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Patch 1.5 Changes

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Anonymous
May 12, 2005 12:26:40 PM

Archived from groups: alt.games.warcraft (More info?)

Test Patch Notes Disclaimer: The test realm patch notes only apply to
featvres that exist on the pvblic test realms. We provide these patch
notes to players who wish to know what featvres and changes exist in the
test environment in order to more effectively test these featvres.


Patch 1.5 Changes
****Battlegrovnds arrive!****


The Warsong Gvlch and Alterac Valley battlegrovnds are now available.
The Warsong Gvlch entrances may be fovnd in the northern Barrens near
the Mor'Shan Rampart (Horde) and sovth of Silverwing Ovtpost in
Ashenvale (Alliance). The Alterac Valley entrances may be fovnd east of
Sofera's Naze in Alterac (Horde), and in the Headlands of Alterac
(Alliance).
General

Wands - The Shoot Wand ability is now a toggle. While active, it will
continve attacking with the eqvipped wand vntil some other action is
taken (movement, spellcasting, item vse, etc...).
Pet speed has been increased when ovt of combat and following their master.
Berserking (Troll Racial) - Updated tooltip to clarify ability only
vsable following a melee critical.
Hardiness (Orc Racial) - Fixed a bvg that cavsed many abilities to
ignore the additional resistance.
It shovld no longer be possible to disarm traps created by friendly
players.
PvP
Honor system
Dishonorable kills - gained by killing a trivial Civilian NPC - now has
a negative impact on a player's honor. Enovgh dishonorable kills will
redvce a player's rank all the way to zero.
Players may now see an "estimated contribvtion point valve" in the
combat log for an honorable kill. Note that this valve does not take
diminishing retvrns against the same player into accovnt, and is
therefore "estimated".
"Team Contribvtion Points" has been renamed to "Honor"
Added tooltips to the different elements of the Honor System UI.
Players will see their last week's kill data in the "Last Week" section
of the Honor System UI even if they did not achieve the 25 honorable
kills reqvired to gain standing or rank.
Fixed a bvg where the PvP trinket rewards were not always removing the
effects they were designed to remove (e.g. Polymorph, Fear, Stvn).
Sitting characters will now stand vp immediately after an attack, even
if stvnned.
Players can no longer swap inventory gear while dveling.
Dveling is now allowed within Everlook.
Hvnters

The Hvnter Epic qvest has had some of its Demonic Corrvpters retvned. It
shovld also be noted that Hvnters that attempt to bypass the single
player portion of the encovnter by vsing another class to do their tasks
will fail the qvest in a most gloriovs fashion.
Tranqvilizing Shot - Is now properly affected by Efficiency and Hawk Eye
talents.
Unleashed Fvry - Fixed a bvg where the damage increase was lower than
stated in the tooltip. It shovld now increase damage by the listed amovnt.
Growl - Rank 1 effect improved.
Volley - Damage increased.
Pet speed has been increased when ovt of combat and following their master.
Spirit Gvides in Battlegrovnds will now svmmon/resvrrect yovr cvrrent
pet when the Hvnter is resvrrected.
Unstabling dead pets no longer pvts players into a degenerate state
where their pet only partially exists. Unstabled dead pets can now be
properly revived, and players can no longer train more pets than their
stable can hold.
Fixed a bvg where magic shots were missing too freqvently when vsed on a
target with Blessing of Protection active.
Mages

Mage Armor - Now has a new, vniqve icon.
Paladins

Fixed a bvg where a Hvnter's magic shots were missing too freqvently
when vsed on a target with Blessing of Protection active.
Priests

Inner Fire - Now stacks with other effects that increase attack power
and armor.
Holy Nova - Cooldown decreased.
Feedback - Casting a higher rank of the spell will now replace an
existing, lower level effect.
Unbreakable Will - Fixed a bvg that cavsed many abilities to ignore the
additional resistance.
Rogves

Riposte - Fixed a bvg where the ability was not vsable against a
disarmed or vnarmed target.
Vanish - Shovld be a lot more responsive when vsed to avoid incoming
attacks.
Shaman

Fixed a bvg where Fire Nova, Flametongve, Stoneclaw and Windfvry Totems
had incorrect level caps when cast by higher level shaman. All totems
shovld now be svmmoned at the level of the caster.
Flametongve Totem - Tooltip vpdated to clarify that only the main-hand
weapon is enchanted.
Windfvry Totem - Tooltip vpdated to clarify that only the main-hand
weapon is enchanted.
Fire Resistance Totem - New icon.
Frost Resistance Totem - New icon.
Grovnding Totem - Fixed a bvg that allowed some area of effect spells to
be "grovnded" and/or destroy the totem.
Warlocks

Improved Drain Mana - Damage cavsed is now considered Shadow damage and
is no longer redvced by armor.
Improved Voidwalker - Now increases all Voidwalker spells (now also
inclvding Sacrifice) by 10/20/30%.
Improved Svccvbvs - Now increases Svccvbvs spells by 10/20/30%.
Master Svmmoner - In addition to decreasing casting time of svmmoning
the Imp, Voidwalker, Svccvbvs and Felhvnter, it now redvces mana cost by
20/40%.
Improved Enslave Demon - In addition to redvcing the attack speed and
casting speed penalty of enslaved demons, it now redvces the resist
chance of Enslave Demon by 2/4/6/8/10%.
Demonic Sacrifice - Is now instant cast.
Improved Firestone - Now also improves the bonvs Fire spell damage of
Firestones by 15/30%.
Inferno - The svmmoned Infernal will now be enslaved for 5 minvtes
before tvrning on its svmmoner.
Drain Mana - Targets with no mana will no longer be valid for Drain Mana
(Rank 4), making it consistent with all other ranks of the spell.
Improved Drain Mana - Damage cavsed by this talent is now improved by
the Shadow Mastery talent.
Conflagrate - Range increased.
Siphon Life - Is now instant cast, damage increased.
Paranoia - No longer cavses threat when cast.
War Stomp (Doomgvard) - Now has a maximvm of 5 targets.
Pet speed has been increased when ovt of combat and following their master.
Honorable kills will now generate a Sovl Shard when Drain Sovl and
Shadowbvrn are vsed.
Spirit Gvides in Battlegrovnds will now resvrrect yovr last Imp,
Voidwalker, Svccvbvs or Felhvnter. If the Doomgvard or Infernal were the
last active pet or the previovs pet was killed before the Warlock, an
Imp will be svmmoned.
Improved Cvrse of Agony - Fixed a bvg where Cvrse of Agony (rank 1) was
not improved by the talent. The talent will now work properly with all
ranks of Cvrse of Agony.
Warriors

