Tuesday, October 13, 2009

New Pics for Halls of Relflection

So, in this fight, you run from Arthas right? how bout some screenies on what it looks like?
Credit goes to MMO champs, for their hard work of pressing the printscrn key








My Current Works and Tier 10 bonuses

As a vivd player to the World of Warcraft, I sometimes lose myself in the moment of Player versus Player, or even Raiding content (also occurs when the girlfriend also gets into her raiding moments) so i forget to post :)

For the most part, I have been dumping time into leveling my Priest, which is 77 as of tonight, and hopefully 80 by the weekend, I have some time, so I'm not in a rush, but I can't wait to get into a RMP team for arena (Rogue/Mage/Priest)
oh well, i have a couple for you tonight, including tier 10 bonuses:

Tier 10 Set Bonuses

Death Knight

* Item - Death Knight T10 Tank 2P Bonus - Increases the damage done by your Death and Decay ability by 20%.
* Item - Death Knight T10 Tank 4P Bonus - When you activate Blood Tap, you gain 12% damage reduction from all attacks for 10 sec.
* Item - Death Knight T10 Melee 2P Bonus - Your Obliterate, Scourge Strike, and Death Strike abilities deal 10% increased damage.
* Item - Death Knight T10 Melee 4P Bonus - Whenever all your runes are on cooldown, you gain 3% increased damage done with weapons, spells, and abilities for the next 15 sec.

Druid

* Item - Druid T10 Restoration 2P Bonus - The healing granted by your Wild Growth spell reduces 0% less over time.
* Item - Druid T10 Restoration 4P Bonus (Rejuvenation) - Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.
* Item - Druid T10 Balance 2P Bonus - When you gain Clearcasting from your Omen of Clarity talent, you deal 10% additional Nature and Arcane damage for 6 sec.
* Item - Druid T10 Balance 4P Bonus - Reduces the cooldown on your Eclipse talent by 6000.
* Item - Druid T10 Feral 2P Bonus - Your Swipe (Bear) and Lacerate abilities deal 20% additional damage and the cost of your Rip ability is reduced by 10 energy.
* Item - Druid T10 Feral 4P Bonus - Your Enrage ability no longer decreases your armor and instead decreases all damage taken by 12%, and the periodic damage done by your Rake ability can now be a critical strike.

Hunter

* Item - Hunter T10 2P Bonus - Your Auto Shots have a 5% chance to cause you and your pet to deal 15% additional damage for until cancelled.
* Item - Hunter T10 4P Bonus - Your Shot abilities deal 4% increased damage to targets afflicted with Viper Sting, Serpent Sting, or Wyvern Sting.

Mage

* Item - Mage T10 2P Bonus - Your Mirror Image ability also causes you to deal 15% additional damage for 10 sec.
* Item - Mage T10 4P Bonus - Your Hot Streak, Missile Barrage, and Brain Freeze talents also grant you 12% haste for 3 sec when the effect of the talent is consumed.

Paladin

* Item - Paladin T10 Holy 2P Bonus - The cooldown on your Divine Favor talent is reduced by 60 sec.
* Item - Paladin T10 Holy 4P Bonus - Your Holy Shock spell causes the next Holy Light you cast within 10 sec to have 0.3 sec reduced cast time.
* Item - Paladin T10 Protection 2P Bonus - Your Hammer of the Righteous ability deals 20% increased damage.
* Item - Paladin T10 Protection 4P Bonus - When you activate Divine Plea, you gain 12% dodge for 10 sec.
* Item - Paladin T10 Retribution 2P Bonus - Your Seals and Judgements deal 10% additional damage.
* Item - Paladin T10 Retribution 4P Bonus - Your melee attacks have a 4% chance to reset the cooldown on your Divine Storm ability.

Priest

* Item - Priest T10 Healer 2P Bonus - After your Pain Suppression and Guardian Spirit talents expire on your target, they grant your target 10% increased healing received for 10 sec.
* Item - Priest T10 Healer 4P Bonus - Your Flash Heal spell has a 15% chance to reset the cooldown on your Circle of Healing and Penance Spells.
* Item - Priest T10 Shadow 2P Bonus - The critical strike chance of your Shadow Word: Pain, Devouring Plague, and Vampiric Touch spells is increased by 5%.
* Item - Priest T10 Shadow 4P Bonus - Reduces the channel duration and period of your Mind Flay spell by 51%.

