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2010/05/27

Cataclysm Is On the Way

Filed under: Cataclysm,Melee Damage — Tags: — admin @ 10:06

Right now, we’re only a few months away from the biggest new expansion to hit World of Warcraft since it was released. Cataclysm is going to turn this entire game on its head.

Blizzard is talking about expanding the gold cap to accommodate the cost of the new items in the expansion. Are you serious? That gold cap is already over 214,000 gold!

And the big boys are saying we’ll need even more?!

Yeah, you’re going to need to get as much gold as possible and that’s where my guide comes in ‘ the secrets and strategies that you’ve been searching for since you first logged on to the

Internet and heard about World of Warcraft almost 6 years ago.

These strategies are designed to keep working for months to come ‘ even when Cataclysm hits.

So, why would you go with the other, constantly out of date strategies when you could use my gold secrets to make a fortune before Cataclysm hits?

The Gold Making Secret

Filed under: Cataclysm,Melee Damage — Tags: — admin @ 10:06

Find a simple system that you know will work for some gold, then systemize it and do it over and over again until you make a LOT of gold’

Guess what I did? I made a lot of gold and now I have the brought that income producing method to you ‘ here today. I’ve been passing these methods around a bit now and they’re turning out massive profits for friends that were just as bad off as me when this whole thing got started.

I wasn’t just getting lucky. I’d stumbled upon a secret that I could share with everyone. And I knew that there were people who needed this information, who are begging just like I was in the forums and in the trade channels.

I could give you this system right now, show you what to buy, what professions to have, and how to setup your auctions and you could make some cash almost instantly.

You’re probably wondering what’s going to happen when these secrets get unleashed on everyone at once ‘ won’t they stop working when everyone’s doing the same thing?

Nope’not even close.

I can practically guarantee you that these secrets won’t over saturate your server. I was giving these tips away to people I have known for years and not a single problem popped up because of it.

Your server is loaded with gold making methods ‘ thousands of them right now’

Once you have my secrets in hand, it won’t matter if you have a million competitors or three ‘ you’ll be on your way to riches either way.

2010/05/25

a Guide before the Release Date

Filed under: Cataclysm,Melee Damage — Tags: , , — admin @ 05:31

Cataclysm is very different from the other two addons because the modifications from this one are done to the game core; nothing will be left the same, we could surely say that we are talking about a brand new game, not the WoW we know but a meaner, bearded WoW that was in the Corps and now drinks a lot of beer. It also tells the story of Deathwing, a big bad dragon that has rabies and attacks the entire world being the main bad guy in Cataclysm just like Arthas in WotLK and Illidan in TBC.

As I stated earlier, WoW Cataclysm will bring a lot of new stuff, from gameplay mechanics to brand new content so let’s see what this is all about.

The New content in the next World of Warcraft add-on includes two new races: the Worgen for the Alliance and the Goblins for the Horde.

The Worgen are a race of werewolves, once residents of the famous City of Gilneas, a city that was isolated from the world. When a terrible plague struck Gilneas, all its inhabitants were transformed in these “Lovely” Puppies. These classes are available for the Worgen race: Death Knight, Druid, Hunter, Mage, Priest, Warrior, Warlock and Rogue. The Worgen also has brand new and interesting racials like Darkflight which increases your movement speed by 70% for about 6 seconds with a 3 minutes cooldown and True Form which transforms you from human to werewolf and vice versa.

The Goblins, well we already know of them. They are the funny masterminds of the Horde,the green Gnomes of the dark faction. These tiny guys are fantastic to play in my opinion and I think they deserve their place in the War between The Horde and The Alliance. The Goblins also received new racials like Best Deals Anywhere, this racial allows you to buy with a 20% discount any reputation item regardless of your reputation with the faction your buying from, and Pack Hobgoblin which calls your personal servant that stores any item in way much similar to the bank. You get access to the Pack Hobgoblin every 30 minutes. Also here are the classes available for the funny Goblins: Warrior, Warlock, Hunter, Death Knight, Rogue, Priest, Mage and Shaman.