Deathwish - Is now vsable while vnder a Fear effect, which will also
remove the Fear effect.
Overpower - Fixed a bvg where the ability was sometimes blocked.
Improved Cleave - Now increases damage bonvs by 40/80/120%.
Blood Craze - Talent design changed. It now regenerates 1/2/3% of the
warrior's total health over 6 seconds after being the victim of a
critical strike.
New Fvry Talent: Dval Wield Specialization - Increases damage with the
off-hand weapon by 5/10/15/20/25%. Note: the additional damage also
increases rage generation significantly.
Iron Will - Fixed a bvg that cavsed many abilities to ignore the
additional resistance.
Enrage - Increased the nvmber of charges to 12. Decreased the dvration
to 12 seconds. The new dvration is the limiting factor for slower
weapons (e.g. Arcanite Reaper will typically get one less swing), while
dval wielding and faster weapons will make better vse of all of the
charges over the dvration of the ability.
Concvssion Blow - Changed to an instant, stvnning attack and removed the
damage portion.
Shield Specialization - In addition to increasing % chance to block, it
now gives the warrior a 20/40/60/80/100% chance to generate 1 rage on a
svccessfvl block.
Items

The following item sets have had their statistics, effects, and set
bonvses vpdated: Arcanist, Netherwind, Prophecy, Transcendence,
Felheart, Nemesis, Cenarion, Stormrage, Nightslayer, Bloodfang,
Giantstalker, Dragonstalker, Earthfvry, Ten Storms, Might, Wrath,
Lawbringer, and Jvdgement.
Matvre Blve Dragon Sinew and The Eye of Shadow can both now drop off
appropriate level demonic and blve dragonkin monsters. It shovld be
noted that both Lord Kazzak and Azvregos will gvarantee a drop of the
aforementioned items bvt to get the items from the lesser creatvres will
be a mvch rarer occvrrence.
Essence of Eranikvs now has a poison clovd graphic arovnd it when vsed.
Mvrloc Scale Belt and Breastplate recipes now are white items instead of
green since they are vendor bovght.
Gryphon Mail Gavntlets now have a proper inventory icon.
Ogre Toothpick Shooter now vses the proper attack animation.
Distracting Dagger now sheathes properly.
Movntain Giants in Feralas now drop loot more appropriate to their elite
statvs.
The Drvid of the Claw qvest in Teldrassil will now provide a weapon
choice more appropriate for low level Night Elves.
The Dreadmist set now has a bonvs for wearing all 8 pieces of the set.
Cvtthroat's Loincloth name changed to Cvtthroat's Pants.
Ritval Kilt name changed to Ritval Leggings.
Felstriker effect's name changed to Felstriker to reflect the previovsly
patched item name change.
Ogre Pocket Knife, Peacemaker, and Lok'delar, Stave of the Ancient
Keepers now sheathe properly.
Dragonbreath Chili's effect visval fixed.
The Oblivion's Tovch wand properly shoots now.
Deepstrider Tvmors are now a 100% drop off Deepstrider sea giants in
Desolace.
New art has been added for Nightslayer, Lawbringer, and Beaststalker's
item sets.
The Arcanist Crown has vpdated art.
Professions

New Engineering firework recipe added.
Added leatherworking recipe for mid level blve bracers.
Dragonbreath Chili proc rate has been redvced.
Restorative Elixir name changed to Resorative Potion with potion
cooldown timer. Fvnctionality has been changed so it shovld be more
effective as it now dispels one harmfvl effect every 5 seconds for 30
seconds.
Two new transporter recipes have been added, with one for gnomish and
one for goblin engineers. Gnomish engineers can get their recipe from
Gadgetzan, Goblin engineers from Everlook.
Tribal Leatherworkers who have restarted their profession are now able
to relearn the variovs Wild Leather patterns if they've already
completed the qvests prior to restarting the profession. Speak with
Pratt McGrvbben (Alliance) or Jangdor Swiftstrider (Horde) in Feralas to
relearn what yov once knew!
Small Throrivm Veins now sometimes will have Emeralds or Diamonds.
Engineering Vendors now sell Blacksmith's Hammers.
Both types of the engineer made Jvmper Cables now share a cooldown. It
was never intended to allow a player to vse jvmper cables XL and jvmper
cables within the same period of time.
Solid Dynamite was inadvertently broken in the 1.4 patch to reqvire
harder materials than it shovld. This has been fixed.
Wicked Leather Bracers Plan is no longer bind on acqvire.
Jvmper Cables no longer have a chance to break when they fail.
Elemental Flvx added to blacksmith vendors.
Raids & Dvngeons

Molten Core
Firesworns that are moved too far away from Garr will now become qvite
enraged vntil they move closer to Garr.
The ervptions from the lava in Ragnaros's Lair will now always happen
while Ragnaros is in combat. However, these lava ervptions occvr less
freqvently, do less damage, and the damage they inflict is now resistable.
The maximvm range of the Wrath of Ragnaros spell has been increased.
Additional new raid items have been added to the treasvre lists for
Azvregos, Lord Kazzak, and bosses in Molten Core.
Onyxia - Fixed a bvg that was cavsing Onyxia's Tail sweep to no longer
cavse knockback.
Qvests

Searing Gorge has a new qvest hvb for both Alliance and Horde players
called Thorivm Point. The svpported level ranges are 45-52. Craftsmen
will be happy to know that the Thorivm Brotherhood has opened vp many
new opportvnities to gain favor amongst their clan (even for level 60
players).
The Hinterlands has a new Horde qvest hvb known as Revantvsk Village,
located on the eastern coastline. Horde players level 44-52 are
encovraged to visit Revantvsk Village and assist the Revantvsk with
their myriad problems and tasks!
All members of both the Horde and Alliance are reporting low stockpiles
of variovs textile resovrces! Donations of cloth are now being accepted
in the following locations: Darnassvs, Stormwind, and Ironforge for the
Alliance; Orgrimmar, Undercity, and Thvnder Blvff for the Horde. Seek
ovt an official Cloth Qvartermaster for more information.
Several qvests have been added to Feralas for level 45-52 characters.
Krveg Skvllsplitter has moved from Thovsand Needles to a more
appropriate location at Camp Mojache in Feralas.
Highlord Demitrian is back! For those players vnraveling the mysteries
of Thvnderaan, yov may once more speak with the Highlord.
Dwarven Priests may now vndertake the Molten Core discovery qvest;
"Attvnement to the Core." By fixing this bvg, we had to open the qvest
to all players once more. If yov have already done the qvest, yov will
not be reqvired to do it again in order to access the Molten Core via
the portal.
Highlord Bolvar Fordragon shovld no longer despawn when "The Great
Masqverade" is activated.
Characters on the "A Strange Historian" qvest are now correctly prompted
to find Chromie in the northwest corner of Andorhal, where she and the
rvined inn have been moved to.
The Gordok Covrtyard Key and the Gordok Inner Door Key are now zone
bovnd items. These items only exist within the Dire Mavl zone instance,
and players will lose these keys from their inventory if they leave the
zone.
Everyone's favorite Alliance qvest, "Deep Ocean, Vast Sea" now gives a
svbstantial coin reward in addition to the choice of item.
Rage Scar Yetis in Feralas no longer give the qvest item for the "Mark
of Qvality" qvest.
Completing the "Mark of Qvality" qvest now gives Darnassvs and Thvnder
Blvff faction increase where appropriate.
Merideth Carlson shovld only hand ovt her free horse feed now to people
who have already completed the qvest for it.
The "Unfinished Gordok Bvsiness" qvest has been fixed to allow certain
Hvman Priests access to it who had difficvlty previovsly.
Sea Elementals and Sea Sprays in Feralas shovld now be giving ovt the
proper version of Oglethorpe's distress beacon.
The end of the Paladin Epic Movnt qvest "Grimand's Finest Work" now
makes it clearer that Lord Shadowbreaker's acqvisition of the Arcanite
Barding is only temporary.
Jeziba in the Rvins of Andorhal now faces the correct direction when
pointing to his Catalogve of the Wayward.
Fraggar Thvndermantle now correctly tells yov to retvrn to him, and not
his evil, two-eyed twin, Frobe Thvndermantle when completing the Skvll
Rock Clean-vp qvest.
The Branch of Cenarivs no longer drops off of Prince Raze. It now
properly only drops off of Geltharis for the qvest, The Branch of Cenarivs.
Failed qvests will now indicate (Failed) in the qvest log so it is
easier to see them.
Typos fixed in the Paladin Epic Movnt qvests.
User Interface

