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kenji
23/11/2005, 10:02
1.9 Patch Notes

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- World of Warcraft Client Patch 1.9.0 (2005-??-??)
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The Gates of Ahn'Qiraj
The Gates of Ahn'Qiraj will house two massive, unique dungeons -- the
Ruins of Ahn'Qiraj, a 20-man raid dungeon, and the Temple of
Ahn'Qiraj, a 40-man raid dungeon. As players delve deeper into the
mysteries of Ahn'Qiraj, they will discover revelations of the
Silithid infestation and their shadowy masters, the Qiraji. Players
will have to complete a world event of massive proportions before
they can open the Gates of Ahn'Qiraj on their realm.
***During the public test of Ahn'Qiraj, the world event to open the
gates will be accelerated to allow testing of the dungeon content.***

Linked Auction Houses
Players will now be able to buy and sell goods with greater
effectiveness using the Linked Auction House system. Auction
Houses in Orgrimmar, Undercity, and Thunder Bluff will now share the
same pool of Horde player-created auctions, and Alliance players will
find the same to be true when visiting Ironforge, Stormwind City, and
Darnassus Auction Houses. This system has been expanded to support
the neutral Auction Houses as well. Tanaris, Everlook, and Booty Bay
will all be linked for players of both factions to access. In
addition, the "Looking for Group" and "Trade" channels have been
unified among the corresponding cities, meaning, for example, that
you can trade your goods or look for groups in Ironforge while in
Stormwind.

Multiple Battlegrounds Queues
Players will be able to enter multiple battleground queues. No longer
must you make the hard decision of which queue to join -- when queued
for all three, you can join the first one available or hold out for
that particular battleground which you've really got your heart set
on.

Soul Shard Bags
Tailors now can make soul bags to hold soul shards. The smallest is a
20-slot bag, the recipe for which can be purchased in Gadgetzan. The
recipe for a larger bag can be found in Scholomance, and one for an
even larger bag can be found in Molten Core. In the main UI, these
soul bags will display how many shards they contain. So long as the
soul bags have room, any soul shards a warlock creates will
automatically go into the bag.

Raid Calendar System
The raid-lockout system has undergone a significant change. The new
system will have all instances reset at a certain server time,
regardless of when you were actually saved to the instance. The reset
schedule is as follows:
Molten Core: Every 7 Days, resetting during weekly maintenance.
Blackwing Lair: Every 7 Days, resetting during weekly maintenance
Onyxia: Every 5 Days
Zul'Gurub: Every 3 Days
Temple of AhnQiraj (40-man): Every 7 Days, resetting during weekly
maintenance
Ruins of AhnQiraj (20-man): Every 3 Days
All resets will occur during off-hours, when the least amount of
raids are active.

Important Note for Mac OS X Users
The minimum supported Mac OS X revision for WoW will be changed in a
post-1.9.0 patch, from 10.3.5 to 10.3.9. If you are running 10.3.5 -
10.3.8 and need to get the free update, you can use Software Update
or you can click here for the direct download. This change will make
it easier for us to release future updates to the game, for example
to support upcoming Mac models based on Intel processors.

General
- All Disorient effects have been renamed Incapacitate effects. This
includes Gouge, Sap, etc.
- All Confusion effects have been renamed Disorient effects. This
includes Blind, Scatter Shot, etc.
- Food and Drink are now in separate categories, so you can only have
one food effect and one drink effect on you at a time. The only
effect should be that foods that used to stack with each other (you
could have two food effects on you at once) no longer will stack.
- On-next-swing abilities will no longer cause multiple weapon procs
on a single swing.

PvP
- Several civilian NPCs, who previously would assist non-civilians,
will no longer do so.

Druids
- Bear and Dire Bear form - Effects that lower armor will now lower
armor by a percentage of the druid's full armor, rather than just
base (caster form) armor. However, Enrage will still only remove 75%
of base armor.
- Omen of Clarity - Special attacks will no longer consume their own
clearcasting state. All melee attacks will now be able to trigger the
clearcasting state.
- Nature's Grasp - This spell can now trigger from special melee
attacks. It will no longer be possible to cast Entangling Roots at no
mana cost immediately after Nature's Grasp procs.
- Nature's Grace - The Nature's Grace buff will now appear on the
player upon completion of casting, before the travel time of the
spell. So, Wrath crits will now benefit the casting time of the next
spell cast.
- Insect Swarm - New icon.
- Improved Starfire - The stun effect's duration no longer diminishes
or is diminished by controlled stun abilities and spells (e.g. Cheap
Shot, Hammer of Justice, Charge etc.).
- Omen of Clarity - This spell now works correctly with Bash, Rip,
Ferocious Bite, and Demoralizing Roar, granting a decrease in the
cost of the ability. Ferocious Bite will still use the entire energy
bar to generate additional damage.

Hunters
- Arcane Shot - This spell can no longer trigger twice in one shot off
of the Paladin's Judgement of Wisdom.
- Aspect of the Pack and Aspect of the Cheetah - Periodic damage will
no longer trigger the Dazed effect.
- Aspect of the Wild - Radius increased. Tooltip updated to display
radius.
- Improved Concussive Shot - The stun effect's duration no longer
diminishes or is diminished by controlled stun abilities and spells
(e.g. Cheap Shot, Hammer of Justice, Charge etc.).
- Tame Beast - The hunter will now turn to face the target during the
taming process.
- Bestial Wrath - Damage bonus reduced, duration increased.
- Unleashed Fury - Damage bonus increased.
- Pet Changes
+ Turtles can now eat raw and cooked fish.
+ Turtles can now learn Shell Shield, allowing them to reduces all
damage taken by 50% for 10 sec.
+ Hunters can now tame Sons of Hakkar. Sons of Hakkar are in the Wind
Serpent family and will know Lightning Breath (Rank 6).
+ Boars can now learn Charge, an ability that allows them to charge
to an enemy, immobilize that enemy for 1 second, and add a large
amount of Attack Power to the boar's next attack.
+ Gorillas can now learn Thunderstomp, an ability that causes high
threat area Nature damage.

Mages
- Impact - The stun effect's duration no longer diminishes or is
diminished by controlled stun abilities and spells (e.g. Cheap Shot,
Hammer of Justice, Charge etc.).
- Netherwind Regalia - The 8-piece set bonus will now proc immediately
upon completion of casting the spell, before travel time on the
spell. This will allow the proc to affect the next spell cast as
intended.
- Arcane Concentration - Blizzard will now be able to gain a
Clearcasting state from this talent.
- Blast Wave - Will now show spell data in the talent page.