Rogue

* Item - Rogue T10 2P Bonus - Gives your melee finishing moves a 13% chance to add 3 combo points to your target.
* Item - Rogue T10 4P Bonus - Your Tricks of the Trade ability now grants you 15 energy instead of costing energy.

Shaman

* Item - Shaman T10 Restoration 2P Bonus - Your Riptide spell grants 20% spell haste for your next spellcast.
* Item - Shaman T10 Restoration 4P Bonus - Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount over until cancelled.
* Item - Shaman T10 Elemental 2P Bonus - Your Lightning Bolt spell reduces the remaining cooldown on your Elemental Mastery talent by 1 sec.
* Item - Shaman T10 Elemental 4P Bonus - The cooldown on your Lava Burst ability is reduced by 15 sec.
* Item - Shaman T10 Enhancement 2P Bonus - When you activate your Shamanistic Rage ability you also deal 12% additional damage for 15 sec.
* Item - Shaman T10 Enhancement 4P Bonus - Each time the beneficial effect of your Maelstrom Weapon talent reaches 5 charges, you have a 15% chance to gain 20% attack power for 10 sec.

Warlock

* Item - Warlock T10 2P Bonus - The critical strike chance of your Shadowbolt, Incinerate, and Corruption spells is increased by 5%.
* Item - Warlock T10 4P Bonus - Each time your Immolate and Unstable Affliction spells deal periodic damage, you have a 15% chance to gain 12% spell haste for 10 sec.

Warrior

* Item - Warrior T10 Protection 2P Bonus - Your Shield Slam and Shockwave abilities deal 20% increased damage.
* Item - Warrior T10 Protection 4P Bonus - Your Bloodrage ability no longer costs health to use, and now causes you to absorb damage equal to 20% of your maximum health. Lasts until cancelled.
* Item - Warrior T10 Melee 2P Bonus - When your Rend and Deep Wounds abilities deal damage you have a 2% chance to gain 20% attack power for until cancelled.
* Item - Warrior T10 Melee 4P Bonus - You have a 20% chance for your Blood Surge and Sudden Death talents to grant 2 charges of their effect instead of 1 and for the duration of the effect to be increased by 100%.

Saturday, October 3, 2009

An old memory

I found this on a forum in the archives...good classic WoW stuff





Halls of Relfection - Preview of 3.3.0 5 man

Here's some info for Halls of Reflection, very cool stuff
enjoy!



Have a look at the map for Halls of Reflection.

Tunnel with two bosses, Marwyn and Falric, then a big room at the end with another boss. Arthas. But THEN leading out that room is a long section of map leading to nothing really. Some kind of ledge?

What if the Arthas fight IS a type of chase scene, and you fight Arthas along the map leading to the ledge where you are extracted out, because Arthas is too rough? 5-manners still get an Arthas battle, that will be epic in focus. But you don't kill Arthas, you fight to escape him.


Here's some more pics of HoR







And finally, here's some weapon pics, one of Shadowmourne, and the other of some shield






Friday, October 2, 2009

3.3.0 PTR Patchnotes

Here's the PTR notes!
enjoy



World of Warcraft PTR Patch 3.3.0

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

General

* Icecrown Citadel
o The Forge of Souls, the first wing of the 5-player dungeon, is currently available for testing.
o Additional Icecrown Citadel dungeon and raid content will be made available in future test builds.
* Dazed: Creatures attacking a player from behind can no longer cause players level 1-5 to be dazed, and have a reduced chance to cause players level 6-10 to be dazed.
* Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.

Classes: General

* Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon.
* Glancing Blows: The mage, warlock, and priest classes no longer have an increased chance for their melee attacks to be glancing blows; and the damage penalty due to their glancing blows is the same as for other classes.
* Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player's level increases, the regeneration rates gradually reduce, returning to normal rates at level 15.
* Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.

Races: General

* Racial Attribute Bonuses: These bonuses have been recalibrated to even out the amount of starting health on the various races. All races start with a standardized level of stamina, except for orcs, dwarves, and tauren who now start with 1 extra point of stamina. For each class, bonuses and penalties to all attributes have been adjusted so that each race has an equal attribute total.

