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2010/06/17

WoW dev talks Cataclysm talent changes

Filed under: Cataclysm,Melee Damage — Tags: — admin @ 01:32

World of Warcraft, abbreviated simply wow gold game is the most successful game of company Blizzard Entertainment, along with a series of strategy games named Warcraft, whose successor is, in a universe MMORPG (massively multiplayer online games) and RPG (role playing games) game series Diablo.

The action game takes place in a phantasmagoric world, called Azeroth, following the storyline of Warcraft strategy game series. World of Warcraft offers a unique experience, creating a dependency unseen before in the all history of games. Like all MMORPG games, in World of Warcraft, the player gets inside a hero character who continuously growth his skills after solving quests, killing the incredible creatures that haunt the game, earn wow gold, and many, many other things.

The character can be choosed from nine base classes like: Druid – Celtic priest in the middle Ages, can metamorphose himself in bear, wolf, etc, and can control elements of nature is the harder class to play; Hunter, based on long range weapons require a lot of dexterity and coordination, Mage based on magical skills and artefacts, Paladin are powerful fighters but also have a package of positive spells very useful on party; Warrior based in special on strength and stamina are masters of weapons and close fighting; Shaman, master of thunders and lightings can use totems with the elements of nature and finally Rogues: the clever class with a lots of abilities like stealth or lockpick.There are also a lot of professions like earning wow gold,mining,alchemy,jewelcrafting,fishing,first aid,coocking,engineering,blacksmithing,leatherworking,skining,etc. Also you can combine this profession for a purpose: – making money (wow gold).

Some basic methods: make your own objects or use mining and sell ore for wow gold. The complete interaction between players, changing objects, or trading for wow gold, party with friends, guilds or other cooperation forms, keep the player connected all the free time in front of monitor for new and new epic adventures. And the saga continue, after The Burning Crusade and Wrath of the Lich King: World of Warcraft: Cataclysm. Long live and wow gold, fighters!

2010/06/14

Cataclysm Goblin Character Creation Screensho

Filed under: Cataclysm,Melee Damage — Tags: — admin @ 03:08

Part I: Goblin Character Creation

2010/06/09

WoW: Cataclysm Worgen Hands-On

Filed under: Cataclysm,Melee Damage — Tags: — admin @ 01:00

Cataclysm’s Worgen get in touch with their wild side.

The newly unveiled WoW: Cataclysm is the talk of the show here at BlizzCon, and I got a chance to play through a bit of the starting area for the new Alliance race, the feral Worgen. I say “part” of the starting area, because we actually started at level 6 – apparently there are some big surprises lying in wait at the beginning.

My character woke up chained in a stockade, with two humans arguing whether or not to just put me to death or to give me the full dosage of the potential cure for the Worgen curse – one that would maybe allow me to retain my humanity.

Well, uh, it worked.

Interestingly enough, while out of combat, the Worgen can shift between their Worgen form and their normal Human state at the touch of a button – so if you want to hang out around the Auction House as a wolf or as a person, you can – but are forced into your Worgen form as soon as you enter combat. The transformation from human to Worgen is actually pretty well-done and looks painful (naturally, it’s skipped in the in-combat shift).

From level 6 on, the storyline deals with a Forsaken assault on the lands of Gilneas, and I was – of course – sent to fight them off. Apparently, fighting off the Forsaken includes throwing kegs of gunpowder on the heads of Abominations so that a blunderbuss-packing quest giver can zap them from afar to blow them up. It also includes getting in a catapult to launch myself onto battleships to kill the captains.

But then, there was a twist – after turning in one final quest, the entire world shook around me. When I once again ventured outside, a huge portion of the coastline had vanished below the waves thanks to an earthquake – the first harbinger of the Cataclysm, one would assume. From there, the story turned to less of a “repel the Forsaken invasion,” and more of a “We need to get out of here, now.”

It wasn’t anything too extraordinary, but the phasing and the (relatively) unexpected inclusion of the Cataclysm and how it changed the zone around me was a very cool touch. The little demo ended right after the first phase of the “evacuation” line, and we’ve seen that the effects of the Cataclysm will be much farther-reaching. We’ll check out the Goblin starting area tomorrow, so come back for that!