Paladins
- Due to significant talent changes, all Paladins' talent points will
be refunded and can be respent. Training costs for all talent
spell/ability replacements have been significantly reduced.
- Paladins can now learn Greater Blessings for the following spells:
+ Blessing of Might
+ Blessing of Wisdom
+ Blessing of Kings
+ Blessing of Sanctuary
+ Blessing of Salvation
Greater Blessings will cast the associated blessing on all raid
members that share the same class as the target. For example, if you
cast Greater Blessing of Might on a warrior in your raid, all
warriors in the raid party will receive Blessing of Might from you.
Additionally, Greater Blessings have an increased duration of 15
minutes. These blessings require twice as much mana as the single
target version, as well as a reagent. Paladins can purchase these new
Greater Blessing spells from their class trainers.
- Seal of Fury - The seal and judgement have been removed and replaced
with a new self-buff, Righteous Fury, which will increase threat from
Holy damage.
- Seals and Judgements - Added or increased damage per level so that
these spells keep pace between replacements.
- Judgements - Judgements that place a debuff on their victim will now
all have their duration refreshed when the judging paladin strikes
the victim with his or her melee swings. All these debuffs have had
their duration decreased to 10 seconds. In addition, Judgements that
place debuffs can no longer be resisted.
- Seal of Righteousness - Now does holy damage on every swing. It can
now proc correctly as well. The Judgement effect has been renamed
"Judgement of Righteousness" to differentiate it from the Seal damage
in the combat log.
- Judgement of the Crusader - The holy damage bonus has been decreased
as part of rebalancing paladin damage (which is still increased
overall).
- Seal of Command - The proc will occur more often, but will only do
70% of weapon-swing damage.
- Judgement of Command - Instead of placing a debuff on the victim,
this spell now does immediate damage. If the victim is not stunned,
they only take 30% of the total damage. The damage on this Judgement
was increased significantly.
- Judgement of Wisdom - Arcane Shot will no longer cause this to proc
twice on one shot. Channeling spells can now trigger this proc as
well.
- Vengeance - Special ability critical hits can now trigger Vengeance.
- Judgement of Righteousness - The damage of this judgement was
increased significantly. This judgement can now trigger procs.
- Holy Shock - Now heals friendly targets and damages enemy targets.
Mana cost reduced. Bonus from spell damage and healing items
increased.
- All Seals and Judgements have had their bonus coefficient from plus
spell damage re-evaluated. Some holy damage effects had no
coefficient before and now have a coefficient.
- Vengeance - Clarified the tooltip to indicate procs will not trigger
Vengeance.
- Summon Warhorse - Mana cost reduced.
- Summon Charger - Mana cost reduced.
- Consecration - No longer displays a debuff icon on targets in the
area of effect.
- Updated Aura tooltips to be more clear (include radius, fix
grammatical errors etc...).
- Judgement - Range increased, cooldown decreased, mana cost decreased.
Using Judgement will now initiate melee combat.
- Exorcism - Now usable on Demon targets in addition to Undead targets.
- Holy Wrath - Now usable on Demon targets in addition to Undead
targets.
- Seal of Justice - Mana cost slightly increased. The stun effect's
duration no longer diminishes or is diminished by controlled stun
abilities and spells (e.g. Cheap Shot, Hammer of Justice, Charge,
etc).
- Seal of Righteousness - Damage bonus from +Holy damage items
increased, mana cost slightly increased.
- Seal of Command - Damage bonus from +Holy damage items increased.
- Seal of the Crusader - Mana cost slightly increased.
- Seal of Fury - Removed and replaced with Righteous Fury.
- Seal of Light - Mana cost slightly increased.
- Seal of Wisdom - Mana cost slightly increased.
- Seal of Command - Mana cost slightly increased.
- Hammer of Wrath - Missile speed of the flying hammer increased.
- Divine Protection, Divine Shield and Blessing of Protection - Targets
of these spells will now receive the "Recently Shielded" effect,
preventing another of these three spells from being applied to that
target for one minute.
- New Spell: Righteous Fury (level 16) - Increases the threat generated
by the Paladin's Holy attacks by 100%. Lasts 30 minutes.
- Blessing of Sanctuary - Now causes Holy damage to the attacker when
the blessed target blocks an attack in addition to the current
effect.

Priests
- Martyrdom - This talent will now trigger on melee special abilities
as well as on melee swings. The tooltip has been clarified to
indicate this ability only works on melee strikes.
- Mind Blast - Threat raised on ranks 7, 8, and 9. Incorrect data had
been entered in those spells, resulting in less threat generated than
designed.
- Blackout - The stun effect's duration no longer diminishes or is
diminished by controlled stun abilities and spells (e.g. Cheap Shot,
Hammer of Justice, Charge, etc).

Rogues
- Mace Specialization - The stun effect's duration no longer diminishes
or is diminished by controlled stun abilities and spells (e.g. Cheap
Shot, Hammer of Justice, Charge etc...).

Shaman
- Lightning Shield - This spell will now proc when the shaman is struck
by elemental attacks.
- Stormstrike - Earthbind and Stoneclaw totems will no longer use up
charges of Stormstrike.
- New Spell - Tranquil Air Totem. Creates a totem that reduces the
threat caused by nearby party members by 20%.

Warlocks
- Searing Pain - Increased damage on all ranks of Searing Pain.
- Infernal and Doomguard - Increased armor 10% and damage 30% on both
pets.
- Soul Link - This spell can no longer be partially dispelled off the
warlock. In addition, Soul Link can no longer be used on non-demon pets.
- Hellfire - Victims of Hellfire are now able to resist properly.
Warlocks continue (as designed) to be unable to resist their own
damage.
- Curse of Shadow and Curse of the Elements - These curses can no
longer cause resistance to become negative. To compensate, both
curses now increases the damage taken from the appropriate schools by
a percentage.
- Summon Felsteed - Mana cost reduced.
- Summon Dreadsteed - Mana cost reduced.
- Pyroclasm - The stun effect's duration no longer diminishes or is
diminished by controlled stun abilities and spells (e.g. Cheap Shot,
Hammer of Justice, Charge, etc).

Warriors
- Execute - Improved Execute and other discounts to the Execute ability
will now correctly convert the resulting extra rage into damage.
- Retaliation - This ability will no longer lose charges when the
attacker is behind the warrior.
- Sword Specialization - Special attacks now properly trigger the
chance to gain an extra attack.
- Sweeping Strikes - Whirlwind and Retaliation will now correctly
consume the charges from Sweeping Strikes.
- Bloodthirst - The damage component has been increased to 45% of
attack power.
- Enrage - The talent will now grant 5/10/15/20/25% extra damage when
enraged, instead of 8/16/24/33/40%.
- Mace Specialization - The stun effect's duration no longer diminishes
or is diminished by controlled stun abilities and spells (e.g. Cheap
Shot, Hammer of Justice, Charge, etc).
- Improved Revenge - The stun effect's duration no longer diminishes or
is diminished by controlled stun abilities and spells (e.g. Cheap
Shot, Hammer of Justice, Charge, etc).