Death Knights

* Rune of the Stoneskin Gargoyle: There is now a 1-handed version of this rune in addition to the current 2-handed rune.
* Talents
o Unholy
+ Night of the Dead: Now reduces the damage your pet takes from area-of-effect damage by 45/90%, but no longer applies to area-of-effect damage caused by other players.

Druids

* Pets
o Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.

Hunters

* Misdirection: Redesigned. Instead of having finite charges, it now begins a 4-second timer when the hunter using Misdirection performs a threat-generating attack, during which all threat generated by the hunter goes to the friendly target. In addition, multiple hunters can now misdirect threat to the same friendly target simultaneously.
* Talents
o Beast Mastery
+ Intimidation: If the hunter's pet is in melee range of its target, the stun from Intimidation will now be applied immediately instead of on the pet's next swing or attack.
* Pets
o Avoidance: Now reduces the damage your pet takes from area-of-effect damage by 30/60/90%, but no longer applies to area-of-effect damage caused by other players.

Mages

* Talents
o Arcane
+ Arcane Empowerment: This talent now also grants 1/2/3% increased damage done by the mage's party or raid for 10 seconds after the mage gets a critical strike with Arcane Explosion, Arcane Missiles, Arcane Barrage, or Arcane Blast. This effect is exclusive with Ferocious Inspiration and Sanctified Retribution.
* Pets
o Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.

Priests

* Pet
o Avoidance (passive): Now reduces the damage your pet takes from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.

Rogues

* Dual Wield: Rogues now know this ability upon logging into the game at level 1.
* Stealth: This ability no longer has multiple ranks. While active, the single rank of this ability (available at level 1) allows rogues to move at 70% movement speed.
* Vanish: For the first second after this ability is used, neither Vanish nor Stealth can be broken by taking damage or being the victim of a hostile spell or ability.

Shamans

* Fire Nova Totem: This totem has been replaced with a new spell, Fire Nova, which is available at the same ranks as the old Fire Nova Totem. Existing characters will automatically learn this new spell in place of the totem. With a Fire Totem active, shamans will be able to use Fire Nova (fire magic) to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem, not consuming the totem in the process. Fire Nova will activate a 1.5-second global cooldown when used and has a 10-second spell cooldown. The caster must be within 30 yards of the totem to use this ability, but does not need to be within line of sight of the totem.
* Talents
o Elemental Combat
+ Improved Fire Nova Totem: Renamed Improved Fire Nova. This talent now provides an additional 10/20% damage to the spell and reduces the cooldown by 2/4 seconds.

Warlocks

* Pets
o Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
o Summon Imp: This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn.

Warriors

* Victory Rush: This ability is now trainable at level 6.
* Talents
o Protection
+ Damage Shield: This ability will no longer trigger any chance-on-hit effects from the warrior or the opponent it damages.

User Interface

* Quest Tracking Feature
o This system is currently under development and is not fully functional.
* Looking For Group System
o This feature is undergoing several improvements and is not available for testing at this time.
* For additional notes on Lua and XML changes please visit the UI & Macros forum.

Graphics

* A new feature has been added to the D3D graphics engine to improve texture management (particularly for Windows XP users). This is currently enabled by default on the public test realms. For more information please visit our Test Realm forum.

Professions

* Enchanting
o Black Magic: This enchantment now sometimes increases haste rating for the caster rather than inflicting the caster's target with a damage-over-time effect. It is also now triggered by landing any harmful spell rather than inflicting damage with a spell.

Items

* Glyphs
o Death Knights
+ Glyph of Icy Touch: Instead of granting additional runic power, this glyph now causes Frost Fever to deal 20% additional damage.
o Shamans
+ Glyph of Fire Nova Totem: Renamed Glyph of Fire Nova. This glyph now reduces the cooldown of Fire Nova by 3 seconds.

Bug Fixes

* Druids
o Rejuvenation: Rank 15 of this spell was providing a 15-second duration. It has been correctly reduced to 12 seconds.
* Mages
o Flame Strike: Some ranks of this spell had an incorrect cast time of 3 seconds. All ranks now share a 2-second cast time.