Int WoW: Cataclysm, the maximum level cap is increased to 85. This is to ensure the brand new content has its meaning. A new addition to the increased level cap is the automatic upgrade of spells. A major change done to the mechanics of the game making it much easier not needing to upgrade your spells at your trainer at each level and saving some cash for something else like….beer?

The majority of zones will be altered, and brand new ones will also be implemented like Gilneas (Starting Zone for The Worgen), the Lost Isles (Starting Zone for The Goblins), Mount Hyjal, Uldum and others.

We know Blizzard has a tradition with implementing new professions in each add-on. While The Burning Crusade made jewelcrafters out of us and Wrath of the Lich King scribes, well Cataclysm will bring the Archeological part of us to the surface. Grab your picks and start digging because the ancient world is about to be revealed.

Also all professions will get brand new recipes and the profession cap has been increased to 525 with a new rank: The Illustrious. Archeology lets you discover lost artifacts and restore them to recreate powerful new items. We hope Blizzard will release more details for this feature.

A new feature available in the Cataclysm is the Mastery System. Similar to the Talent Tree, this system will give you bonuses for your talents of choice, an odd and complex system that I think will become a very important part of the WoW mechanics.

The Masterminds of Blizzard thought that socialization between players in Cataclysm will bring them much joy and happiness so they implemented new stuff for Guilds. Some of these new features include a brand new Guild Interface, making it much easier to recruit and maintain a guild, Guild Achievements for those with Obsessive Compulsive Disorder; this means an easier way to keep track of what they need to do next. A new and fun feature is the Guild Experience & Leveling (Boy! Blizzard brain storming is very efficient) with a level cap of 20, leveling up also includes a brand new Talent Tree for the Guild with talents like this: more gold looted from bosses/mobs, cheaper repair costs, a mass resurrection spell that can revive an entire raid (of course with a 30min cooldown), a summon portal for your raid and many other. Another new Guild feature is the implementing of some sort of guild currency, currency that allows you to buy special and unique items but with a twist: these items are guild bound meaning the moment you leave the guild these are transferred to the Guild Bank.

In Cataclysm you can also dedicate yourself to a titan. This feature named the Path of the Titans is available only at max level (85) and will help you unlock 10 Ancient Glyph slots and some talent points. You can gain Ancient Glyphs through Archaeology. There are ten paths with ten titans. Choosing one and following his path will unlock all of the above, and by following his path, we mean PVP, raiding, raising your Archaeology skill, doing daily quest and so on. Some sort of new Lore. If you ask me, Blizzard employees are out of their minds, but in a good way.

Now we’ve reached the core modifications. New core implements are done to PvP, Raiding, Item Stats and Class changes. Let’s start with the obvious: Wow Cataclysm PvP.

This is what makes WoW top dog in my opinion. A balanced combat system with a lot of “pepper” (variety) and “salt” (balance).We will get many modifications to our favorite way to bash and slay our cyber nemesis in WoW. These mods include the implementation of new battlegrounds and arena locations, rated battlegrounds, new rewards system and a brand new Pvp Zone just like in WotLK with Wintergrasp.

We didn’t receive any news about arena locations, no number or location just the fact that there will be a sum of them included. We will see.

As for battlegrounds we know about just one: The Battle for Gilneas. It has a 40 men cap with a level range between 81 and 85.This battleground is based on capturing sectors of the city faster then the opposing faction.

As I stated earlier, in World of Warcraft: Cataclysm, we will also have a little something called rated battleground. So Blizzard wants to make battlegrounds as official combat location just like arenas. This means they will implement a ladder system for these two hence removing battlegrounds for the unofficial PvP “bashing” scheme. Of course this was followed with the implementation of new rewards like new epic ground mounts, arena points and the comeback of Honor Titles.