Racial Traits
- Troll Racial Abilities
Troll Berserking
+ Is now triggered off any critical hit on you, including spells and
ranged attacks.
+ Melee/ranged haste bonus and duration reduced.
+ Now adds spell damage in addition to the haste bonus.
+ Berserking now ability requires a small amount of mana, rage, or
energy (depending on your class) to activate.
Throwing Mastery
+ Trolls now also receive a bonus to Bow weapons in addition to
Throwing weapons.
- Orc Racial Abilities
Blood Fury
+ Now applies a healing effectiveness debuff on the user instead of
the attack power penalty. The healing debuff is applied
immediately upon using the ability.
Hardiness
+ Resistance is now applied to just Stun mechanics.
- Gnome Racial Abilities
Escape Artist
+ Casting time lowered.
- Dwarven Racial Abilities
Stoneform
+ No longer snares the user.
+ Armor bonus increased.
+ Duration lowered.

Items
- All of the Tier 2 Class Armor sets have been updated with new art.
- The following weapons and shields have been updated with new art:
Perdition's Blade, Obsidian Edged Blade, Gutgore Ripper, Core Hound
Tooth, Aurastone Hammer, Drillborer Disk, Staff of Dominance.
- Many of the pieces from the Tier 2 Armor sets have received updated
statistics. The armor sets with the most extensive changes include
the Netherwind, Nemesis, and Judgement sets. Other sets received
fewer revisions, or none at all.
- Slimes have been latching on to more valuable items and they will now
be dropping better loot than they used to, including coin drops and
special bags.
- Drop rates of Darkmoon Cards 2-8 (Portals 2-8, etc..) have been
reduced. Ace drop rates have been increased.
- The drop rate of Shadowcat Hides has been increased.
- The Lifestealing enchantment now does shadow damage rather than
fire damage.
- Manna Biscuits now have two separate spell effects so they stack
correctly with other food and water.
- Well Fed buffs from special foods will no longer stack with each
other.
- The enchanter-made wands are now correctly flagged as Bind on Equip.
- Silithus air elementals have a slightly increased chance of dropping
essence of air
- Stormshroud Shoulders have been fixed to be a superior item and have
had the stamina on them slightly increased as well.
- Whistle of the Black War Raptor was changed to Bind on Acquire.
- The Runed Stygian Belt is no longer Unique.
- Bandages will now appears as "Consumable" in the auction house.
- Jadeanar humanoids and demons in Felwood and Winterfall Furbolgs in
Winterspring can now drop Runecloth.
- Winterfall Furbolgs will not drop Winterfall Firewater as often.
- The Seal of Wrynn, Nogg's Gold Ring, and Talvash's Gold Ring have
been improved to be superior items.
- All Giants in Azshara now drop cash and items appropriate for an elite
creature.
- The attack speed slowing effect from Thunderfury has been reduced,
and no longer stacks with other such effects such as Thunderclap.
- The Reckless Charge ability of the Goblin Rocket Helmet and Horned
Viking Helmet is now considered a disorient instead of a sleep effect.
- Flamewaker Legplates and Sash of Whispered Secrets improved to have
the proper stats of an epic item.
- Broken Silithid Chitin is now marked as a poor item.
- Albino Crocscale Boots now has the appropriate geometry attached.
- Darkshore Grouper now has an appropriate sound when moved in your
inventory.
- The effect of the Freezing Band is now considered a Freeze effect.
- The Force Reactive Disk's and Cloak of Fire's effects will no longer
gain a benefit from effects that increase spell damage.
- The Insightful Hood and Southsea Head Bucket will now cover hair
properly.
- The proc ability of the Halberd of Smiting can no longer cause
another proc.
- The Glimmering Mithril Insignia will no longer make a player immune
to Death Coil.
- The Goblin Mortar's stun effect now has a description.
- Six Demon Bag tooltip changed to note that the target must be in
front of the caster.
- The Fiery War Axe is now in fact, Fiery.
- The Abyssal Plate Gauntlets are now Bind on Equip.
- Items with the Frost Blast ability will now deal the correct damage
listed.
- Gauntlets of Shining Light is now spelled correctly.
- The Pure Elementium Band now has a sell price.
- The Mendicant's Slippers now have the proper amount of stamina for
the level of the item.
- Arcanist's Bindings had more resistances than proper for the item,
and these were removed.
- Alcor's Sunrazor is now Bind on Equip.
- Transforming Thunderstrike and Shadowstrike will no longer consume
additional copies of the item that might be in the inventory.
- Added a note to the tooltip for the Healing and Mana Draughts
available in Alterac Valley that informs the player they are only
usable in Alterac Valley.
- Incorrect amounts of abilities such as Attack Power, Increased Fire
Damage, or Increased Healing Damage were being applied to all random
item property world drops. Two handed weapons such as Staves had much
lower amounts of these abilities, while ranged and one handed weapons
had too much. All further drops of these items will have the correct
amounts, but previously dropped items will not be affected by this
change.
- The Shardtooth Meat quest item can no longer be fed to a Hunter pet.
- Blue Dragon Card - This trinket will no longer proc from non-combat
abilities.
- Shield Spikes - Shield Spike damage will no longer occur on ranged
blocks.
- Halberd of Smiting - This weapon will no longer proc multiple time
off one swing.

Professions
- An Alchemy recipe to Transmute Heart of Fire into three Elemental
Fires has been added at the Friendly level of the Thorium Brotherhood.
- Epic items that are level 51 and above will now disenchant into a
Nexus Crystal. Also items that normally disenchant into Large
Brilliant Shards have a very small chance of disenchanting into a
Nexus Crystal. New more powerful enchanting recipes that require
these Crystals can be found in the new Ahn'Qiraj content.
- Enchanters can now turn some of their dusts and shards into magical
oils. These oils when applied to weapons add a temporary bonus to
magical damage or mana regeneration that stacks with permanent
enchantments. The lower levels of these recipes are found on normal
enchanting vendors. The higher level versions are found on special
vendors and are rewards for high Zandalar faction.
- The Enchanting Trainer in Cenarion Hold in Silithus sells some of
both new types of enchanting formulae.
- Schools of fish have appeared around the world that can be fished
from a few times before being fished out. These schools tend to
contain valuable fish types such as Oily Blackmouth or Firefin
Snapper. In some places, wreckage can be fished from for even better
rewards.
- The cooking trainers around the world sell the recipe for Sagefish
and Greater Sagefish. These two fish types can be found in schools in
inland areas and provide health and mana regeneration as well as
additional mana regeneration for 15 minutes after eating.
- Engineers with skill 250 or greater, who have completed Umi
Rumplesnicker's 'Are We There Yeti?' quest line, should seek her out
again in Everlook.