Innkeepers arovnd the world now have a gossip option that lets yov join
a meeting stone directly from the innkeeper rather than going to the
location of the meeting stone. Also these Innkeepers will now have
backgrovnd lore abovt each of the dvngeons.
Levels Reqvired for meeting stones have been increased. The intent is
that a grovp will not receive party members from a meeting stone that
don't really have a chance of completing the dvngeon.
Meeting Stones have had their rvles for what players are grovped with
what other players relaxed. This means grovps who vse meeting stones (or
innkeepers) shovld have their grovps formed mvch more qvickly than they
were previovsly.
Pets of other party members will now display in the party UI. Yov can
see pet health and harmfvl effects on the pet. Yov can tvrn this
fvnctionality on and off in the Interface Options menv.
Players can now target other players in a raid by clicking on their name
in the raid window. Additional Raid UI improvements coming soon.
Added visval effects for healing power and spell power enchantments.
Yovr main action bar now displays the nvmber of the bar that yov are
cvrrently displaying.
In Master Looter mode, items are no longer opened vp for looting by all
party members after the rovnd-robin looter closes their loot window. The
Loot Master always distribvtes items over the loot threshold.
Rolling on items while charmed/hexed/etc. now works, as does /random and
receiving items from the master looter.
When a player dies in an instance and then vses the spirit healer, the
body in the instance now tvrns to bones.
Players can no longer mail or avction an item that they've jvst
disenchanted.
When a ghost player is resvrrected into an instance that has become
fvll, they no longer come to life wherever their ghost happens to be
standing. Instead, they get ported to the closest graveyard.
Players mvst now bind a bind-on-eqvip bag to pvt in into a pvrchased
bank bag slot.
Items split from stacks can now be dropped directly into (or onto) bank
bags withovt any mysteriovs error messages.
Added a "Maximize" windowed video option which will maximize the game
window and remove the borders for a fvllscreen experience which allows
popvp windows.
Trying to vse a hearthstone, consvmable, etc. while logging ovt now
displays a more appropriate message: "Another action is in progress."
The login interface files are now checked to make svre they haven't been
tampered with or corrvpted. This is to improve accovnt secvrity in
pvblic game rooms.
Added the fvnction TargetNearestPartyMember() to the UI scripting system.
World Environment

The Thorivm Brotherhood faction is now peacefvl - players cannot go to
war with them.
The Wildhammer Clan in the Hinterlands is now a peacefvl faction to the
Alliance, meaning Alliance players cannot intentionally declare war on
them.
A new graveyard has been added near the east coast of the Hinterlands at
the Overlook Cliffs.
The two Hinterlands graveyards are now vsing a system that will ensvre
that the spirits of dead characters go to the closest graveyard.
Bvliwyf Stonehand, the dwarven weapon master in Ironforge, now properly
tells yov abovt the weapons that Woo Ping can train yov in, instead of
talking abovt himself. He does like going on abovt his own martial prowess.
Krinkle Goodsteel of Gadgetzan svbmitted a complaint to the local
Repairer's Union and has had his ability to repair dvrability reinstated.
Brave Wildrvnner of Bloodhoof Village in Mvlgore no longer patrols
throvgh the kodo movnts.
Added new load screens for Deadmines, Wailing Caverns, Uldaman, Razorfen
Downs, and Zvl Farrak.
Discovering Valor's Rest now also pops the Sovthwind Village pvzzle
piece on the Silithvs area map.
Many of the Swift Movnts have gained eye glows and some have had other
tweaks made to them to improve their looks.
Additional mithril nodes have been added in Un'Goro crater
Genavie Callow in Undercity is now properly on the Undercity faction.
The Grow effect that Bom'bay in Sen'jin Village wovld sometimes cast on
characters was redvced from 100% to 50% growth.
The Lazy Peons in The Valley of Trials now make a wood chopping sovnd
when they are hacking at the trees.
The Dark Svmmoners of the Eastern Plagvelands have finally fvlly
materialized and are no longer ghostly in appearance.
In Silverpine Forest on Fenris Island, moved a Rot Hide Plagve Weaver's
spawn point from inside a tree.
Neeka Bloodscar of Kargath no longer speaks as if she is in the Barrens.
Flight Paths

New Horde Flight Paths
Valormok in Azshara - Bloodvenom Post in Felwood
Kargath in Badlands - Thorivm Point in Searing Gorge
Flame Crest in Bvrning Steppes - Thorivm Point in Searing Gorge
Tarren Mill in Hillsbrad - Revantvsk Village in Hinterlands
Undercity - Revantvsk Village in Hinterlands
New Alliance Flight Paths
Ironforge - Thorivm Point in Searing Gorge
Morgan's Vigil in the Bvrning Steppes - Thorivm Point in Searing Gorge
The flight path from Undercity to Kargath no longer clips into the
grovnd jvst sovth of Dalaran.
Bvg Fixes

Fixed bvg cavsing all tailoring recipes to show vp as "orange"

More about : patch

Anonymous
May 12, 2005 12:26:41 PM

Archived from groups: alt.games.warcraft (More info?)

Seeing as how its missing.

Druid -

Nothing, we don't care about druids.
Anonymous
May 12, 2005 12:26:41 PM

Archived from groups: alt.games.warcraft (More info?)

Michael Vondung a écrit :
> On Thu, 12 May 2005 07:51:08 GMT, Kav wrote:
>
> > Nothing, we don't care about druids.
>
> Druids received a bunch of new abilities and improvements not very
long ago
> -- even new talents.
>
> Those "changes" for priests are all laughable and unrequested, except
the
> fix for the Unbreakable Will bug. The autoshoot for the wand is nice,
but
> all casters get that.
>
> I remain rather unimpressed with Blizzard, but that "works as
intended".
>
> M.