The new PvP zone is an island called Tol Barad, positioned in the middle of Baradin Bay in Eastern Kingdoms. The main objective of this island is a prison that, when captured, will allow the winning faction to do all sorts of special daily quests. The losing faction also get some dailies but not like the winning one. Oh and I forgot: if you capture the prison it allows you to do a raid instance just like Wintergrasp in WotLK with VoA.

Prizes!!! Blizzard will also implement a new PvP reward system. They used the raiding reward system as inspiration with two types of points: low-end and high-end ones. The low-end points are called Honor Points and are easily obtainable through most PvP activities with a limit of how much you can have. The higher ones are called Conquest Points, available onlt through Rated Arenas and Rated Battlegrounds. These ones will be limited also on the number you can have and how fast you can get them. You already think by know: “How the heck is this similar to the Raiding System you dumb sh*t?” The answer is simple: there will always be two tiers of PvP items on the market: the low end ones which you will buy with honor points and the high end ones which you will buy with conquest points. When a new tier of PvP items hits the market the low end ones become obsolete and the high end ones take the place of the obsolete ones thus the new tier will become available for conquest points and the high end will become available for honor points and so on. Thus concludes the new PvP System, personally I think this deserves only strait As. Oh and I forgot you will have the opportunity to chance Honor Points into Hero Points (PvE) and vice-versa. Now let’s move on.

Now in other news: Raids and Dungeons. The amount of new content in Cataclysm is staggering and includes new Raids and Dungeons. We will get four new raids with Cataclysm, with another two to be implemented later with patches. Also, 8 new dungeons and 2 Heroic old Dungeons will be implemented. Read and let the nostalgia sweep you of your old vanilla WoW fan feet.

Also the core raiding system will be severely altered. Let’s see how:

If you played WotLK you know of the 10man/25man system and heroic mode, well this will benefit most of the modifications. 10man and 25man raids will drop the same loot with more loot for the 25man raid; also they will share the same cooldown. Of course heroic mode will drop much better loot then normal mode. You can now change from normal to heroic mode in the raid, with the possibility to unlock heroic mode after you defeat that boss. So this means you can defeat a boss on normal mode and can choose to defeat the next one on heroic without forming another raid. This also means that raiding achievements will share the 10man and 25man feats.

The reward system is almost the same. Only difference is that from now one there will be no more new badges, just two of them: Hero Points and Valor Points.

Hero Points will be the low end badges awarded, these badges will have a limit you can carry but you can get them very quick. While Valor points will be the high end badges, these ones will have a limit you can earn and you will have a limited way to earn them to.

To make it easier for you guys. If you played WotLK prior to 3.1.0 you remember the Emblems of Heroism and Emblems of Valor, it’s almost the same with them two and also with the tier armor like Heroes X and Valorous X but after patch 3.1.0 Emblem of Conquest appeared and took the place of Emblem of Valor for the high end badge. Well this won’t happen from now on. When a new type of PvE armor is released all you Valor points well be converted into Hero points so you cannot stockpile them for further usage and you can begin to loot new Valor points so you can get that new shiny armor. This wasn’t mentioned but even a blind man can foretell this: there will always be two armor sets released a high end one and a low end one or maybe the old Valor set will be purchased after the release of the new set with Hero points.

2010/05/13

World of Warcraft: Cataclysm Trailer

Filed under: Cataclysm,Melee Damage — Tags: , , — admin @ 07:59

An ancient evil lies dormant within Deepholm, the domain of earth in the Elemental Plane.

Hidden away in a secluded sanctuary, the corrupted Dragon Aspect Deathwing has waited, recovering from the wounds of his last battle against Azeroth and biding his time until he can reforge the world in molten fire.

Soon, Deathwing the Destroyer will return to Azeroth, and his eruption from Deepholm will sunder the world, leaving a festering wound across the continents. As the Horde and Alliance race to the epicenter of the cataclysm, the kingdoms of Azeroth will witness seismic shifts in power, the kindling of a war of the elements, and the emergence of unlikely heroes who will rise up to protect their scarred and broken world from utter devastation.