Quests & Reputation
- The Timbermaw Furbolgs have received a faction revamp!
+ The Timbermaw Furbolg faction is now named "Timbermaw Hold."
+ Certain named Deadwood and Winterfall Furbolgs are now giving more
positive Timbermaw Hold faction when killed.
+ Old quests have been revised, and several new quests involving the
Timbermaw Furbolgs have been added.
- Reputation caps for killing monsters now happen at the end of a
level, rather than in the middle of it. For example: if reputation
gains for killing a monster were previously capped at the middle of
the range for Friendly on a monster, then they are now capped at the
end of Friendly.
- Reputation is now its own category in the chat window; you can change
the color of reputation gains and losses as reported in chat without
it affecting other miscellaneous information.
- All Alliance versions of the quest "Heeding the Call" now give
uniform reputation increases.
- Warlock quests that teach imp summoning now all uniformly award
reputation increases for respective racial factions.
- Spells now may have a casting requirement of current reputation with
a faction.
- All versions of the quests "A Donation of Wool," "A Donation of
Silk," and "A Donation of Mageweave" have had the level of the quest
raised so that higher level characters performing them will be able
to receive the full reputation gain. The minimum level requirement
for the quests have not changed, though the amount of XP gained when
completing any of these quests will be different than from before.
Mageweave will continue to give more XP than Silk, and Silk more XP
than Wool.
- The Alliance version of the quest "Centaur Bounty" now gives
Stormwind faction for completion.
- The Horde version of the quest "Centaur Bounty" now gives the same
amount of XP as the Alliance version (which means it was increased).
- The quest "Zaeldarr the Outcast" now gives an Argent Dawn reputation
increase upon completion.
- A bug with the reputation system has been fixed that was preventing
some awards to Horde and Alliance factions from being shared properly
amongst all member factions of the team.
- The quest "Ledger from Tanaris" now gives a reputation reward for
Gadgetzan upon completion.
- The quest "Supplies for Nethergarde" now has an additional reward of
increased Stormwind reputation.
- Fixed typos in both quest versions of "All Along the Watchtower".
- Fixed typos in both quest versions of "Lessons Anew".
- A kobold has been moved away from Piznik so that it won't keep
evading in the quest "Gerenzos Orders".
- Fixed typos in the quest "Signets of the Zandalar".
- Fixed typos in the quest "Rotten Eggs".
- The cleansed plants of Felwood have been modified:
+ There is no longer a gossip option to interact with them; simply
right click on the plant to receive your buff or fruits.
+ The amount of items you get from plants has been adjusted.
+ A corrupted whipper root plant was bugged to require one fewer
plant salves than intended to be cleansed; its now fixed to
require the salves just like the other whipper roots.
- Fixed two bugs where Pratt McGrubben in Feathermoon Stronghold was
not offering to re-teach Wild Leather Shoulders and where he was not
properly teaching Wild Leather Leggings.
- Fixed typos in both quest versions of "Power over Poison".
- The level of the quest "Piercing the Veil" has been increased from 3
to 4, bringing it in line with similar quests.
- Sayges Dark Fortune of Damage buff now only increases damage from a
randomly determined range of 1-10%.
- A coin reward has been added to the quest "Worth Its Weight in Gold".
- Vahlarriel in the second part of the quest series "Vahlarriel's
Search" now has something to say when returning with the pendant.
- The level for the quest "Parts for Kravel" has been raised to bring
it in line with the other quests of the Kravel series.
- You now need fewer Scorpashi Venoms to complete the second quest of
the "Reagents for Reclaimers Inc." quest series.
- Baron Revilgaz now should be a little more vociferous.
- Fixed a bug with the Horde Hallows End quest "Ruined Kegs" that
allowed the Alliance to interact with the keg.
- Hallows End Pumpkin Treats should no longer be on the same timer as
combat-oriented potions. Really.
- Xabraxxis Demon Bag will now last slightly longer in the world once
he is killed (3 minutes, up from 2).
- The reward for the quest "An Audience with the King," "Seal of
Wrynn" - has been improved.
- The reward for the quest "Gnome Improvement," "Talvashs Gold Ring"
has been improved. XP and reputation rewards for the quest have also
been increased.
- The reward for the quest "Noggs Ring Redo," "Noggs Gold Ring" has
been improved. XP and reputation rewards for the quest have also
been increased.
- The Horde Quest "Material Assistance" should no longer auto-launch an
incorrect (deprecated) quest.
- The quest "Galen's Escape" now gives an additional coin reward upon
completion, as well as an increase of reputation amongst the players
factional team.

Raids & Dungeons
- Noxxion in Maraudon now has the correct immunities.
- Noxxion is now social and will bring friends if pulled past other
creatures.
- Abyssal Templars are no longer marked as Humanoid.
- Twilight Stonecallers in Silithus should now aggro properly.
- Gordok Reavers and Warlocks now have a slightly larger radius for
detection and "call for help."
- Drop rate of Dark Runes in Scholomance has been reduced.
- The Altar of the Deeps in Blackfathom Deeps will now give players
the Blessing of the Deeps.
- The abomination event in Stratholme was been reworked with new
technology to insure there are no more premature resets.

User Interface
- The Guild UI has been significantly improved. Now when you click on
a guild member, it will open up a side panel with all the information
about that member including their note and officer's note.
- There is now a Guild Info panel for each guild. That panel allows a
guild to enter long term information and messages about the guild
that is too long for the message of the day. The guildmaster can use
the guild control panel to determine who has access to change the
text in this panel.
- Options have been added that allow raiders to not display their base
party UI when the Raid UI is up. Also, you can choose to only display
effects on players that you can dispel or ones you can cast. This is
all in the interface options pane.
- A "tip of the day" feature has been added to loading screens within
the game.
- Under Video Options there is now a slider to control the detail of
spell effects. Lower settings can help to improve performance.
- Auction buyers/sellers will now receive a detailed invoice of the
transaction.
- The casting bar has been brightened back up, it was appearing darker
than intended due to a bug.
- A new option has been added to Interface options, "Sticky Targeting."
When this is turned on, you will not deselect your current target when
you click on empty space.
- A new interface option, "Detailed Loot Information" has been added
that defaults to 'on.' If you turn it off you will only see the roll
and Need/Greed option of the player who won the item rather than
information for every player.
- Open bags that are in your bank will now have a bluish background to
them to allow easy differentiation between inventory bags and bank
bags.
- The Friends List and Guild UI will now display when a person is AFK.
- It is now possible to use the dressing room UI to model items that
are being rolled for in the Group Lood/Need Before Greed Popup window.
- Add-ons, Macros and Keybindings can now be saved on a per character
basis, so you can have different characters load different add-ons/
macros/keybindings.
- The Ignore command will now ignore emotes.
- The Interface Options Pane has been split up into a normal panel
and an advanced panel.
- In the initial loading screen there will be a tip displayed. This
can be turned off from the interface options menu.
- Any time an item is distributed using the "Master Looter" system and
the item is quality epic or above there will be a confirmation
dialogue to confirm that the item is going to the correct person.
- Key bindings can now be saved either globally or on a per character
basis.
- Add-ons can now be saved either globally or on a per character basis.
- In addition to the set of macros shared by all characters, each
character gets an additional 18 macros available to them.
- Added the ability to link enchanting recipes in chat.
- Optimized UI event handling in raid situations.
- Optimized UI layout engine to improve loading times.
- The game will no longer accidentally load UI files that are dropped
loose into the top level installation directory.
- The EquipCursorItem() script function uses slot numbers consistent
with the rest of the inventory functions. Any macros which use this
function should be updated by adding one to the slot number used
currently.
- New TOC entry for dynamically loadable add-ons: ## LoadWith: Addon1,
Addon2, etc. - Indicates that your add-on should be automatically
loaded after ANY of the add-ons specified on the LoadWith line are
loaded.
- The 8th return value from GetItemInfo() is no longer be localized,
instead is one of a number of INVTYPE_* tokens.
- A new 9th return value from GetItemInfo() is the inventory icon for
the item.
- debugprofilestop() will now return sub-milisecond (floating point)
values.
- Added Texture:GetTexture() which returns the filename (without
extension) of the file for the texture.
- Added FontString:SetNonSpaceWrap(true|false)
- Added Frame:GetFrameType() which returns the type of a frame.
- Added Frame:IsFrameType("typeName") which returns true if the frame
is of type typeName, or a subtype of typeName.
- New 8-param form of Texture:SetTexCoord(ULx, ULy, LLx, LLy, URx, URy,
LRx, LRy)
- Parent frame scales are cumulative instead of overrides.
- Textures and FontStrings now have IsVisible() and IsShown() functions
with the same semantics as the frame functions of the same name.
- Added Button:SetFont(), which works like the equivalent FontString
function.
- Added ScrollingMessageFrame:SetFont(), which works like the
equivalent FontString function.
- Special honor awards show up in the combat log.
- Druids can preview different weapons in the dressing room while in
moonkin form.
- The Disgusting Oozeling will share its disgusting aura with you even
while you are PvP enabled.
- Emotes show up in the chat log file.
- Combat messages no longer show up in the chat log file.
- Resurrection spells will return pets to life with the appropriate
amount of health and mana.
- Talent improvements to buffs will persist across instance boundaries
and logging out.