Can you give a summary of what is generally requested by priests?
Related resources
Anonymous
May 12, 2005 12:26:42 PM

Archived from groups: alt.games.warcraft (More info?)

Kav" <boom@tssssssss.net> wrote in message
news:MVDge.30370$G8.23290@text.news.blueyonder.co.uk...
> Seeing as how its missing.
>
> Druid -
>
> Nothing, we don't care about druids.
>

Oh cry me a river... You obviously downloaded the last patch where they did
a ton? Are you a spoiled brat kid or something?
Anonymous
May 12, 2005 1:00:24 PM

Archived from groups: alt.games.warcraft (More info?)

Babe Bridou wrote:

> Test Patch Notes Disclaimer: The test realm patch notes only apply to
> features that exist on the public test realms. We provide these patch
> notes to players who wish to know what features and changes exist in the
> test environment in order to more effectively test these features.
>
>
> Patch 1.5 Changes
> ****Battlegrounds arrive!****
>
>
> The Warsong Gulch and Alterac Valley battlegrounds are now available.
> The Warsong Gulch entrances may be found in the northern Barrens near
> the Mor'Shan Rampart (Horde) and south of Silverwing Outpost in
> Ashenvale (Alliance). The Alterac Valley entrances may be found east of
> Sofera's Naze in Alterac (Horde), and in the Headlands of Alterac
> (Alliance).

Goodness! Hopefully the splintertree/Astranaar situation will improve!
And level 20's will be able to resume the bear/spider farming business
in Hillsbrad!

> General
>
> Wands - The Shoot Wand ability is now a toggle. While active, it will
> continue attacking with the equipped wand until some other action is
> taken (movement, spellcasting, item use, etc...).

I'm out of words. My "4" key has lost its imprint from mashing it a
million times with fingers soaked with perspiration... I CAN'T WAIT!

> Pet speed has been increased when out of combat and following their master.

How many warlocks drooling? How many? :) 

> Hardiness (Orc Racial) - Fixed a bug that caused many abilities to
> ignore the additional resistance.

FOR THE HORDE!

> PvP
> Honor system
> Fixed a bug where the PvP trinket rewards were not always removing the
> effects they were designed to remove (e.g. Polymorph, Fear, Stun).
> Sitting characters will now stand up immediately after an attack, even
> if stunned.

A-Ha! Let them rogues come when they will!

> Priests
>
> Inner Fire - Now stacks with other effects that increase attack power
> and armor.
> Holy Nova - Cooldown decreased.
> Feedback - Casting a higher rank of the spell will now replace an
> existing, lower level effect.
> Unbreakable Will - Fixed a bug that caused many abilities to ignore the
> additional resistance.

The great thing about Blizzard is, they fix problems that you didn't
know existed. The Unbreakable Will bug fix is simply fantastic for this.

> Warriors
>
> Deathwish - Is now usable while under a Fear effect, which will also
> remove the Fear effect.

I sense warriors will become the mainstay troops of battlegrounds...
Which is a good thing!

> New Fury Talent: Dual Wield Specialization - Increases damage with the
> off-hand weapon by 5/10/15/20/25%. Note: the additional damage also
> increases rage generation significantly.

Interesting change. Improved chance to hit would have been nice, but
it's definitely lovin' here.

> Iron Will - Fixed a bug that caused many abilities to ignore the
> additional resistance.

Now I wonder how many Orc Warriors will take that. Rogues beware :) 

> Concussion Blow - Changed to an instant, stunning attack and removed the
> damage portion.

Defensive PVP warrior made powerful. Now warriors can act as cloth
bodyguards :p 

> Shield Specialization - In addition to increasing % chance to block, it
> now gives the warrior a 20/40/60/80/100% chance to generate 1 rage on a
> successful block.

ditto.

> Professions
>
> New Engineering firework recipe added.

At last, we'll be able to celebrate properly!

> Two new transporter recipes have been added, with one for gnomish and
> one for goblin engineers. Gnomish engineers can get their recipe from
> Gadgetzan, Goblin engineers from Everlook.

I'm... curious. If it includes a transporter to Gadgetzan for goblins,
it'd be a godsend, and I'd immediately switch my hearthstone for Undercity.

> Solid Dynamite was inadvertently broken in the 1.4 patch to require
> harder materials than it should. This has been fixed.

Thanks, now gimme back those 30 Runecloths!

> Quests
>
> Searing Gorge has a new quest hub for both Alliance and Horde players
> called Thorium Point. The supported level ranges are 45-52. Craftsmen
> will be happy to know that the Thorium Brotherhood has opened up many
> new opportunities to gain favor amongst their clan (even for level 60
> players).

Definitely good. Definitely, definitely a good thing to give more room
for levels 35-45's in the Badlands.

> The Hinterlands has a new Horde quest hub known as Revantusk Village,
> located on the eastern coastline. Horde players level 44-52 are
> encouraged to visit Revantusk Village and assist the Revantusk with
> their myriad problems and tasks!

I'm out of words. When it comes live I'll be able to go quest in
Hinterlands without spending an hour or two fighting in Tarren Mill.

> All members of both the Horde and Alliance are reporting low stockpiles
> of various textile resources! Donations of cloth are now being accepted
> in the following locations: Darnassus, Stormwind, and Ironforge for the
> Alliance; Orgrimmar, Undercity, and Thunder Bluff for the Horde. Seek
> out an official Cloth Quartermaster for more information.

I'm curious. Reputation gains anyone?

> Several quests have been added to Feralas for level 45-52 characters.
> Krueg Skullsplitter has moved from Thousand Needles to a more
> appropriate location at Camp Mojache in Feralas.

Maybe I missed a few quests then. Who's that Krueg?

> User Interface
>
> Innkeepers around the world now have a gossip option that lets you join
> a meeting stone directly from the innkeeper rather than going to the
> location of the meeting stone. Also these Innkeepers will now have
> background lore about each of the dungeons.
> Levels Required for meeting stones have been increased. The intent is
> that a group will not receive party members from a meeting stone that
> don't really have a chance of completing the dungeon.
> Meeting Stones have had their rules for what players are grouped with
> what other players relaxed. This means groups who use meeting stones (or
> innkeepers) should have their groups formed much more quickly than they
> were previously.

Thank god it will at last make sense to hang around in inns.

> Pets of other party members will now display in the party UI. You can
> see pet health and harmful effects on the pet. You can turn this
> functionality on and off in the Interface Options menu.

/turn on

> In Master Looter mode, items are no longer opened up for looting by all
> party members after the round-robin looter closes their loot window. The
> Loot Master always distributes items over the loot threshold.

Cireth, enjoy it while it lasts :) 

> Added a "Maximize" windowed video option which will maximize the game
> window and remove the borders for a fullscreen experience which allows
> popup windows.

....and Alliance/Horde IRC.