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Cataclysm:Redefine Raid Progression

Filed under: Cataclysm,lord of the rings store — Tags: — admin @ 07:57

What would it be like if this was implemented in TBC?
This balance of difficulty will make that group of players very happy, as they were forced to participate in something they did not like just for the chance at better gear. Many players participated in 25 player raids simply because the loot was better, not because they wanted to be in a 25 player raid. Which brings us nicely to the second point. Now that the difficulty will be balanced more evenly between the two raid sizes, loot will be the same between the two sizes as well. As long as the difficulty is really maintained this is a good thing. If however one is easier or harder than another then players will migrate to that size raid.

Be prepared to read a lot of negative feedback from hardcore raiding guilds about this equalization however as they will see it, and probably rightfully so, as a further degradation and simplification of raiding. To the hardcore raider putting together, organizing, and controlling 25 players is part of the challenge of the game. While I completely agree with that statement, personally I still prefer 10 player raids for exactly those same reasons. For players that work and have jobs, dealing with employees, co-workers, and clients gives me plenty enough social interaction, management, and conflict management in real life, the last thing I want is dealing with it in game.

One of the positive things about sharing loot exactly though is that in theory Blizzard will have to produce less loot and therefore can spend more time on different looking and acting loot. Right now a lot of time is spent balancing two different levels of loot and trying to make them different enough for the different content. Now the loot can be the same because the difficulty will be the same.

Next up, Blizzard has stated that they are really aiming for several smaller raids to start off with rather than a single larger raid. This is apparently to make it easier for players to get in, complete a raid, and get out before they have time issues. While in theory this is good, it does create issues. As we all saw with ToC when a raid gets too short and does not require a time investment, players start treating it like nothing more than a heroic instance with better loot. As such it becomes constantly pugged with people groups as something that can be dropped at any time. Far too many people started treating these short raids as trivial too quickly and they never stuck around in them.

Now onto the far more dicey of the core issues, that of a shared lockout for both the 10 and 25 player raid. I can understand the need for this since loot will be the same in both and therefore being able to go in for two chances at the same items in a one week period would allow players to gear up too quickly. Even though I can understand it, I am pretty sure players will not be that happy about it, I know that I am not. When doing raid progression in a game, I prefer to focus on one character at a time. Up until this point there has always been enough to keep busy on a character for at least a month or so before you really have time to move on to another character.

In this new setup with a few smaller raids, it seems likely that you could be done all the available raids in a few days and still have the rest of the week open for raiding. However, since your character is now saved to a shared lockout you can not simply find an alternate size to go to. You will need to have an alternate character to go to another run. This will probably not hurt hardcore raiders as they tend to have multiple characters but will hurt casuals as they will not be able to participate again in a raid until the following week.

Other Changes
Now onto some of the other lesser changes that have been announced. One change that was discussed was how the equalized loot and difficulty will require some changes in the way classes are designed. This is because when there are 10 players in a raid currently designers can not assume all abilities in the game will be represented, while in a 25 player raid they can.

This means that Blizzard will be further balancing abilities between classes so that 10 player groups can more easily be balanced to include all required abilities. This should make for some interesting changes for all players and classes. I am not sure if this is a completely great idea just yet as there are good and bad points. The ease of creating a group is a definite plus. However the homoginification of the classes may result in less individual flavour for each class, which is a definite negative.

Another change is that while raids will likely still be gated to control the pace at which new content in each one can be accessed, the limited attempt mechanic will likely be removed. Personally I always liked this mechanic as it game you a reason to try your best and potentially something new on each attempt of a new limited boss. With unlimited tries on a new boss it allows the team with the most time to beat the boss first (assuming equal skill between the teams, and most top raiding guilds are all fairly close).

Lastly for the changes is that Blizzard has stated that for the first round of raids they do not want them to overshadow the heroic 5 man instances. This is a definite change as traditionally the progression path at level cap has been: Instances, heroics, raiding. This means that potentially players could still be collecting upgrades in heroics even as they hit the second tier of raiding. I am pretty sure that most raiders are going to flip over that alone!