World Environment
- Elven NPCs in Scholomance will now animate properly.
- Players should no longer be able to walk on steep terrain.
- Players should no longer be able to move slowly through some locked
doors and gates.
- Nida Winterhoof in Thunder Bluff now sells Flowers for the sensitive
Horde player.
- The Short John Mithril's chest in Stranglethorn Arena will now
display an effect when it is being opened so its harder to open the
chest unnoticed.
- Night Elf food vendors have changed their supplies slightly.
- Chests in Maraudon have been disabled for good.
- In Wetlands, Bluegill Murlocs will now be more plentiful and several
other Bluegill camps have been thinned.
- All mount sounds, when standing still and pressing spacebar are now
all in place.
- Tauren males now use their off-hand attacks animation.
- The Zeppelins propeller from Under City should now animate properly.
- Flight Paths
+ New flight paths added between Ironforge and Chillwind Point.
Also, between Chillwind Point and Light's Hope Chapel.
+ Fixed a problem with the flight paths between The Crossroads in
The Barrens and Zoram'gar Outpost in Ashenvale.
+ Fixed the flight over Yojamba Isle from Booty Bay in Stranglethorn
to Sentinel Hill in Westfall.

Bug Fixes
- Fixed a bug that caused Crimson Templar to be doing much more damage
with it's fireball attack than intended.
- Fixed a bug that could cause Guard Slip'kik to move while trapped in
ice.
- Fixed a bug that caused Azure Templar, Earthen Templar, and Hoary
Templar to be resistant to Fire.
- Fixed a bug that would cause Time Lapse to cause hate reduction even
if the target resisted the effect.
- Fixed a bug that allowed pets to be targeted by "Wild Polymorph"
during the Nefarian encounter.

Uranux
23/11/2005, 10:18
Io non ho letto nulla di diverso riguardo alle cure.

Feror
23/11/2005, 10:29
nerf al pally nella nostra patch !
no ma GG :asd:


Salvetion totem allo shammy ASD :|

kenji
23/11/2005, 10:39
ok e per chi pensasse in un fake vi posto la risposta blizzard..

They're not "leaked". We're in the process of setting up the PTR, and as such, the notes are available.

Keep in mind, however, that being the PTR notes, they're an early draft, and not all changes may be on them.


io fossu un pala rerollerei all'istante a sto punto

DarkT
23/11/2005, 10:55
Professions
- An Alchemy recipe to Transmute Heart of Fire into three Elemental
(vado a fare il pieni di earth of fire.. scusate)

- Curse of Shadow and Curse of the Elements - These curses can no
longer cause resistance to become negative. To compensate, both
curses now increases the damage taken from the appropriate schools by
a percentage.
(a me piace di più così in effetti.. dps più controllato.. o mi sbaglio?)
N.B. Soprattutto in pvp...



Soul Shard Bags
Tailors now can make soul bags to hold soul shards. The smallest is a
20-slot bag, the recipe for which can be purchased in Gadgetzan. The
recipe for a larger bag can be found in Scholomance, and one for an
even larger bag can be found in Molten Core. In the main UI, these
soul bags will display how many shards they contain. So long as the
soul bags have room, any soul shards a warlock creates will
automatically go into the bag.
(Ecco questa è urgente, nonostante di warlock ce ne siano pochi.... sopratutto quella di MC)

Feror
23/11/2005, 11:02
Originally posted by kenji@Nov 23 2005, 09:39 AM



io fossu un pala rerollerei all'istante a sto punto
io ho un war al 43, però dubito che seriamente lo porto al 60, mi faccio equip, mi faccio mc ecc, per il semplice motivo che non ho tempo, lavoro, ho impegni vari, inoltre il pala è ormai con un buon equip, spero nei talenti ma a prescindere penso che continuerò a giocarlo :ph34r:

Uranux
23/11/2005, 11:30
Ma dove hai trovato la traccia di questa patch ?

Feror
23/11/2005, 11:36
Originally posted by Uranux@Nov 23 2005, 10:30 AM
Ma dove hai trovato la traccia di questa patch ?
è in giro su qualche sito.
cmq il GM usa ha commentato con un "sono vere, ma possono essere soggette a variazioni"

ciocca
23/11/2005, 11:48
- Fixed a bug that could cause Guard Slip'kik to move while trapped in
ice.




NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOO

Zeo
23/11/2005, 11:52
Oh, il paladino ne sa quanto prima, cambierà leggermente il modo di gestire i seal sul mob, ma contemporaneamente potrà evitare di blessare ogni 5 minuti. Per il resto, ha qualche simpatica utility in più che nel pve (intendo istance da 20-40) non cambierà una ceppa.

Dov'è sto nerf? Ha solo preso qualche limitato migliroamento, globalmente. In pvp non so, ma tanto chi lo faceva più il palacritico?

L'unica cosa che fa ridere è che, nella patch del paladino, il bonus più grande l'ha preso l'orda con il Tranquilizing Air Totem... giusto probabilmente perchè non avevano il coraggio di levare il blessing più importante del pally in PVE nella patch DEL PALADINO :asd: Però alla fin fine, anche se l'orda con sta patch ci ha guadagnato il doppio dell'ally, per noi le cose non peggiorano... ed è già molto, io sinceramente temevo peggio.