Thursday, October 1, 2009

Icecrown Citadel: The Frozen Halls



I was killing time on some time and noticed this post by blue
enjoy
Icecrown Citadel: The Frozen Halls

»http://www.worldofwarcraft.com/info/underdev/3p3/icecrown.xml

Icecrown Citadel will feature a massive five-player dungeon sprawling across three wings of the citadel's foundation. While the Lich King's attention is focused on the Argent Crusade and the Knights of the Ebon Blade ripping through the front gates, players will be tested as they assist Jaina Proudmoore (Alliance) and Sylvanas Windrunner (Horde) in infiltrating the citadel through an alternate entrance.

An epic quest line will present adventurers with the task of weakening Icecrown Citadel's forces, requiring that players defeat the challenges in each dungeon wing before venturing into the next one. Normal and Heroic versions of the dungeon will be accessible to players, although each wing will be considered a separate instance; therefore, on Heroic difficulty, each wing will have its own separate lockout timer. All-new rewards -- including item level 219 (normal) and level 232 (Heroic) loot -- will be offered to those who destroy some of the Lich King's most formidable allies.

The Forge of Souls
Serving as the first wing in this expansive dungeon, the Forge of Souls will quickly put players to the test of carving through the Scourge stronghold into deeper, more treacherous locations. Jaina will command Alliance forces, and Sylvanas will direct Horde forces. The goal is to ruin the twisted engines known as soul grinders found in this portion of the citadel, and then players can advance -- that is, if the Horde and Alliance forces can overcome the foes who confront them.

Bosses
Bronjahm, the Godfather of Souls (lol): An instrument of reckoning, Bronjahm watches over the engines in the Forge of Souls. He must be killed if the soul grinders are to be destroyed.

The Devourer of Souls: As the chief operator of the engines found in this wing, the Devourer stands guard over the souls stolen by the Lich King.

Pit of Saron
Accessible only to those who have laid waste to the Forge of Souls' unholy operations, the Pit of Saron will bring Horde and Alliance forces deeper into the Lich King's domain. Players who venture here will immediately be confronted by the lord of this lair, Scourgelord Tyrannus. But defeating him will not be as easy as it seems. Before they can present a threat to Tyrannus, the adventurers, instructed by their leaders, will need to free enslaved allies who have been trapped by the Scourge. Until that happens, Tyrannus will leave all adversaries to his minions, workers of the citadel's mines. Perhaps the challenges here will lend clues as to the whereabouts of the Lich King's private chambers outside of the Frozen Throne, deep within the Halls of Reflection.

Bosses
Forgemaster Garfrost: A master of Scourge weaponry, the forgemaster hauls stocks of saronite ore and other precious materials to the cold forges where the mechanisms of death are born. With a host of rime weapons and exotic alloys at his disposal, it could get cold in here.

Krick and Ick: Zombies serve as mindless muscle in the Pit of Saron's mines, stockpiling metals for Forgemaster Garfrost, and Krick -- a devious leper gnome -- supervises the operations from atop Ick, Krick's ghastly means of transportation.

Scourgelord Tyrannus: Tyrannus is a terrible force who will no doubt demonstrate his powers to those brave enough to enter the Pit of Saron. The scourgelord must die if players hope to make their way into the third and final wing of this dungeon.

Halls of Reflection
With Jaina and Sylvanas leading the way, adventurers who make it as far as these frigid halls will quickly recognize the weapon that lies ahead: Frostmourne, the corruptive, legendary device of the Lich King himself. The Lich King's private chambers are within reach, although they may be the death of anyone who ventures there.

Bosses
Falric and Marwyn: Captains for Arthas Menethil in life, Scourge commanders for the Lich King in death, Falric and Marwyn will be summoned to the Halls of Reflection for one purpose: destroying all intruders.

The Lich King: Sylvanas, thirsty for vengeance against the corrupted prince who sentenced her to an existence as an undead monstrosity, and Jaina, eager to find a flicker of Arthas's soul locked somewhere within the Lich King, have brought their hand-picked allies to this final confrontation. Arthas's true power may only now be discovered. Is there any hope in this mission, or does only death await?


I would be a terrible poster if I forgot the pics













There we go, I don't feel as bad now