The Messiah’s Take on the Changes
Being a player that really enjoys raiding but doesn’t enjoy the organizational effort or challenge around 25 player raids, these changes look pretty solid for me. If pulled off correctly and the balance of difficulty maintained between 10 and 25 player raids though, I really don’t think anyone should complain. In fact I think that with the sharing of loot and balancing of difficulty will probably Blizzard to make the 10 man version slightly more difficult on a per player basis to compensate for being significantly easier to get a group together of 10 rather than 25 players. I would be perfectly OK with this, and it may get the hardcore raiders to agree as well.

However, if I was a hardcore 25 raider though (I only consider myself Semi-Hardcore) I think I would be pretty upset today.On the surface the changes really do seem like they could simply raiding and simplify it past the challenging and skilful entity that it is meant to be. Raiders consider that raiding should be something that many desire to do, but few are able to achieve. That challenge and difficulty and inability for just anyone to do it, has been over time what has made raiding such a draw for players. Raiding is in essence the holy grail of MMO’s. How long will it maintain it’s lustre if anyone and their dog can participate. Sometimes the very fact that you can not have something is what creates it’s allure. If it is achievable to all, will any lustre remain, or will the multitude of sweaty palms pawing at it tarnish it forever?

What needs top be considered closely is the balance of players doing 10 and 25 player raids. If all of a sudden 25 player raids disappear then Blizzard will have to step in and fix it so that the large player raids do not disappear. Raiding is about socialization and large groups as much as about the game, content, or challenge. Even getting down to 10 players is pushing that a little low to maintain those elements. It really is going to be about the implementation and balance.

One decision that may need to be reversed to ensure 25 player raids stay active is the single lockout. Many times right now players use 10 player raids to help gear up new players so they can come to 25 player raids, or to teach new players the mechanics. If this option is gone on a weekly basis it may be harder to teach new and casual players the content, or get them up to speed to participate in larger raids.

Lastly, the change that really leaves me shaking my head in confusion is the statement that Blizzard does now want the first tier of raids to overshadow heroics. HUH??? Blizzard even goes so far as to state they want people to be able to start raiding in blues. WHAT??? Did they learn nothing from Naxxramas when WotLK launched? Naxx was far to simple and was cleared almost instantly by raiding guilds. If they make this new content to simple, it will let players get by with even less skill than many have now, which isn’t much. I strongly believe in pushing people to be better, not reducing requirements. Oh well, let’s hope heroic modes are a lot harder and more challenging.

2010/05/03

Cataclysm Release date: TBA 2010

Filed under: Cataclysm,lord of the rings store — Tags: — admin @ 01:43

Level Cap: 85

The new goblin horde race will have five traits: vpack hobgoblin, personal servant, best deals anywhere, rocket barrage, rocket jump, and better living through chemistry. The pack hobgoblin trait will let you call in a personal servant who will give you bank access for one minute. Best deals anywhere lets goblins receive the best gold discount regardless of faction. Rocket barrage fires a goblin’s belt rockets at an enemy to deal fire damage. Rocket jump uses the rocket belt to jump forward. Finally better living through chemistry increases your alchemy skill by 15. Goblins can be any class except paladins and druids.

The next class getting an overhaul in cataclysm is hunters, who will lose mana and rely on focus for their attacks. Focus will continuously regenerate although steady shot will improve the amount of focus you regenerate. The example show was that passive regeneration would replenish six focus for second while when using steady shot hunters will earn 12 focus a second. To give context, the plan is for hunters to have a max of roughly 100 focus with shots costing somewhere between 30 and 60 focus. Hunters can expect fewer cooldowns on abilities as well as the possible removal of their various aspects. Ammo will also become an item as opposed to consumable.

The Possible Last Chance For The Warcraft Gold Economy

Filed under: Cataclysm,lord of the rings store — Tags: , — admin @ 01:41

Warcraft’s economy is becoming unbalanced. Initially there was a natural progression of wealth that existed alongside character and profession progression. This is no longer the case.