Poi mi devono anche spiegare la storia dell'aggro sul mind blast, a me sembrava già ALTISSIMO, non che lo usassi in occasioni serie, però bah... che senso ha? Escludere assolutamente ogni utilità in pve del priest shadow (che effettivamente poteva competere come dmg dealing con le altri classi?)? Mah, amen.

kenji
23/11/2005, 12:11
cioe l apatch sul pally che trasforma il pally in un tank e rende lo shammy = ad un pally.. MICA MALE!!!!!


a me tutto cio' fa ridere

DarkT
23/11/2005, 12:15
Le nuove curse of Shadow ed element.. secondo me sono >>>>>>>>>>>>

non sono state nerfate.... semplicemente il dps risulta più controllato....

LoLLo
23/11/2005, 12:22
e non mi snaro piu e non mi snaro piu.................ALE'!!111!

Propheta
23/11/2005, 12:23
Originally posted by kenji@Nov 23 2005, 09:02 AM
Shaman

- New Spell - Tranquil Air Totem. Creates a totem that reduces the threat caused by nearby party members by 20%.
Ecco lo hanno dato pure all'orda cosi stanno tranquilli :P

Feror
23/11/2005, 12:24
Originally posted by Zeo@Nov 23 2005, 10:52 AM

Dov'è sto nerf?


- Divine Protection, Divine Shield and Blessing of Protection - Targets
of these spells will now receive the "Recently Shielded" effect,
preventing another of these three spells from being applied to that
target for one minute

-Seal of Command - The proc will occur more often, but will only do 70% of weapon-swing damage.

giusto per citare le 2 cose più eclatanti, nerfata la nostra spell di offesa migliore, nerfata la nostra combo di difesa vs melee

gg pala pvp

DarkT
23/11/2005, 12:49
forse vi sfugge questo...
- Holy Shock - Now heals friendly targets and damages enemy targets.
Mana cost reduced. Bonus from spell damage and healing items
increased.

ISTANT HEAL.. ogni 30 secondi?

Plate
23/11/2005, 12:58
Aspetto post ufficiale e il talent tree, poi commento ^_^

Feror
23/11/2005, 12:58
Originally posted by DarkT@Nov 23 2005, 11:49 AM
forse vi sfugge questo...
- Holy Shock - Now heals friendly targets and damages enemy targets.
Mana cost reduced. Bonus from spell damage and healing items
increased.

ISTANT HEAL.. ogni 30 secondi?
si ma se non lo hanno potenziato sono 450 di cura istan ogni 30 secondi, cioè = usless

cmq queste modifiche mi orientano sempre di più sul:
pala pve
war pvp

e gg

DuskDweller
23/11/2005, 13:00
Quanto ho sclerato quando ho fatto i miei millemila Baron run a causa di questa mancanza
"+ New flight paths added between Ironforge and Chillwind Point.
Also, between Chillwind Point and Light's Hope Chapel."

DarkT
23/11/2005, 13:02
Secondo me non ci sono nerfate....

SOC ora entra di più.. ma al 70%... direi che è un buon compromesso per il DPS totale...

Righteous Fury è un buff da 30 min.. perciò sempre UP...

Righteousness fa holy damage ogni swing.... e questo è assolutamente OTTIMO

JoWisdom ora procca anche con i channeling.... (qualcuno ha detto DRAIN LIFE???... se mi procca ad ogni channeling tic... è assoluto!! da provare)

Bless of Sanctuary ora fa anche Holy damage a chi vi attacca....

più tante altre...

Io vedo il pala sempre più Carro Armato.....
Se poi hanno aumentato anche il dps.. e sono sicuro che è così.. che si può volere di più???

kenji
23/11/2005, 13:11
vorrei i windfury totem, l'autoress anche per i nostri pala e magari le cure da 1.5 piuttosto che un surrogato di carro armato che non caga totem.

se prima potevamo dire "almeno hanno salvation" ora manco piu' quello :ph34r:

Cloud Wallace
23/11/2005, 13:12
ok analizziamo per bene


Seal of Fury - The seal and judgement have been removed and replaced with a new self-buff, Righteous Fury, which will increase threat from holy damage.


Si sapeva. per me è un bene in PvE, ma bisogna vedere QUANTO aggro genererà...


Judgements - Judgements that place a debuff on their victim will now all have their duration refreshed when the judging paladin strikes the victim with his or her melee swings. All these debuffs have had their duration decreased to 10 seconds. In addition, Judgements that place debuffs can no longer be resisted.

!!!!!!!!!1!!!111one!!

forse non avete capito: JUDGEMENT INFINITI... INFINITI!!!!!!! Il sogno di ogni pala si avvera!!!! Basta contare i secondi fra un JoW e l'altro, basta vedere l'iconcina sparire!!!! Picchiate il mob/pg e tutto andrà bene... Ok io a mc vado melee d'ora in poi :evilol:


Seal of Righteousness - Now does holy damage on every swing. It can now proc correctly as well. The Judgement effect has been renamed "Judgement of Righteousness" to differentiate it from the Seal damage in the combat log.


Sarà il caso di rispolverare la cara vecchia Silent Fang e Hanzo's Sword :ph34r:


Seal of Command - The proc will occur more often, but will only do 70% of weapon-swing damage.


Ben venga, voglio dire, attualmente era troppo incontrollabile. Se il proc rate fosse aumentato anche solo del 50% significherebbe un aumento del dps melee notevole, con un arma dallo swing sopra 3.40


Judgement of Command - Instead of placing a debuff on the victim, this spell now does immediate damage. If the victim is not stunned, they only take 30% of the total damage. The damage on this Judgement was increased significantly.


WOW!!!!!!!!!!!!!!!!!!!!!!!! CONTROLLED NUKE FTW!!!!! Era ora, dato che il JoComm era assolutamente INUTILE e tutti usavano il seal rank 1. Bisogna vedere tuttavia l'entità di tale nuke...


Judgement of Wisdom - Arcane Shot will no longer cause this to proc twice on one shot. Channeling spells can now trigger this proc as well.


maghi go go arcane missiles e blizzard!!!!111one!!!


Vengeance - Special ability critical hits can now trigger Vengeance.

carino, sempre nell'ottica dei judgement veloci


Judgement of Righteousness - The damage of this judgement was increased significantly. This judgement can now trigger procs.

bello, almeno non spendo più di 300 mana x fare 140 danni...


Holy Shock - Now heals friendly targets and damages enemy targets. Mana cost reduced. Bonus from spell damage and healing items increased

SCUSATE SE E' POCO!!!! Avere una mana efficiency di 1:1 nel danno (si spera, dato che è uno shock alla fine) e puter curare ISTANT i propri alleati con una gear +400 healing è IPERSGRAVO. Bisogna vedere tuttavia dove lo piazzeranno nel talent tree, o se sarà un class skill :ph34r:


Summon Warhorse - Mana cost reduced.
Summon Charger - Mana cost reduced

in pvp rulla. Mi sono appena risparmiato 800g di mount standard :ph34r:


Consecration - No longer displays a debuff icon on targets in the area of effect.

CONSECRATION!!!!!11!!!!!ONE!!!!1 L'ho messo solo perchè mi piaceva :evilol:
Anche qui vedremo dove sarà il talento...


Judgement - Range increased, cooldown decreased, mana cost decreased. Using Judgement will now initiate melee combat.


