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Blizzard Combat Ratings
Posted by WolfGrim on Thursday, May 31 @ 20:25:00 PDT
Primarily for you stats folks (pulled from worldofwar.net directly):

Here's some figures for you all you stat heads, an updated version of the combat rating system with the appropriate level 70 values courtesy of Blizzard.
  • Combat Ratings conversions at level 70 (rounded to 1 decimal point):
  • Weapon Skill Rating: 3.9 rating grants 1 skill point
  • Defense Rating: 2.4 rating grants 1 defense skill
  • Dodge Rating: 18.9 rating grants 1% dodge
  • Parry Rating: 22.4 rating grants 1% parry
  • Block Rating: 7.9 rating grants 1% block chance
  • Hit Rating: 15.8 rating grants 1% hit chance
  • Spell Hit Rating: 12.6 rating grants 1% spell hit chance
  • Critical Strike Rating: 22.1 rating grants 1% critical strike chance
  • Spell Critical Strike Rating: 22.1 rating grants 1% spell critical strike chance
  • Haste Rating: 10.5 rating grants 1% haste
  • Spell Haste Rating: 21 rating grants 1% spell haste
  • Resilience Rating: 39.4 rating grants 1% less chance of being struck by any type of critical strike, and 2% less damage taken from critical strikes.



Blocks
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Blizzard on Shamans
Posted by WolfGrim on Thursday, May 10 @ 18:24:32 PDT
Blocks From Blizzard, concerning Shamans:

Enhancement Shaman have a difficult time in PvP compared to the other trees. While Elemental and Resto are regarded by the devs as performing well in PvP situations, there seem to be a lot of folks who leveled with Enhancement, which lends itself well to the solo game, but the transition into end-game PvP could cause a shift where players either respec or continue with Enhancement. These folks may not want to respec due to their love of that tree or aspect, particular gearing may become an issue that player's may have to review for themselves, etc. This may or may not be the case in all situations, but when it comes down to it, if you really wanted to optimize for PvP, enhancement might not be the best choice for it.

Conversely, in PvE, while Enhancement can put out some decent dps, they are also seen as absorbing heals by being in melee range for a boss encounter, so they may not be preferable to a plate wearer or someone who can mitigate enough of their own damage cleanly.

The devs don't see the class as broken, and while realizing there may be things to adjust in the future, there is no rush for big changes, revamps, gutting the class to rebuild it, or other similar, drastic measures. The changes going in to 2.1 don't show signs of being altered and are seen to place the class in a reasonable performance category.

For the record, there are other specifics which have been brought up many times, which are regarded as issues that the devs and players may disagree on, such as:
  • Counterspell locking out a primary source of damage, nature. Paladins are in the same boat and this is deliberate.
  • Along with that, nature immune creatures. The devs do see this as an issue and are being more relaxed with immune mobs. While these immune mobs may crop up from time to time, it isn't in such a way as to block progress.
  • Mana Tide has been considered for trainability, but it is not seen as a candidate. I'm sure this will come up again at some point, but it has been acknowledged before and the answer doesn't seem to be changing for now or the foreseeable future.
  • Threat generation, or more particularly, the ability to remove threat has been considered, but as shaman, for the most part, share standard 10% threat reduction with other casters, the devs don't see it as a pressing issue.
  • Weapon itemization for healing or damage spec'ced shaman not comparing to wands. The point has been brought up and acknowledged, but there isn't anything to say beyond that at this time.
  • Windfury buff scaling with weapons better than other weapon buffs, making it the obvious choice, which also seems to exacerbate people's concern over the upcoming off-hand buff change. Yes, windfury does scale better and that's fine, however the devs don't see a necessity for buffing the other buffs to make them "more desirable".



199 reads >>> (Read More... | 5 comments | Score: 0)
Lots of updates
Posted by WolfGrim on Thursday, April 19 @ 19:22:50 PDT
First patch notes are out at blizzard, posted them in the information section on the forum and you can find them here: Blizzard Patch Notes 2.1

They also provided some more general information on the time restricted quests and air kills. Just click on the read more link for details.

On time restricted quests...The 'one-a-day' quests and turn-ins obviously restrict the amount of times those quests can be completed, and this affords us a few things as far as the rewards we can then provide. These quests are specifically designed for those players that maybe have a few hours a day, or less, to log in and play. With that short amount of time we can guarantee them a solid reward, or solid increment toward a reward, without needing to compensate for the type of player that has a lot of time to devote to simply grinding on them. This is due to limiting the amount of times it can be completed, and thus gearing it toward a more casual playstyle.


Blocks
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Blizzard Set Blurb
Posted by WolfGrim on Wednesday, April 11 @ 17:36:36 PDT
Blocks From Blizzard: We've moved away from the complete 8-piece armor sets, such as Tiers 1 through 3, in favor of smaller sets which can be intermingled with other sets. Generally, the class sets will fill out conventional slots, while other sets may take a combination of boots, gloves, rings or what have you, to fill out other slots.

We feel it adds a little more variety to gear combinations and set bonuses and players don't have to make such a complete and total commitment to one set of gear.


424 reads >>> (Read More... | 6 comments | Score: 0)
Updates from Tigole
Posted by WolfGrim on Wednesday, April 04 @ 05:57:36 PDT
From the front lines - odds and ends from Tigole at Blizzard:

Lately, I’ve been seeing a lot of posts about the same subjects – subjects that have been addressed in an upcoming patch – so I wanted to let you guys know where things stood.

The Rogue Situation

We’ve done a tuning pass of many of our dungeons/bosses/encounters to ensure that nothing overly punishing occurs to “melee DPS’ that would lead people to favor ranged DPS over Rogues/DPS Warriors etc. .... (click on read more for more)



Blocks
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