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2010/07/10

Cataclysm Closed Beta Starts Right This Instant

Filed under: Cataclysm,Tailoring — Tags: — admin @ 02:00

May be a bit later than originally anticipated, but the closed beta test for Cataclysm, the third expansion to mega-MMOG World of Warcraft, is officially under way. According to Blizzard, invitations to the beta are now going out to “a wide range of players from around the world who signed up” via the opt-in.

“Our focus with Cataclysm has been to build on the knowledge we’ve gained through the previous expansions to deliver the best, most compelling World of Warcraft content for our players to date,” said Blizzard CEO and cofounder Mike Morhaime. “Gathering focused feedback during the beta test will go a long way in helping us reach that goal when we launch Cataclysm later this year.”

Oh, by the way, this means that any and all NDAs are officially up. So you’ll probably be seeing lots of Cataclysm information in the next few days – especially here.

2010/06/23

Cataclysm’s Possible New Gold Cap

Filed under: Cataclysm,Melee Damage — Tags: — admin @ 03:30

World of Warcraft – New Cataclysm Gold Cap?

When it comes to rumors, nothing is more interesting than the impact that a new expansion pack will have on the in-game economy. Right now, we have a new development brewing due to a couple of rather vague blue posts in response to some forum questions. While this is all speculation, anytime a game developer comments on something like the gold cap with a big fat “maybe” we know they are probably considering making a change. So, what would the shift in the gold cap actually mean? Let’s take a look.

The Current Gold Cap

The current gold cap is 214,748 gold, 36 silver and 47 copper. It’s a number that has nothing to do with the game, rather is a cap on the programming language used to calculate the gold. So, there is no real reason for the cap other than memory usage which is a much smaller issue than when they were developing the game 6 years ago. But, very few players have reached the gold cap, so why would they need to raise it any higher than that?

Reasons for a Higher Gold Cap

First off, the gold cap has become an attainable goal in recent months. There are guide products being sold that tout being able to hit it, players have made videos, and some players even claim to have hit the gold cap on multiple characters. The volume of gold you can make per hour makes it all very feasible.

But, who needs more than 200,000 gold? To start with, Cataclysm could introduce new gold sinks that are far beyond what we already have. Remember the responses to news that Mammoths would cost 20,000 gold in Wrath? Players were freaking out. How would they make that much gold? It turned out it wasn’t that hard after all, but it was a huge increase from TBC to WotLK in terms of earning rates. The cap for players in TBC was around 250 gold an hour at the most. In WoTLK, players can make upwards of 800+ gold an hour by farming and even more if they hit the auction house.

So, yes the gold cap could easily be raised and if Blizzard is okay with a higher limit for currency holdings, it very well might. Inflation is an expected side effect of the new economy now, but we’ll have to see what happens when it finally hits.

For now, we can all keep trying for the current gold cap.

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2010/06/09

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.

2010/05/25

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

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?

2010/04/15

World of Warcraft: Cataclysm Announced

Filed under: Cataclysm,lord of the rings store — Tags: , — admin @ 01:34

The newest expansion for World of Warcraft has officially been announced.  Cataclysm will introduce two new races, a higher level cap of 85, and a whole slew of other things that WoW addicts are sure to love.  You can check out the full list after the jump.

 2009, August:

Blizzard Entertainment, Inc. today announced plans for the third expansion to World of Warcraft(R), its award-winning massively multiplayer online role-playing game (MMORPG). Unveiled at the company’s fourth BlizzCon(R) gaming festival, World of Warcraft: Cataclysm(TM) will bring sweeping changes to the world of Azeroth. Players will be able to adventure as two new playable races, achieve new levels of power, take on challenging quests and dungeons in all-new zones, and experience dramatic changes to familiar aspects of the game in the wake of a world-shattering disaster.

“In addition to revitalizing some of the most familiar and iconic areas of the game world, this third World of Warcraft expansion will add new features and a large amount of new content for players to explore,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “We’re excited to be offering a first glimpse of Cataclysm for attendees of BlizzCon, and we look forward to sharing more information with everyone as development progresses.”

In Cataclysm, players will witness the face of Azeroth being altered forever, as the corrupted Dragon Aspect Deathwing awakens from his subterranean slumber and erupts onto the surface, leaving ruin and destruction in his wake. 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.