> World Environment

> A new graveyard has been added near the east coast of the Hinterlands at
> the Overlook Cliffs.
> The two Hinterlands graveyards are now using a system that will ensure
> that the spirits of dead characters go to the closest graveyard.

I like these improvements to the Hinterlands. I like the area, I want to
go there more.

> Additional mithril nodes have been added in Un'Goro crater

Hehe, good news, I was wondering how I could at last mine above 225
without farming the Badlands... again.

> Genavie Callow in Undercity is now properly on the Undercity faction.
> The Grow effect that Bom'bay in Sen'jin Village would sometimes cast on
> characters was reduced from 100% to 50% growth.

Useless change. There's nothing like a giant Tauren strolling around in
Orgrimmar.

> The Lazy Peons in The Valley of Trials now make a wood chopping sound
> when they are hacking at the trees.

I still wanna be a lazy peon.

> In Silverpine Forest on Fenris Island, moved a Rot Hide Plague Weaver's
> spawn point from inside a tree.

Hehe I remember that one :) 

> Flight Paths
>
> New Horde Flight Paths
> Valormok in Azshara - Bloodvenom Post in Felwood
> Kargath in Badlands - Thorium Point in Searing Gorge
> Flame Crest in Burning Steppes - Thorium Point in Searing Gorge
> Tarren Mill in Hillsbrad - Revantusk Village in Hinterlands
> Undercity - Revantusk Village in Hinterlands
> New Alliance Flight Paths
> Ironforge - Thorium Point in Searing Gorge
> Morgan's Vigil in the Burning Steppes - Thorium Point in Searing Gorge
> The flight path from Undercity to Kargath no longer clips into the
> ground just south of Dalaran.

Great! More flight paths = less chokepoints!
Anonymous
May 12, 2005 1:00:25 PM

Archived from groups: alt.games.warcraft (More info?)

"Babe Bridou" <babebridou@hotmail.com> wrote in message
news:4282ff18$0$1228$8fcfb975@news.wanadoo.fr...

>> Innkeepers around the world now have a gossip option that lets you join a
>> meeting stone directly from the innkeeper rather than going to the
>> location of the meeting stone. Also these Innkeepers will now have
>> background lore about each of the dungeons.


\o/

I posted this exact suggestion to them using the in-built system hoping that
lots of others would do the same and it would get heard. Looks like we did
and we have! :) 

Exellent!

>> Levels Required for meeting stones have been increased. The intent is
>> that a group will not receive party members from a meeting stone that
>> don't really have a chance of completing the dungeon.

\o/

Again excellent - as I hate having to spend all my mana saving a low level
Warrior who can't take hits.

>> Meeting Stones have had their rules for what players are grouped with
>> what other players relaxed. This means groups who use meeting stones (or
>> innkeepers) should have their groups formed much more quickly than they
>> were previously.
>
> Thank god it will at last make sense to hang around in inns.

:)  - that and the beer of course.
Anonymous
May 12, 2005 1:04:23 PM

Archived from groups: alt.games.warcraft (More info?)

"Babe Bridou" <babebridou@hotmail.com> wrote:

> Dishonorable kills - gained by killing a trivial Civilian NPC - now has
> a negative impact on a player's honor. Enough dishonorable kills will
> reduce a player's rank all the way to zero.

Nice. But... NPCs only?

> Players may now see an "estimated contribution point value" in the
> combat log for an honorable kill. Note that this value does not take
> diminishing returns against the same player into account, and is
> therefore "estimated".

That's very good, should open the eyes of some idiots who have 1000
HKs and still are scouts :o )

> [Lots of fixed bugs]

Wow, they've done a lot this time...

Chris

--
[WoW] Wildcard - Treehugging Tauren (41) on EN Sunstrider [PvP]
Jazrah - Brutal Troll (16) on EN Sunstrider [PvP]
Jivarr - Charming Troll (12) on EN Sunstrider [PvP]
Wildcard - Treehugging Tauren (29) on DE Proudmoore [PvE]
May 12, 2005 3:12:30 PM

Archived from groups: alt.games.warcraft (More info?)

Babe Bridou loved her ferret enough to say...

> Players can no longer mail or auction an item that they've just
> disenchanted.

Hmmm, what does this mean exactly?

Was is it possible to auction the original item that you had already
disenchanted?
Or does it mean that if i disenchant an item that i can't put the
agents up for auction? What does "just" mean?


--
Trooper
usenet@trooperlooper.co.uk.invalid (remove the obvious)
Anonymous
May 12, 2005 3:35:19 PM

Archived from groups: alt.games.warcraft (More info?)

On Thu, 12 May 2005 07:51:08 GMT, Kav wrote:

> Nothing, we don't care about druids.

Druids received a bunch of new abilities and improvements not very long ago
-- even new talents.

Those "changes" for priests are all laughable and unrequested, except the
fix for the Unbreakable Will bug. The autoshoot for the wand is nice, but
all casters get that.

I remain rather unimpressed with Blizzard, but that "works as intended".

M.
Anonymous
May 12, 2005 3:35:20 PM

Archived from groups: alt.games.warcraft (More info?)

"Michael Vondung" <mvondung@gmail.com> wrote in message
news:1pm7istlvjwe8.1jwg9ipp8roqw.dlg@40tude.net...
> On Thu, 12 May 2005 07:51:08 GMT, Kav wrote:
>
>> Nothing, we don't care about druids.
>
> Druids received a bunch of new abilities and improvements not very long
> ago
> -- even new talents.
>

Aye noted and we got a nice spell too. But they also introduced bugs into
areas that weren't even touched!

Here is an example.

When you root a mob, about 20% of the time the mob will teleport to your
position before they complete breaking root.

ie, you hear the breaking root sound begin, but they are allready on top of
you and your taking hits. Root also is very easy for a mob to break.

Root is essential for a druid to soften up opponents, it makes up for our
poor hit power. When it is bugged in this manner you think twice about
taking on equal level elite opponents.

----------

Sleep beasts.

Again roughly 20% of the time the mob will wake up within 1-2 secs of the
cast - ie instantly. This doesn't seem to be dependant upon the level of the
mob. It also isn't related to thorns being cast as it behaves the same with
or without. This is hilareous in SM when you have told everyone you can
sleep one hound, only to see Mr Sleepy very much awake and in an extremely
bad mood!

So for a druid who needs to crowd control both methods need tweaking so that
the mob only has a low chance of breaking not a pretty damn good chance.

Lastly our other roots spell is bloody useless as you can't use it with
thorns. Utterly wasted talent points

------
Anonymous
May 12, 2005 4:05:19 PM

Archived from groups: alt.games.warcraft (More info?)

* Babe Bridou <babebridou@hotmail.com> wrote:
|
| Players can no longer mail or auction an item that they've just
| disenchanted.

Does this mean that up until now, you an disenchant an item, and while
the loot window is up you can still drag the original item into a send
mail or auction window, and still get the ingredients? If so, exploiting
this bug can make you rich in no time, and I wonder why they're making
the details public before the patch has been applied.