What Cataclysm might mean for Death Knights

Filed under: Cataclysm,Melee Damage — Tags: , , — admin @ 00:55

New Races

The new races definitely have some pretty awesome racials. The Worgen’s plus damage racial will make them a very solid choice for a DPS Death Knight, and the sprint will be excellent for closing distance in PvP, especially when paired with Lichborne or Icebound Fortitude to avoid CC. Even the skinning racial will be nice for a leveling Death Knight who decides to take some time out to level the money making gathering tradeskills.

Goblins are definitely going to be a nice little convenient race, with low buy and sell prices and a free bit of banking. Combat-wise, the Rocket Boots should be nice for closing distances or running away.

As far as whether these races will end up being the “best” races for Death Knights, I don’t think I can say. Part of this is because I think the idea of a “best race” is, to at least some degree, rather subjective, but also, the devs strongly hinted they’ll take a look at everyone’s racial abilities as they move into Cataclysm, so its certainly possible that other races will get some new or upgraded racials that will keep pace with the awesomeness that are the new races’ racials.

Stat Changes and New Systems

We’ll be seeing quite a few stats either disappear off gear or vastly change in their mechanics come the expansion. While some of the stats changes, like loss of Spell Power, won’t really affect us, others promise to bring up new questions and answers for our gearing and combat conundrums. Let’s look at those one by one.

Armor Penetration

As you likely know if you’ve been following the column, my favorite DPS spec is Unholy. Unholy DPS has been having some troubles lately, specifically with Armor Penetration. Armor Penetration is now so ubiquitous on gear that our signature strike, Scourge Strike, can easily be outpaced by Obliterate with a minimum of Armor Penetration gear at level 80. Luckily, it looks like this will be a thing of the past in Cataclysm, as Armor Penetration will be gone from gear.

With this change, it seems likely they’ll simply provide Armor Penetration to Blood through the new Mastery system (and possibly to Frost as well, if only for the Obliterate heavy rotations), while hopefully Unholy will get things slightly more useful to us. If they balance it out right, we should definitely be able to pick up Scourge Strike again full time in Cataclysm.

Of course this does bring up the question of Patch 3.3. Will we see Scourge Strike back on the scene before then? The devs have posted that they want Scourge Strike to be the king of Unholy DPS rotations again, but they don’t yet have an elegant way to make that happen. It could be they’ll hold off until Cataclysm, and we’ll be obliterating our way through the raids and 5 man dungeons of Icecrown Citadel, but frankly, I’m hoping it doesn’t come to that.

Regardless, this whole discussion underlines one fact: The devs definitely made the right choice in taking Armor Penetration off gear, where it can no longer trip up those classes and specs who do not need it.

Attack Power

Strength has pretty much always been superior for us for both DPS and Tanks, so the fact that we won’t have to settle for attack power is definitely welcome. There’s not much of a downside to this one, as long as there’s enough good plate DPS gear and strength jewelry to go around.

Haste

In Cataclysm, Haste will, in addition to its current uses, cause resources to regenerate or generate faster. In our case, it will be runes. Faster regenerating runes, in theory, equals quicker damage, although it will have to be quick enough to keep up with the global cooldown, of course. If it is, a faster rotation is only a good thing. If not, we just have runes that regenerate faster then sit there as we wait for cooldowns. This is probably a case where we need to see exact values before we can judge how good it is for the class overall, but it certainly has potential, possibly paired with a switch to Unholy Presence.

Defense and Stamina

Defense is completely gone from gear, meaning that every tank class or tree will be getting a talent similar to the Druid’s Survival of the Fittest to gain immunity to critical strikes. This isn’t so bad a deal now that you can dual spec DPS and Tanking, and therefore offtanks can still be effective tanks and effective DPSers both as needed, but there’s still some questions to clear up. Matthew Rossi covered quite a few of those questions in an article on the future of tanking, but I have a few more things to discuss from a Death Knight point of view.

Traditionally, we are able to tank in all 3 trees given that we choose the right talents. However, if we need to grab talented defense, how does that work? Unless they simply add it to the first level tanking talent of all three trees, we may find ourselves incredibly limited in our tank specs as we are forced to work down that specific tree. Of course, they could add it to Masteries, but that means that Death Knight PvE DPS may pick up a relatively useless mastery for them as they work down the tree.