E' qui la vera rivoluzione: judgement presumibilmente usati come mosse melee, con cooldown di 10 secondi al posto che 15 e basso costo in mana (si spera meno di 100 al posto dei 115 attuali talentato), che rendono tutto MOLTO PIU' INTERATTIVO. In pratica dovrò imparare a giocare di nuovo :ph34r:


Exorcism - Now usable on Demon targets in addition to Undead targets.
Holy Wrath - Now usable on Demon targets in addition to Undead targets

Sai goodbye to your pets, warlocks :evilol:


Seal of Justice - Mana cost slightly increased. The stun effect's duration no longer diminishes or is diminished by controlled stun abilities and spells (e.g. Cheap Shot, Hammer of Justice, Charge etc...).

E meno male, dato che HoJ veniva mandato in diminishing da SoJ (non è bello vedere l'abilità di gesù finire in un immune dopo 3 colpi...


Divine Protection, Divine Shield and Blessing of Protection - Targets of these spells will now receive the "Recently Shielded" effect, preventing another of these three spells from being applied to that target for one minute.


Ci sta...forse l'unco vero nerf della patch, ma l'orda aveva whinato davvero TROPPO per lasciare le cose com'erano. Tuttavia un pala che usa BoP su se stesso dopo divine shield non ha capito un cazzo del gioco... :ph34r: (hey un secondo, che cazzo è DIVINE PROTECTION????? Mi sono forse perso qualcosa???)

PS: NON DIMENTICATE CHE NON ABBIAMO VISTO ANCORA I TALENTI, NON SAPPIAMO COME LE ABILITA' VERRANNO POTENZIATE DAGLI STESSI, NE QUALI NUOVE SKILL AGGIUNGERANNO (personalmente spero ancora un uno swing istant in retribution, un taunt in protection e cure potenziate in holy, ma soprattutto mi intriga divine protection, visto che nessuno sa che cos'è)

Feror
23/11/2005, 13:16
ok vedremo i talenti ^_^

kenji
23/11/2005, 13:18
io vi avrei dato qualche utility sulle cure

e' li che mi cruccio..se ve le daranno saro' piu' che felice perke' la parte melee gia' si sapeva che sarbeeb "migliorata"

Uranux
23/11/2005, 13:20
Originally posted by Feror@Nov 23 2005, 11:24 AM


giusto per citare le 2 cose più eclatanti, nerfata la nostra spell di offesa migliore, nerfata la nostra combo di difesa vs melee

gg pala pvp
Secondo me hanno creduto di differenziare il pala con questa mossa del seal of command.

1 - Se fai il Palacritico, hai comunque la possibilita' di ricaricarti la life per ben 2 volte. Avendo un aumento di % di proc del Seal of command ne risulta che il danno finale e' superiore a quello che attualmente fai.

Esempio.

Se la tua arma fa 300 danni medi, adesso con un Socomm ne farai 300.
Dopo la patch ne farai 210. Ok. Sono 90 danni in meno.
Il danno sacro però non viene diminuito da quello che mi è sembrato di capire.

Quindi sempre ragionando per supposizioni se il sacro fossero altri 300 danni medi invece dei 600 ne faresti 510.
Peccato che probabilmente la percentuale di Socomm sarà aumentata di una somma di punti % che indubbiamente non sarà inferiore a 5%.

Aumentare la percentuale di Socomm è assolutamente qualcosa di mostruoso.
Un seal of command di Paladino senza critico (doppio possibilità di critico) è un danno minimo di 600 punti.
A me pare che non ci sia molto da invidiare a tanti war.
Il video di quel pala che combatteva in Arathi Basin poi dimostrava chiaramente che un Paladino speccato per tirare legnate procca e infila danni sopra i 1000 MOLTO SPESSO. Ora lo farà ancora piu' spesso.

Ma dov'e' che fa schifo ?

Basta curarlo ... come si fa per un war, e per giunta può curarsi da solo.
Tutte le spell di nerf le subisce come le subisce un war.
per di piu' puo' sealare e autocurarsi sui proc.
Con la 1.9 potra' Judjare un target e intanto fare Socomm senza l'incompenza di RIJUDJARE perche' basta colpire di melee per refreshare il judjment.

Pve il discorso cambia, non abbiamo taunts, e ok, ma dov'e' che il palacritico in PVP fa schifo ? Ha un bonus da bless di 93 alla forza, in piu' con proc di Crusader arriva a +193 di forza che in termini di Attacco vuol dire +386.

Dov'e' che fa schifo il Paladino ?

Tanto il lavoro del paladino in Pve è sempre lo stesso, blessare e curare, blessare e curare. E per quello servono i talenti ?
Attualmente io a MC tutti i talenti di protecion ME LI SBATTO AL CULO perche' non tanko nemmeno i topi.
L'unica cosa che serve sono bonus a cure e mana da vendere. E sempre attualmente bastano un paio di punti talento per avere i giusti bonus di mana pur mantenendo un retribution spec.

Tanto se sono retribution chi mi vieta di vestirmi lo stesso TUTTO CLOTH con mana e +heal ?
Fra l'altro un'altra cosa ... il famoso talento di 25% riduzione del danno fisico, +l'eventuale riduzione dovuta all'armor, siamo sicuri che si sommano ?
75%- 80% circa ? Ho i mei seri dubbi che sia cosi'.
Secondo me la blizzard ha fatto la solita stronzata. Sara' limitato a molto meno.

2 - Fai il curatore.
E la blizzard ha scritto ...
- Holy Shock - Now heals friendly targets and damages enemy targets. Mana cost reduced. Bonus from spell damage and healing items
increased.

Ti specchi protecion holy e fai il tuo lavoro nelle retrovie tenendo in piedi il war di turno che fa danno controllato.

Se ti gankano ti shieldi e gli fai il gesto dell'ombrello, se ti pecorano ti trinketizzi e gli fai il gesto dell'ombrello. A quel punto il mago di turno si rompe i coglioni a pecorarti la terza volta.
Ti fearano ? Epporca troia .... c'e' l'hanno solo con te ... peccato che dopo 12 secondi di shield il mago dovrebbe aspettare che tu torni targhettabile. IMPOSSIBILE.

Dov'e' che fa schifo il paladino ?

Ora che magari con un Flash of Light smazzi cure da 700 spendendo poco mana ... qual'e' il problema ? Se ti specchi protection sei li per infilare qualche zampata, ma in prima istanza per rendere il tuo party molto piu' resistente.
io con 5000 di mana e recupero di blessing of wisdom infilo NON MENO di 40 CURE da 5xx.

Facciamo due conti, sono circa 25.000 punti vita che riesci a dare ai tuoi compagni di party.

Io personalmente non mi sono mai sentito pessimista sulle capacita' del pala.

Unica cosa vera è che il pala non puo' controllare QUANDO fare danno.
Ma dalla 1.9 non credo proprio che il pala sarà un LOW damage dealer.
Anzi, potrà diventare QUASI come un War, con la possibilità di tornare 2 volte a vita massima.