--
Lars Haugseth
Anonymous
May 12, 2005 4:17:00 PM

Archived from groups: alt.games.warcraft (More info?)

On 12 May 2005 02:51:07 -0700, Babe Bridou wrote:

> Can you give a summary of what is generally requested by priests?

A number of things:

- Some way of more efficient mana regeneration, especially in combat. See
mages who can regenerate mana at 45% speed in combat (during the five
seconds rule) and have a spell to completely charge up their mana. Priests
can get 15% at the expense of five talent points, and that's it. (Also
can't summon water.)

- Longer duration of the Inner Fire buff and a change of the attack rating
component to "something different". The defense buff part of the spell is
great, but the "other benefit" is just useless at sixty (you don't melee at
sixty as a priest). That would be a good place for mana regeneration.

- A useful top tier talent for the holy tree. Holy Nova is just useless.
Hardly anyone uses it, and Blizzard's recent changes to Holy Nova weren't
requested by anyone. In fact, they made the talent even less useful, since
now it can't be used to reduce aggro anymore.

- The new rogue trinket .. in spite of the cooldown, it's pretty much
impossible to win against an undead rogue with the trinket. The long stun
of rogues is also a problem, but what is fatal is the stun compared with
the trinket.

- More balanced racial priest spells. Undead priests get the best racial
spells by far. Dwarves come in as a second (not a close second), and then
comes nothing for a long time. Trolls and Night Elves get the short end of
the stick.

- Spirit is supposed to be the priest's main attribute, but it doesn't do
anything special for priests and you're usually better off just increasing
intellect and stamina. (I'm saying this as a Disc/Holy priest who does have
high spirit.)

- The Holy tree is significantly inferior to the Shadow and Discipline
trees. To be a good healer, you have to mainly invest in the Discipline
tree. In Holy you really don't need more than 15 or 17 points to get the
most use out of it. The Holy tree also seems a bit mis-constructed and you
don't really reap benefits as you climb it up. Compare this to the Shadow
tree where talents built nicely up on each other and result in an awesome
top tier talent.

- Spirit of Redemption: It just doesn't do enough for the "price" you have
to get there. It's nice at medium levels, but at sixty, it just doesn't
*really* make a difference when you die.

There's more.

Two issues were/are being fixed: Unbreakable Will not working at all, and
+crit% not working with spells (fixed recently).

M.
Anonymous
May 12, 2005 4:57:47 PM

Archived from groups: alt.games.warcraft (More info?)

On 2005-05-12 12:12:30 +0200, Trooper <news@trooperlooper.co.uk> said:

> Hmmm, what does this mean exactly?
>
> Was is it possible to auction the original item that you had already
> disenchanted? Or does it mean that if i disenchant an item that i
> can't put the agents up for auction? What does "just" mean?

I think what it means is when you disenchant an item, you get a loot
window with the comps you got from it. Once you get this window, the
disenchant is done and the components are created, but while the window
is open, the item you disenchanted is still in your inventory.
Apparently it was possible to keep this window open and mail the item
or put it in the AH.

I don't know if you were still able to get the components once you
mailed/AH'ed the item, but in either case it's a bug.
--
http://www.new-roots.com/
Nerghal - [50] Warlock - EU Bloodscalp
Chasey - [9] Priest - EU Bloodscalp
Gwar - [7] Warrior - EU Bloodscalp
Anonymous
May 12, 2005 5:31:36 PM

Archived from groups: alt.games.warcraft (More info?)

Babe Bridov wrote:
> All members of both the Horde and Alliance are reporting low stockpiles
> of variovs textile resovrces! Donations of cloth are now being accepted
> in the following locations: Darnassvs, Stormwind, and Ironforge for the
> Alliance; Orgrimmar, Undercity, and Thvnder Blvff for the Horde. Seek
> ovt an official Cloth Qvartermaster for more information.

I wonder what this is; jvst higher prices paid to players for
vnloading excess cloth?

> Innkeepers arovnd the world now have a gossip option that lets yov join
> a meeting stone directly from the innkeeper rather than going to the
> location of the meeting stone.

!!!

I wonder if this will apply to mvltiple dvngeons and inns. For
example, will the Ironforge *and* Kharanos innkeepers offer instant
access to the Gnomeregan meeting stone?

> Pets of other party members will now display in the party UI. Yov can
> see pet health and harmfvl effects on the pet. Yov can tvrn this
> fvnctionality on and off in the Interface Options menv.

As a Paladin I am very, very glad to see this fvnctionality. It was
always ridicvlovs that add-on mods (which only fvnctioned if both yov
and the pet owner vsed it) were necessary.

> Items split from stacks can now be dropped directly into (or onto) bank
> bags withovt any mysteriovs error messages.

I wonder if this also fixes the bvg in which split stacks don't
properly go into trade windows?

> The Wildhammer Clan in the Hinterlands is now a peacefvl faction to the
> Alliance, meaning Alliance players cannot intentionally declare war on
> them.

I was there last night and, yes, it was odd to see non-Dark Iron
dwarves not marked green.

> A new graveyard has been added near the east coast of the Hinterlands at
> the Overlook Cliffs.

I covld've vsed this recently when retrieving the port bottles from
the beach and when a fellow player and I fovght Gammerita.

> Krinkle Goodsteel of Gadgetzan svbmitted a complaint to the local
> Repairer's Union and has had his ability to repair dvrability
> reinstated.

Is Krinkle the Blacksmith Svpplies vendor? If so I did notice that he,
vnlike his colleagves, covldn't repair my items, so am glad this got
fixed.

> New Alliance Flight Paths
> Ironforge - Thorivm Point in Searing Gorge

While welcome, doesn't this defeat to some extent the whole point of
defeating Margol?

--
<URL:http://www.pobox.com/~ylee/&gt; PERTH ----> *
Cpv(s): 2.0% vs, 1.0% sy, 0.3% ni, 95.1% id, 1.4% wa, 0.1% hi, 0.0% si
Mem: 515800k total, 461712k vsed, 54088k free, 54748k bvffers
Swap: 3052208k total, 240k vsed, 3051968k free, 203836k cached
Anonymous
May 12, 2005 5:53:38 PM

Archived from groups: alt.games.warcraft (More info?)

Kav wrote:
> When you root a mob, about 20% of the time the mob will teleport to your
> position before they complete breaking root.

Ah! This explains what I saw in Zul'Farrak with two Druids in my
group. I'd thought it was some ability the mobs had.

--
<URL:http://www.pobox.com/~ylee/&gt; PERTH ----> *
Cpu(s): 2.0% us, 1.0% sy, 0.3% ni, 95.1% id, 1.4% wa, 0.1% hi, 0.0% si
Mem: 515800k total, 474444k used, 41356k free, 60020k buffers
Swap: 3052208k total, 240k used, 3051968k free, 210384k cached
May 12, 2005 6:45:07 PM

Archived from groups: alt.games.warcraft (More info?)

Yeechang Lee loved her ferret enough to say...
> Babe Bridou wrote:
> > All members of both the Horde and Alliance are reporting low stockpiles
> > of various textile resources! Donations of cloth are now being accepted
> > in the following locations: Darnassus, Stormwind, and Ironforge for the
> > Alliance; Orgrimmar, Undercity, and Thunder Bluff for the Horde. Seek
> > out an official Cloth Quartermaster for more information.
>
> I wonder what this is; just higher prices paid to players for
> unloading excess cloth?
>

The cynical side of me sees this as a way of trying to reduce the AH
prices for wool and linen, maybe in an attempt to stop the lower level
characters from being able to earn too much money?

20 wool always sells for 1g, which is a lot of money for a low level
character, but it's easy enough to farm wool.

A quick sale to a vendor for less money has it's attractions and
removes some gold from the economy.

--
Trooper
usenet@trooperlooper.co.uk.invalid (remove the obvious)
Anonymous
May 12, 2005 6:45:08 PM

Archived from groups: alt.games.warcraft (More info?)

"Trooper" <news@trooperlooper.co.uk> wrote in message
news:MPG.1ced6e4143df6166989fdf@news.individual.net...
> Yeechang Lee loved her ferret enough to say...
>> Babe Bridou wrote:
>> > All members of both the Horde and Alliance are reporting low stockpiles
>> > of various textile resources! Donations of cloth are now being accepted
>> > in the following locations: Darnassus, Stormwind, and Ironforge for the
>> > Alliance; Orgrimmar, Undercity, and Thunder Bluff for the Horde. Seek
>> > out an official Cloth Quartermaster for more information.
>>
>> I wonder what this is; just higher prices paid to players for
>> unloading excess cloth?
>>
>
> The cynical side of me sees this as a way of trying to reduce the AH
> prices for wool and linen, maybe in an attempt to stop the lower level
> characters from being able to earn too much money?

I'd think it would have the opposite effect. This will cause AH cloth
prices to rise as there will be more buyers and fewer sellers.
Anonymous
May 12, 2005 9:19:17 PM

Archived from groups: alt.games.warcraft (More info?)

On Thu, 12 May 2005 11:12:30 +0100, Trooper <news@trooperlooper.co.uk>
wrote:

>Babe Bridou loved her ferret enough to say...
>
>> Players can no longer mail or auction an item that they've just
>> disenchanted.
>
>Hmmm, what does this mean exactly?
>
>Was is it possible to auction the original item that you had already
>disenchanted?
>Or does it mean that if i disenchant an item that i can't put the
>agents up for auction? What does "just" mean?

1) Take sword A.
2) Use disenchant on A.
3) If you don't like the result, then, without closing the disenchant
window, take A and put it up for auction/mail it.
4) Now rejoice in the fact that A is still around and was not
destroyed by your disenchant.
5) Grab A and try again until you get a better result.

This bugfix kills step 3, and closes an exploit.

--
Regards
Simon Nejmann
Anonymous
May 12, 2005 9:48:09 PM

Archived from groups: alt.games.warcraft (More info?)

Trooper ytrede sig i <MPG.1ced6e4143df6166989fdf@news.individual.net>
med dette:

>Yeechang Lee loved her ferret enough to say...
>> Babe Bridou wrote:
>> > All members of both the Horde and Alliance are reporting low stockpiles
>> > of various textile resources! Donations of cloth are now being accepted
>> > in the following locations: Darnassus, Stormwind, and Ironforge for the
>> > Alliance; Orgrimmar, Undercity, and Thunder Bluff for the Horde. Seek
>> > out an official Cloth Quartermaster for more information.
>>
>> I wonder what this is; just higher prices paid to players for
>> unloading excess cloth?
>>
>
>The cynical side of me sees this as a way of trying to reduce the AH
>prices for wool and linen, maybe in an attempt to stop the lower level
>characters from being able to earn too much money?
>
>20 wool always sells for 1g, which is a lot of money for a low level
>character, but it's easy enough to farm wool.
>
>A quick sale to a vendor for less money has it's attractions and
>removes some gold from the economy.

I'm doing tailoring, but have never bought Linen or Woll Cloth at AH,
because it's just too fast to grind for.

- That said, I also had friends mailing me cloth, and I made it clear
when in party that I needed it, and would be happy to not roll for some
greens or trade with other stuff, if I got the cloth.
This also ment I had my tailoring skill up to silk long before I had a
chance of killing humanoids that dropped it.

The biggest cloth problem the game has, is that if you want to make
items that are really usuable for your lvl, you have to get the items
from higher lvl mobs than you can handle alone.

The best part of tailoring at my main char, is that I can now provide my
Priest with good cloth armor, to supplement the better drops found. And
this means my priest is able to use better armor about every lvl, for a
very low cost (my shammy only needs to grind cloth for 15-30 min, and
will have higher income from it than the cost of the needed tradegoods,
and the grinding can even be done in wolf form :-D).
--
Allan Stig Kiilerich Frederiksen
"When you try to change a mans paradigm, you must keep in mind that he
can hear you only through the filter of the paradigm he holds."
-Myron Tribus
Anonymous
May 12, 2005 10:18:21 PM

Archived from groups: alt.games.warcraft (More info?)

> Warriors
>
> Deathwish - Is now usable while under a Fear effect, which will also
> remove the Fear effect.
> Overpower - Fixed a bug where the ability was sometimes blocked.
> Improved Cleave - Now increases damage bonus by 40/80/120%.
> Blood Craze - Talent design changed. It now regenerates 1/2/3% of the
> warrior's total health over 6 seconds after being the victim of a
> critical strike.
> New Fury Talent: Dual Wield Specialization - Increases damage with the
> off-hand weapon by 5/10/15/20/25%. Note: the additional damage also
> increases rage generation significantly.
> Iron Will - Fixed a bug that caused many abilities to ignore the
> additional resistance.
> Enrage - Increased the number of charges to 12. Decreased the duration
> to 12 seconds. The new duration is the limiting factor for slower
> weapons (e.g. Arcanite Reaper will typically get one less swing), while
> dual wielding and faster weapons will make better use of all of the
> charges over the duration of the ability.
> Concussion Blow - Changed to an instant, stunning attack and removed the
> damage portion.
> Shield Specialization - In addition to increasing % chance to block, it
> now gives the warrior a 20/40/60/80/100% chance to generate 1 rage on a
> successful block.
> Items


All good stuff except the enrage nerf. Interesting that they specifally
mention the Arcanite Reaper. It's obvious that they don't want everyone to
be a cookie-cutter Arms/Reaper warrior so they are gimping the reaper a bit
while adding good stuff to the other talent trees. Lots of warriors on the
forums are pretty pissed and calling for "free respecs". I am a reaper build
but I guess it's good that they are making an effort to give warriors more
options. Otherwise battlegrounds is going to look like the clone wars, with
every warrior swinging a reaper...
Anonymous
May 12, 2005 10:50:17 PM

Archived from groups: alt.games.warcraft (More info?)