In fact, that brings up a whole different point altogether: How will Death Knight Masteries work? Traditionally, we’re meant to be able to tank or DPS in all 3 trees. If Masteries in one tree are tank focused, everyone will flock there for tanking and flock away from it for DPS. That said, it may be that what will happen is that we’ll see more tank focused talents instead, which, when taken, will unlock tank focused masteries.

Still, let’s assume they have a decent idea for how they’ll implement tanking vs. DPS masteries and crit immunity that will work well enough to give us the same tank spec flexibility we have now. That still leaves us with the question of itemization.

It sounds like the developers mean to finish what they started with Burning Crusade and essentially make Stamina so ubiquitous that pretty much every character has tank-level HP. If so, at least that clears up one itemization issue. We’ll, in theory, have the Stamina to tank regardless. However, high stamina alone does not a complete tank make.

Bear Druids can attest to it. Sharing your itemization with DPS classes is not fun. You’re scrounging for hit and expertise, trying to find gear that still has a decent amount of stamina on it. And good luck finding dodge rating on pieces. They don’t exist. That’s my biggest fear: Will we run short on defensive stats as everything is itemized to be modular? It’s possible this could be sidestepped if Reforging allows conversions to dodge and parry rating, but it’d be way too easy to make reforging far too restrictive for that be effective. Masteries could possibly pick up some of the slack here, but again: With the way masteries are set up, how do we assure adequate tank masteries without rewiring Death Knights so that only one tree is the tank tree?

I’m not ready to completely condemn the idea, but I get the feeling itemization is going to be a sticky subject as Cataclysm begins. Here’s hoping the dev team can figure it out, but part of me thinks there may be a limit to how far you can take the “one size fits all specs” gear philosophy.

Then again, I’m still all for getting rid of some stats and firming up others. It really shouldn’t take a spreadsheet and a custom made calculator to figure out if an individual piece of gear is really an upgrade for you or not, to be honest.

And the Rest

Of course, this column is hardly going to be the final word on Death Knights in the Cataclysm. We’ll be discussing the Path of the Titans and which paths seem best for Death Knights, and talents are probably going to change so drastically as to completely alter how we look at certain talent builds and rotations.

The misgivings outlined above aside, I can say with confidence that I am incredibly pumped for the expansion, and very interested to see what direction the Death Knight class takes with all the redesigns and rebuilds of so many key systems in the expansion. Stay tuned to Lichborne and Wow.com. We’ll let you know how this keeps shaking down.

2010/06/03

Ctaclysm: The Abyssal Maw

Filed under: Cataclysm,Melee Damage — Tags: — admin @ 01:46

Azeroth’s native elementals wreaked havoc across the world while they were under the influence of the Old Gods.

To keep Azeroth safe from these threats, the titans imprisoned the Old Gods underground and banished the savage elementals to the titan-constructed Elemental Plane, a secure dominion where the elementals could dwell without harming Azeroth.

Four domains were created within this primordial realm to serve as ideal environments for each type of elemental. For ages since, the elementals of air, water, earth, and fire have engaged in endless strife with each other, waging titanic battles in the confines of their realm.

One of the Elemental Plane’s domains, a vast ocean known as the Abyssal Maw, is home to the water elementals. Legend says that Neptulon the Tidehunter, the powerful being who rules over the aquatic realm, possesses a potent weapon that allows its owner to control the very seas of Azeroth. Thus far, the artifact has remained secure inside the water elementals’ domain… but that will soon change.

Within Deepholm, the domain of the earth elementals, the malefic Dragon Aspect Deathwing is on the verge of executing a catastrophic act: to burst forth from the Elemental Plane into Azeroth. Doing so will ravage the surface of the world and breach the barrier that separates Azeroth from the elementals’ realm.

Whether Neptulon and his subjects have entered into an alliance with Deathwing remains unknown. Regardless, if Deathwing’s actions create an opening into the Abyssal Maw, nefarious and honorable factions alike will seek out the fabled weapon carried by Neptulon. Whoever secures the artifact will have control over the world’s seas, a power that perhaps no one, not even members of the Horde or the Alliance, should possess.

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