Building on the foundation established in World of Warcraft and its first two expansions, Cataclysm will add a variety of new content and offer players the opportunity to rediscover Azeroth and experience the game from a whole new perspective. New features coming with the game’s third expansioninclude:

Two New Playable Races: Adventure as the cursed worgen with the Alliance or the resourceful goblins with the Horde.
Increased Level Cap: Advance to level 85 and earn new abilities, tap into new talents, and progress through the path system, a new way for players to customize characters.
Classic Zones Remade: Quest to level 60 as you never have before. Familiar zones across the original continents of Kalimdor and the Eastern Kingdoms have been reforged by the cataclysm and updated with new quests and content.
Flying Mounts in Azeroth: Explore Kalimdor and the Eastern Kingdoms from a whole new perspective.
Guild Advancement: Progress as a guild to earn guild levels and guild achievements.
New High-Level Content: Explore newly opened parts of the world, including Uldum, Grim Batol, and the great sunken city of Vashj’ir beneath the sea, and enjoy even more high-level raid content than in previous expansions.
New PvP Zone & Rated Battlegrounds: Take on PvP objectives and daily quests on Tol Barad Island, a new Wintergrasp-like zone, and wage war in all-new rated Battlegrounds.
Archaeology: Master a new secondary profession to unearth valuable artifacts and earn unique rewards.
New Race and Class Combinations: Explore Azeroth as a gnome priest, blood elf warrior, or one of the other never-before-available race and class combinations.

2010/04/10

Wow Cataclysm Expansion Pack Details

Filed under: Cataclysm,lord of the rings store — Tags: , — admin @ 00:53

Following the huge popularity of World of Warcraft “Wrath of

the Lich King” Blizzard have now announced another expansion

pack called World of Warcraft “Cataclysm”, this expansion pack

is said to raise the level cap to 85, include new playable races

and also see major changes in Azeroth.

When “Wrath of the Lich King” was released 2.8 million copies

of the expansion pack sold within 24 hours, these sales figures

are higher than any other PC game in history, which is not

hugely surprising considering the games popularity.

No definite release date has been announced, however many people

are predicting a 2010 release date, for more information check

Pocket-Lint’s article, there you can see exactly what changes

2010/04/09

Many little known ways to make easy gold in WoW

Filed under: Cataclysm,lord of the rings store — Tags: — admin @ 01:09

Dalaran Cooking Recipes

There are many recipes sold by the supplier of kitchen suplies Derek Odds Dalaran. One of those recipes that is very profitable is the recipe: Fillet Dragonfin sold by Derek Odds cooking for 3 awards Dalaran. This recipe calls 1xNorthern Spices and 1xDragonfin Angelfish. You can buy raw fish in the AH or can be grown in the Lake in Indu’le the Dragonblight. You can get spices Derek Odds 1 Award in Dalaran for cooking and I belive it gives you ten. On my server a stack of these sells for 70-90G and only takes about and hour to farm fish 40-60.
10K Honor Gems

Another little-known theme sell the new epic gems is sold to vendors buy jewlcrafting PVP. If you are a level 80 which is very easy to do. If you know your faction usually wins in a BG sertina than just play and make the daily PVP quest. Another quick way to get the honor is boing WG weekly missions 3k honor given each mission. The current limit is of 75k honor but they tend to buy jewelry when I have 10k honor. Befor buy gems go to the AH and see what sells mostly jewelry. If honor farm for about 2 hours you can do over 50k in honor. If you want to get more gold for your time, ask in the trade that epic cuts to sell more and if they are in high demand then ask JC to create a below and then list them on AH but no more than 2G low so the price drop custom dramaticaly
Icy Prism

Ice Prisms are a recharge time 20 hours conducted by JCS. The cost of making one of these on my server is 50-60G on the basis the time of day or what day of the week I buy. An Icy Prism rare gems usually drops 2.3 times lower and 1 of 6 epic gems also have the opportunity to drop dragon’s eye used for JCS. To make 1 prism ice orb requires 1 Frozen Dark 3 3 jade and chalcedony glass Shadow 3. If you are a miner can go mine some nodes saronite and ask a JC to prospect ore gems.

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