The reason as I see it is the economic weight of so many level 80 characters paying the way for their ‘toons.

When I start a new alt, what do I do?

Well, if you’re anything like me, you are trying a new class, race or combination of the two. At some point you give your character a profession, then, using the huge piles of gold from your main characters you level them up to say 225 in about 90 minutes. Buying stacks of low level items in the process.

Then, if my experience is anything to go by, I stop and think. “Do I want to carry on with this ‘toon?”

I do not progress them past say level 40, never finish levelling the professions, and often end up deleting them to make room on the server for something else. What’s even more asinine is that I will often then repeat this process with a different race or class (Doh!!)

I know I’m adding to the imbalance problem. Crafting is a gold sink. Until you get a crafting profession to 450, you are pretty much pouring gold down the drain. Sure the odd item sells, but most are destined to be vendored for a fraction of the production cost – or just thrown away. Apparently it costs over 5000g on most servers just for enchanters to level their rod. Just the rod! Never mind the 450 enchants they have to perform as well.

With Cataclysm, I expect the Warcraft economy to change in the following ways;

A revamped set of crafted item. One’s that are actually worth buying and wearing at low levels. These will cost more to make, offer more points to the maker towards their professions skill.

Huge gold sinks put in game to stop the rampant inflation that is becoming a real issue. Expect to pay huge amounts for the right to fly over Azeroth and even more for speed perks for your mount.

Archaeology will provide ingredients to “boost” existing items. Either with a stat increase or with a fundamental change to the way the item is crafted

Vendored items introduced for levels 81 to 85 will be expensive. Very expensive. As will repairs, and flights into the high level areas.

The players will be forced to “ungroup” either from guild or (in my case) multibox setups to progress from 81-85. Instance in groups but level alone will be the way. This will prevent exploiting colleagues to rush through these levels. Blizzard are determined to make this a unique and exciting journey for players – not just the rush to level cap that previous expansions have been

Cataclysm is perhaps the last chance for Blizzard to fix the economy. Sure it works now, and many don’t see the real world warning signs of hyper inflation and manufacturing redundancy being relevant in a game. But they are. These two economic problems are rife in Warcraft, and they will eventually grind the economy to a halt. The laws of supply and demand need a helping hand in WoW. This is Blizzards last chance.

Luckily it seems they are initially looking to fix the economy. However, if it doesn’t work, then patch 5.0 may well be the end of it.

Is the Gold Cap a Real Thing?

Filed under: Cataclysm,lord of the rings store — Tags: — admin @ 01:38

Tracking the talk about the gold cap is hard. It’s been around for a very long time, since back in the early days of vanilla wow when a few players learned an exploit that would let them appear to have hit an artificial cap (even though their gold was really the same as always). Others data mined the formulas and found out that the math has been capped in there somehow. No one knows why, but it appears that the artificial cap of 214,748 gold is a real thing and one that, when you hit it, will not allow your character to carry any more gold. Now, the real question then is how did anyone actually hit this cap and what can you do to do the same thing. The first talk of hitting the gold cap occurred back in the days of The Burning Crusade. Back then, 5,000 gold was considered quite the stash, so it’s understandable that few people would believe the hype behind having hit the gold cap. Some people even said they had done it more than once — something that was rather hard to believe. However, in the inflation heavy days of Wrath, it has become far easier to believe that someone could have hit the gold cap, maxing out the total gold that they can carry with them at any point. After all, players can spend 20,000 gold in one sitting just for a mount or for a pair of leggings from the 3.3 patch. The cost of things these days is through the roof. By the time Cataclysm hits, who knows — Blizzard may even need to raise the gold cap to accommodate the huge chunks of cash that people seem to be able to hoard (and then spend). Regardless, there is a new guide out there called Hit Gold Cap that is claiming to help players hit the gold cap. It’s a very interesting idea and one I’m prone to believe due to the way the economy works these days. What do you think? The real deal or just another gold guide?

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