Se il pala faceva schifo come damage dealer com'e' che quel nubbio nel video a me sembrava giocasse abbastanza bene ?

Cloud Wallace
23/11/2005, 13:22
esempio: ricordate i druidi? Nelle patch notes non si parlava di Moonkin form, Leader of the Pack ecc, visto che erano talenti nuovi e non cambiamenti sulle skill, eppure una volta uscito il talent calculator tutti gridarono al miracolo. Ora non vorrei essere eccessivamente ottimista, ma direi che siamo sulla buona strada :ph34r:

Quello che invece mi sconvolge è questo


New Spell - Tranquil Air Totem. Creates a totem that reduces the
threat caused by nearby party members by 20%.


Vuol dire che basta piangere e battere i piedi a terra per ottenere qualcosa dalla Blizzard.... no, ma, buono!!!!

PS: aggiungerei

Stoneform
+ No longer snares the user.
+ Armor bonus increased.
+ Duration lowered.


SIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII

kenji
23/11/2005, 13:25
sottolinerei anche l'escape artist dello gnomo :3:

Feror
23/11/2005, 13:38
oh poi le mie erano impressioni leggendo, non sono di certo impressioni definitive anche perchè mancano i talenti (che possono cambiare molto ) e anche perchè un conto è farsi un idea leggendo, un conto è poi giocarci e vedere come realmente in game.

edit:
finalmente hanno levato l'auto-snare ai nani sono commosso :cry:

kenji
23/11/2005, 13:41
Talenti pala forse (http://www.wowguru.com/db/latest/spells-full/)

DarkT
23/11/2005, 13:59
Originally posted by Feror@Nov 23 2005, 11:58 AM
si ma se non lo hanno potenziato sono 450 di cura istan ogni 30 secondi, cioè = usless

cmq queste modifiche mi orientano sempre di più sul:
pala pve
war pvp

e gg
USELESS???

450 di cura istant + flash heal.. non credi sia meglio di un heal da 2.5 sec di cast per salvare il culo a qualcuno?

E' IMBA!!

Cloud Wallace
23/11/2005, 14:02
omg: correre più veloce dell'8%, aumentare il critico holy del 5%!!!!

E si legge qualcosa tipo BATTLEGEAR OF ETERNAL JUSTICE.... TIER 3? :ph34r:


Se la tua arma fa 300 danni medi, adesso con un Socomm ne farai 300.
Dopo la patch ne farai 210. Ok. Sono 90 danni in meno.
Il danno sacro però non viene diminuito da quello che mi è sembrato di capire.

Quindi sempre ragionando per supposizioni se il sacro fossero altri 300 danni medi invece dei 600 ne faresti 510.
Peccato che probabilmente la percentuale di Socomm sarà aumentata di una somma di punti % che indubbiamente non sarà inferiore a 5%.

facciamo un esempio migliore:

Mettiamo che con uno swing senza armor reduction fai 100 (numero puramente comodo). Attualmente con il proc di command avresti un ulteriore 100 sullo stesso swing, ma c'è da tenere in conto la AR, che porterebbe il totale non a 200 ma a 100 (holy, non mitigabile) + 100*DR del bersagilio (fisico).
Con la patch invece avresti 70 (holy, ridotto al 70%) + 100*DR del bersaglio (fisico).
Tutto sta nel vedere di quanto è aumentato il proc: se tale valore supera il 30%, plausibile che l'overall DPS aumenti, in quanto la riduzione del bonus holy verrebbe compensata dall'aumento delle volte che tale danno viene effettivamente aggiunto. Ovviamente il fattore "DR del bersaglio" continua a contare come prima... Vedremo :ph34r:

Ripeto, è ancora troppo prematuro giudicare :ph34r:

Argenta
23/11/2005, 14:25
Veramente, Thorbal, Divine Protection è una skill BASE del paladino, la prendi a livello 6...

http://www.thottbot.com/?sp=498

bOrNtokilL
23/11/2005, 16:16
- Bloodthirst - The damage component has been increased to 45% of
attack power.




Chi me lo spiega? fa il 45% di damage in piu di prima?

Azel
23/11/2005, 16:39
siete anchora qua a spugnettare con sto gioco per farmer cinesi?
E' tutto studiato a tavolino per farti continuare a farmare, sperare, giocare, pagare.

Per me è morto spero che la vecchia leva si svegli e si accorga del loop infinito di sto gioco dove il massimo divertimento è farmare stupidi mostri per avere ilset vuiola e aspettare che aggiungano qualcosa di nuovoper farmare quello.

gl^^

Feror
23/11/2005, 17:20
ma soka :asd:

Uranux
23/11/2005, 17:23
Originally posted by Feror@Nov 23 2005, 04:20 PM
ma soka :asd:
Lascia perdere Azel, causa dipendenza.
Chi è dentro il sistema, tende a volerto difendere.

Hai visto la risposta di Feror no ? :)

DarkT
23/11/2005, 17:23
Guardando nei forum... mi girano solo le balle..... purtroppo è vero che il 70% dei paladini... meglio chiamati Minkiadini.... non sanno neppure cosa usano...

il 90% dei reply è di lamentele.. di bimbiminkia.... amen...

Uranux
23/11/2005, 17:52
Replaya Dark ...

BUY A LIFE.

kenji
23/11/2005, 18:57
Originally posted by bOrNtokilL@Nov 23 2005, 03:16 PM
- Bloodthirst - The damage component has been increased to 45% of
attack power.




Chi me lo spiega? fa il 45% di damage in piu di prima?
e' passato dal 40 al 45% ossia un boost del 5% rispetto a prima.

bOrNtokilL
23/11/2005, 19:11
Originally posted by kenji@Nov 23 2005, 05:57 PM
e' passato dal 40 al 45% ossia un boost del 5% rispetto a prima.
mamma mia allora ora siamo puuuutenti?


:uplol:

Propheta
23/11/2005, 19:15
Originally posted by Azel@Nov 23 2005, 03:39 PM
siete anchora qua a spugnettare con sto gioco per farmer cinesi?
E' tutto studiato a tavolino per farti continuare a farmare, sperare, giocare, pagare.

Per me è morto spero che la vecchia leva si svegli e si accorga del loop infinito di sto gioco dove il massimo divertimento è farmare stupidi mostri per avere ilset vuiola e aspettare che aggiungano qualcosa di nuovoper farmare quello.

gl^^
:asd: io mi sto farmando CP in RL :whistle: Alla fine droppa sempre [FICA] <<<---- artefatto e non la solita roba viola :P

Pilu
23/11/2005, 19:21
Originally posted by Propheta@Nov 23 2005, 06:15 PM
:asd: io mi sto farmando CP in RL :whistle: Alla fine droppa sempre [FICA] <<<---- artefatto e non la solita roba viola :P
Cmq arancione è leggendario. :ph34r:

Blacklagon
23/11/2005, 21:36
- New Spell - Tranquil Air Totem. Creates a totem that reduces the
threat caused by nearby party members by 20%.





ummh perchè non danno al pala l&#39;earthbind aura? :head: