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from what you saw in Uldum

Twilight Highlands should have better quest rewards. For anyone who ran Uldum, they will step into TH and see maybe 2-3 pieces of gear from TH that are actually better than they already had, euwowgold but yet the challenge found in TH is a bit of a step up from what you saw in Uldum. Why is that?

4). Tol Barad should sell more gear. Seriously, ONLY a weapon and a trinket? Is that all we get out of Tol Barad commendations? Why? TBCs should get you 333 armor at the very least. You'd still have to do dailies to get the TBCs, which allows you to put in a considerable amount of work for your Heroic-Ready status.

shiny money sink with useful vendors

Soooo, no updates for the 20k mammoth, but hang on folks! We'll get you a new shiny money sink with useful vendors.
Just an idea, but how euwowgold.fr about making the new shiny money sink and an available update for the Mammoth that costs quite a bit so it is more useful again.
Kinda sucks for the folks who dished out all that gold.

deserves to have the bear

I really don't think someone who doesn't put in the work for it (at current level) deserves to have the bear. In fact, I feel the same way about every mount like it.

Now, having said that,www.euwowgold.fr if they bumped up the difficulty in ZA to level 85, or made a new troll instance of the same difficulty drop the bear, I think that would be fair.

bring it more in line with our design goals for the spec as a whole

We want Power Word: Shield, Power Word: Barrier, and Divine Aegis to continue to be an important part of a Discipline priest's rotation. We want you to use those spells frequently. The changes we've made through hotfixes and those that we currently have planned for 4.1. aren't intended to remove that element of gameplay at all, but simply refine it and bring it more in line with our design goals for the spec as a whole.

As we've stated in the past (http://us.battle.net/wow/en/forum/topic/2089271114?page=25#485), wow po we don't want Discipline priests to use their shields to exclusion of everything else -- including, potentially, a more efficient heal. While damage mitigation is what Discipline priests are known for and something that you do very well, we also want you to cast important spells like Penance, Greater Heal, Prayer of Healing, and Flash Heal. Casting those heals doesn't make you a Holy priest, especially if you're using them to leverage other key talents in the Discipline arsenal (like Renewed Hope, Strength of Soul, and Train of Thought).

Even so, we know that a lot of players want a class specialization that does nothing but shield, and that's fair -- but that's not the direction we want to take with Discipline priests right now. We want you to use the spell that's most appropriate for the situation, be that a heal, a shield, or an offensive ability like Smite. Your shields will still have their time and place, of course, and we'll make sure that you have good reason to cast them, but they just won't be the only thing you use to keep an ally alive.

Talent design has been an issue

Talent design has been an issue that we've seen expressed as well. Admittedly, Blood-Caked Blade is not a shining exemplar of talent design. Tank trees are quite challenging to design, and all the trees have similar design issues. Talents directly related to survival are mandatory. Talents related to damage output are either mandatory if threat matters, wow gold fr or worthless if it doesn't. Utility talents are either mandatory if they help with control or survivability, unless a bosses are immune to the effect, then they become useless. It's too easy to get a point where when the survivability talents run out and frustration results. We want there to be compelling decisions between talents, but finding that balance is exceptionally difficult, perhaps more-so than for any other role.

On that note, I'm curious: what kind of trade-offs do you guys find interesting when you're selecting talents in the Blood tree? If you had the opportunity to alter or devise talents that appeal to different styles of play, without being mandatory to both (and without cherry-picking talents from other tanking trees, since tanking styles differ so greatly) where would you start?

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designed with pick up raids in mind

Raid bosses aren’t designed with pick up raids in mind, but the bosses should get more challenging as a raid progresses through the instance. Naxxramas is perhaps not a good benchmark to set raiding expectations against for a couple of reasons. It was content that a number of players were already familiar with, and it was also tuned to a difficulty that was or world of Warcraft a bit lower than we would have preferred.

I too vividly recall the start of Burning Crusade, and pick up raids were anything but common at the start of that expansion. In fact, the idea of a pick up raid was flatly laughable for quite a while. They didn't really appear with any regularity until the mid-portions of the Burning Crusade expansion, and only after most of the participating players knew the fights very well, or just overgeared them by a pretty wide margin. Even in Wrath of the Lich King, pick up raids didn't start becoming super common until a tier or two of content had already been released. The scenario you mentioned in your original post, of constant pick up raid spam in trade, didn't really occur until a bit later.

would not diminish with Psychic Scream

Anyway, we did resolve a bug with diminishing returns on Sin and Punishment. We changed the effect from fear to horror so it would not diminish with Psychic Scream.

I'm sure that there World of Warcraft Gold are those who would prefer that ability have no diminishing returns of any kind, but that wasn't on the table to begin with.

in the mornings and see two

I mine ore on Jaedenar in the mornings and see two or three regular bots. There is one rogue that mines and instantly vanishes and appears mounted about 30 yds away after each node. I think I saw a DK bot do that too.
I kill them when I can world of Warcraft po - in fact i no longer recieve honor from them. they always have the same specific moves...
Never thought I’d get reported on a pvp server anyway

because they were too challenging

You don’t know that though. 6 bosses in Sunwell lasted us April until Wrath came out. We didn’t kill KJ before or wow 4.0 hit, unfortunately. Blizz released ALL of the TBC content within three months of that expansion being released, and with that came a 13 month dry spell of nothing new besides a 10 man for the people who couldn’t defeat SSC, TK, et al. because they were too challenging.

Reducing heroic encounters to "the same boss with 1-2 new abilities" is kind of silly in my opinion. In my opinion, the heroic encounters are far more fun than their normal counterparts; moreover, they are a true test of your raids abilities and separate the men from the boys and the women from the girls.

Here's my issues with the Guild Finder

Here's my issues with the Guild Finder

1) As a guild leader there just isn't enough room to describe what we're about and what kind of person we're looking for. I'd love to have a few paragraphs of space to work with.
2) There's not enough room acheter wow gold for the applicant to write anything reasonable to the guild that they apply to. (Again a paragraph or two would be nice). Also as a guild leader I can only see the first 3 or so lines that they do write before the text is cut off without a scroll bar to read the rest.
3) I was REALLY hoping that guild leaders would have been able to create an in game application with questions that the applicant would be able to answer.
4) The applicants are never online and we don't know when they are. As a guild leader I'm forced to put every applicant's name into my friends list to see when they log into the game. What I'd like to see is an icon that lights up on my bars when a person that filled out an application logs into the game.

I like the idea of the guild finder but I'm really hoping that they expand on it and work out the bugs.

supposed to be brought in with Wotlk

What happened to dance studio that was supposed to be brought in with Wotlk? Did you decide you devs would never use the feature which means the player-base won't either?

This game doesn't get anything wow gold store new and refreshing anymore...don't even try to mention archeofailogy. Nobody likes that and if they do they have too much time on their hands and they are a very boring person.

Lotro has all these little fun features...how do they do it? They're even F2P now, they have around 700k players they said in a interview and the game keeps growing...

Or maybe I'm wrong? Is this game so successful because barely any little features in it? Can these features not be brought in because of 12 million paying customers? I always hear too much time and effort would be had to add these features in the game...it doesn't make sense to me, this game makes more money and has more players than any game in the world, you'd think we would see features/content weekly.

dinky dagger in thier offhands

Whoa whoa whoa, I don't like that. First you take out fast swords so all the rogues look silly having a big sword and dinky dagger in thier offhands, now you're telling me you aren't making anymore swords because the shamens feel left out?
Bad idea, I love swords, I wish you added more that would match instead of the mix matching we currently have. I despise axes, it was cool in ToC when the ability was granted to us, but I would prefer a sword to any other weapon any other day.
If this is the case just let wow gold fr use be able to choose what our weapons look like to us, let other people see what it really is, but on my screen I despise the disproportion style the weapons are going.
Please please please, gives us a sword, or at least a mace or axe that resembles one. I know you can't please everyone but do know that you are leaving a bad taste in a lot of rogues mouth.

now it's based on recent damage

But obviously not a DK.

