - 07/01/09
Quote from: Bornakk (Source)
Listed below are recent fixes we have applied to the game. Keep in mind that some of these changes may not be active until after the realm has been restarted.

To review previous in-game fixes, please visit: https://forums.worldofwarcraft.com/thread.html?topicId=17631614070&sid=1

07/01/09
  • In the Mimiron encounter, the abilities Rapid Burst and Hand Pulse no longer cause spell pushback.

Armory Updates - Character Profile Enhancements
Quote from: Blizzard (Source)
The Armory's character profiles have received several improvements:

  • Hunter Pet talent trees: Hunter character profiles now display their pets' talent specializations. The currently viewed pet can be selected from a drop-down menu on the hunter's talent page that includes the pet's in-game name and creature type.
  • Hunter Pet Calculator: The Armory's Talent Calculator includes a new Pet Calculator tab that displays the three possible talent trees for pets. Each talent tree (Ferocity, Tenacity, and Cunning) is accompanied by a grouping of the creature types that use them.
  • The reputation page has been redesigned with collapsible subcategories and a new "Listed View" that displays all of a character's reputations in a single list which can then be sorted by reputation level and name.

2009 Warcraft Regional Finals: Videos & Gallery
Quote from: Nebu (Source)
Last Sunday, the 28th of June, the 2009 Warcraft Regional Finals for Warcraft III: The Frozen Throne and World of Warcraft in Cologne, Germany came to an end. We have prepared for you a video page with an overview of all the matches that were played during the event. We have also updated our Gallery with more photos from the event. Make sure to check it out here!

Please check back frequently over the next few days as we will be updating this site with after-event footage and commentaries on the matches.

Blue posts
Quote from Blizzard staff
Priest (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Shadow Priest Q&A (Source)
Question 1: What does blizzard see as shadow priest roll in pvp or pve situations?
PVE: I dont pve much but from my understanding there are aoe monsters is this the niche you intended them to fill in pve? I once saw a blue saying that they didn't want anyone filling that niche!
You're a dps class that focuses on dots and "stealing energy" from opponents. I'll write a prettier version for the official Q&A. Shadow priests can do single target damage and now in LK can do AE damage as well.

PVP: As you all may know Priest are the only class with TWO healing trees. Did you want our dps tree to also have a strong healing component through Vampric Embrace? I often hear shadow priest refered to as the Pre-BC caster tank, are there any intentions of turning shadows priest back into this role anytime soon?
Yes on the VE part. "Caster tank" as a role is a little risky. It basically means that melee have to close the gap to finally do damage to you, yet once they do... they still have trouble hurting you. I know that makes you want to say "But melee are crushing us right now!" That might be a problem, but doesn't mean the right answer is to have non-fragile casters. You are probably tougher than mages, and still have decent escape mechanisms with Dispersion and fears.

Question 2: Was mind flay always intended to be our "filler," damage spell instead of a nuke or was it ment to be a mainly pvp spell? If it wasn't are you intending to give us a nuke? I ask because to my understanding shadow priest scale very poorly with haste which brings me to my next question.
We don't really design every caster around nukes. That's kind of a mage deal where they emphasize one main spell. We want the other casters to feel differently, to have rotations. Mind Flay is part of that.

Question 3: Does blizzard intend to make haste effect dots? As you all may know this would help with some scaling issues and I don't see why they couldn't do this, they already did it with crits!
It's something we're talking about. Haste is a problematic stat for a number of reasons. It isn't always good for example if you don't have enough room in your rotation to fit another spell. It isn't good if you're GCD capped. Now, it's okay -- in fact preferable -- that stats aren't equal for everyone. We like that not all casters would look at say a ring with haste, crit and spirit the same way.

Question 4: Does blizzard think that dispel protection is a problem for dot heavy casters? If you do what are you planning to do to fix this? If you don't why not? I understand that vampiric touch has a penalty for being removed but I just don't feel like it is strong enough or even compares to it's much stronger version unstable affliction.
We think the whole dispel protection game needs to be overhauled. Buffs should be valued for their buffs, not for whether or not they can protect other buffs. We need to change this whole system to something more sane. Whether or not you have a dispel, and whether or not your target is vulnerable to it has just become way too important. You are right that the VT penalty is so low as to be silly, and that's something we would like to boost for 3.2.

Question 5: Alot of players feel as though replenishment should belong solely to shadow priest, we understand that you would like to "bring the player not the class," but honestly could you say that having a unique class/spec ability is such a bad thing?
Yes, it's a bad thing. It's good if you're a shadow priest wanting a raid slot. It's bad if you're the druid or warrior who can't come because the raid leader feels like they must bring the shadow priest in order to raid. We want the challenge to be the encounters, not the logistics of building the group.

Question 6: It takes shadow priest significantly longer to set up our damage than other classes. Would it be in your intentions to add an initial damage component to vampiric touch and make it instant cast to help alleviate some of the wait-time for damage?
I think there is something to the set-up-your-damage issue, but at the same time, dots also have a lot of benefits over direct damage spells. We would not want any spell that Shadow priests felt like they could just cast instead of doing their rotation, and if the instant-damage spell was weaker than the rotation, it would likely see only situational use (though maybe that's a fine niche).

Questions 7:Are you planning on implementing a snare/root for shadow priest? Shadow Priest is currently the only caster that has no snare/root abilities. These types of abilities are essential when we are not able to tank damage and wear cloth.
We don't want to give every mechanic to every class if we can help it. Just above you asked if it was a bad thing to have some unique mechanics. Saying no isn't the same as saying everyone can have some mechanics. We intend for the Shadow CC to be things like Psychic Horror and Silence, and to a much lesser extent, Mind Control.

Question 8: Shadow priest are always triggering our global cooldown but have no way to make it shorter. Are you planning to implement maybe a talent to reduce our global cooldown?
We wouldn't do it through a talent, but we might let haste do it. Remember, the global is there for a reason. Having too many abilities short-circuit it will ultimately have consequences.

Question 9: : As you may know shadow priest have a fair amount of mobility issues, are you planning on adding a short immunity to snares after fade is used? ( Improved Fade ofcourse.)
No. We would be more likely to nerf snares. We don't want to have an arms race of snares, then snare immunity, then the snare that can't be made immune, and so on.

Question 10: Are you planning to add Body and Soul to the shadow tree?
No.

Question 11: The fear/blind DR has severely destroyed a lot of synergy shadowpriest and rogues shared, are you planning to rever...