Death Strike has always healed, it used to be based on # of diseases on the target, now it's based on recent damage.

Bloodshield isn't based on overheal, it's based on just flat out the heal.

70% pure avoidance would po wow avoidance cap any DK tank raiding. Naxx 2.0 taught what happens with pure avoidance % gains (unholy tanks able to keep boneshield up at all times because we were only getting hit 5 times a minute).

How would this mastery scale up with points? Higher % of avoidance? How does it trigger?

WTF does D&D have to do with a thread about mastery?

tank spec for the 2 tank encounters

Its not a matter of being able to find melee. Its a matter of you have 1 melee and no PuG wants more than that. euwowgold 2 at the most. Most PuG's will take one melee any OS and one melee with a tank spec for the 2 tank encounters.

On my realm, you have to pretty much beg to get into a PuG raid. The guild I just joined also is limiting how many melee they take. I can't believe that blizz is surprised that melee are getting shafted with this expansion.

Tide change in 4.2 was primarily aimed at reducing

The Mana Tide change in 4.2 was primarily aimed at reducing the mana available to non-shaman healers in raids. In short, shaman are balanced around always having their own Mana Tide, but other healers are instead balanced around their personal cooldowns (Shadowfiend, Innervate, etc.). Adding Tide on top of those often led to other healers having access to so much mana that managing the resource became a non-issue in many situations. The change from Improved Water Shield to Resurgence was designed to offset the Mana Tide reduction’s personal impact to the shaman.

We'd love to post it by next week if we can

No, as far as I know we don't plan to make it a reveal at BlizzCon, though there's a chance the timing of its release could, by coincidence, be around that time. It's still planned to be revealed in the same manner the rest have been -- via a blog on our front page with the visual retrospective of previous tiers and developer description.

We'd love to post it by next week if we can, but I can't promise that with all the BlizzCon preparations taking place.

(The only reason I'm posting right wow po now is because I've been at work for 13 hours today: twitter.com/talkingcongas/status/124695686452228096)

I'll give you a bit of the lowdown on why the death knight set hasn't come out yet, even in the 4.3 PTR files third-party sites are looking through. As with all sets, a concept art piece was done for death knight tier 13. When that was translated to the actual in-game look, we felt it wasn't up to par with the concept, and ultimately wasn't nearly at the quality level of the other tier 13 sets. But, that death knight set was completed weeks ago.

Darkmoon Faire - Known Issues

We are aware of issues affecting the Darkmoon Faire, which began again today, particularly regarding monthly wow gold fr quests and some related achievements.

Our teams are investigating the issue and would like to assure you that we are working hard to solve the issue.

We apologize for any inconvenience this may be causing.

Annual Pass Beta Invite Update

We want to confirm that, at this time, all World of Warcraft Annual Pass subscribers have been invited to the Mists of Pandaria beta test, with two groups of exceptions. One exception group are those who purchased an Annual Pass on or after April 18, and will receive their invite in a future wave. The second exception is a small list of remaining accounts from previous waves that encountered an error, and will be properly flagged for beta access as soon as we can resolve the issue.

If you haven't yet purchased wow gold an Annual Pass, you still have time to guarantee your spot in the beta by signing up for a year agreement (link) before the offer expires on April 30. Those taking advantage of the Annual Pass receive Diablo III for free, access to the Mists of Pandaria beta, and the exclusive Tyrael's Charger flying mount for your World of Warcraft characters.

week at that level before it goes to level 90

I just went back to verify this further to make sure I wasn't giving incorrect information. (Sorry for the wow po confusion folks.) There is also an item level that goes with it. At level 85 Theramore's Fall is set to item level 353. At level 90 the item level is currently set for 425.

If you're not at the correct item level for the level 85 scenario when it goes live, you still have some time before it releases (Sept. 18) and it will be running for a week at that level before it goes to level 90.