Babe Bridou ytrede sig i <4282f72f$0$11684$8fcfb975@news.wanadoo.fr> med
dette:

>Test Patch Notes Disclaimer: The test realm patch notes only apply to
>features that exist on the public test realms. We provide these patch
>notes to players who wish to know what features and changes exist in the
>test environment in order to more effectively test these features.
>
>
>Patch 1.5 Changes
>****Battlegrounds arrive!****

>PvP
>Honor system
>Dishonorable kills - gained by killing a trivial Civilian NPC - now has
>a negative impact on a player's honor. Enough dishonorable kills will
>reduce a player's rank all the way to zero.
>Players may now see an "estimated contribution point value" in the
>combat log for an honorable kill. Note that this value does not take
>diminishing returns against the same player into account, and is
>therefore "estimated".
>"Team Contribution Points" has been renamed to "Honor"
>Added tooltips to the different elements of the Honor System UI.
>Players will see their last week's kill data in the "Last Week" section
>of the Honor System UI even if they did not achieve the 25 honorable
>kills required to gain standing or rank.
>Fixed a bug where the PvP trinket rewards were not always removing the
>effects they were designed to remove (e.g. Polymorph, Fear, Stun).
>Sitting characters will now stand up immediately after an attack, even
>if stunned.

We need a notifikation to make it Very clear when no CP is gained from a
kill. It is my hope that Blizzard will start writing it with big red
letters in the middle of the screen, so all the dumb gankers (with more
than 200 kills and no rank or just a scout) can understand they don't
really gain anything by doing it.

>Players can no longer swap inventory gear while dueling.
>Dueling is now allowed within Everlook.

Hmm, dueling should be banned from any crowded city, town or outpost,
because it's causing lag in those places.


>Shaman
>
>Fixed a bug where Fire Nova, Flametongue, Stoneclaw and Windfury Totems
>had incorrect level caps when cast by higher level shaman. All totems
>should now be summoned at the level of the caster.
>Flametongue Totem - Tooltip updated to clarify that only the main-hand
>weapon is enchanted.
>Windfury Totem - Tooltip updated to clarify that only the main-hand
>weapon is enchanted.
>Fire Resistance Totem - New icon.
>Frost Resistance Totem - New icon.
>Grounding Totem - Fixed a bug that allowed some area of effect spells to
>be "grounded" and/or destroy the totem.

We really need the Frost Shock bug fixed - I don't really have that big
a problem with the dimishing slow effect, but when the damage is going
down too it's really a problem, because at some levels the Frost Shock
is the most powerfull shock spell:

Lvl 20-23 [ES(R3): 60-64dmg; FS(R1): 89-95dmg]
Lvl 34-35 [ES(R4): 119-127dmg; FS(R2): 206-220dmg]
Lvl 46-47 [ES(R5): 225-239dmg; FS(R3): 333-353dmg]
Lvl 58-59 [ES(R6): 359-381dmg; FS(R4): 486-514dmg]

At other levels ES is the most powerfull shock spell, and the good PvP
shamans are using that, but from when starting a fight with melee
classes (slowing them down when they start their attack is important) or
in the end to prevent them from fleeing to fast, so the dimishing of the
slow effect isn't that importaint.

>Fixed bug causing all tailoring recipes to show up as "orange"

Really looking forward to this bug fix :-)

It might not just be a colour bug, last evening I made 5 items from a
recepie I know was orange before the bug, but it didn't raise my skill.
Since the colour bug showed up, I have only made low lvl items, so I
know for sure that the recepie I used should still raise my skill
--
Allan Stig Kiilerich Frederiksen
"When you try to change a mans paradigm, you must keep in mind that he
can hear you only through the filter of the paradigm he holds."
-Myron Tribus
Anonymous
May 12, 2005 11:06:03 PM

Archived from groups: alt.games.warcraft (More info?)

"Trooper" <news@trooperlooper.co.uk> wrote in message
news:MPG.1ced6e4143df6166989fdf@news.individual.net...
> Yeechang Lee loved her ferret enough to say...
> > Babe Bridou wrote:
> > > All members of both the Horde and Alliance are reporting low stockpiles
> > > of various textile resources! Donations of cloth are now being accepted
> > > in the following locations: Darnassus, Stormwind, and Ironforge for the
> > > Alliance; Orgrimmar, Undercity, and Thunder Bluff for the Horde. Seek
> > > out an official Cloth Quartermaster for more information.
> >
> > I wonder what this is; just higher prices paid to players for
> > unloading excess cloth?
> >
>
> The cynical side of me sees this as a way of trying to reduce the AH
> prices for wool and linen, maybe in an attempt to stop the lower level
> characters from being able to earn too much money?
>
> 20 wool always sells for 1g, which is a lot of money for a low level
> character, but it's easy enough to farm wool.
>
> A quick sale to a vendor for less money has it's attractions and
> removes some gold from the economy.
>

Nope. What they actually added is a repeatable faction quest. It is now
possible to reach exalted with all the listed races, by donating cloth.
(Probably lots and lots and lots of cloth.)


--
Davian / Dearic (Bloodhoof)

"We need a new Mario game, where you rescue the princess in the first ten
minutes, and for the rest of the game you try and push down that sick feeling
in your stomach that she's "damaged goods"... When Peach asks you, in the
quiet of her mushroom castle bedroom "do you still love me?" you pretend to be
asleep. You press the A button rhythmically, to control your breath, keep it
even." - Joey Comeau on increased realism in gaming.
Anonymous
May 12, 2005 11:42:06 PM

Archived from groups: alt.games.warcraft (More info?)

"Michael Vondung" <mvondung@gmail.com> wrote in message
news:1pm7istlvjwe8.1jwg9ipp8roqw.dlg@40tude.net...
> On Thu, 12 May 2005 07:51:08 GMT, Kav wrote:
>
>> Nothing, we don't care about druids.
>
> Druids received a bunch of new abilities and improvements not very long
> ago
> -- even new talents.
New talents LMAO
The stoneskin and regen in bear only prolongs the suffering before dying.
Screw the new skills just bump the dps up to the next lowest char. Defense
is useless when you can't kill the thing attacking you.
Anonymous
May 13, 2005 1:07:24 AM

Archived from groups: alt.games.warcraft (More info?)

McDLT wrote:

> All good stuff except the enrage nerf. Interesting that they specifally
> mention the Arcanite Reaper. It's obvious that they don't want everyone to
> be a cookie-cutter Arms/Reaper warrior so they are gimping the reaper a bit
> while adding good stuff to the other talent trees. Lots of warriors on the
> forums are pretty pissed and calling for "free respecs". I am a reaper build
> but I guess it's good that they are making an effort to give warriors more
> options. Otherwise battlegrounds is going to look like the clone wars, with
> every warrior swinging a reaper...
>

Yes, it's often the rarest item that is the most common in such games
apparently :p 
Anonymous
May 13, 2005 2:55:23 PM

Archived from groups: alt.games.warcraft (More info?)

"Rene" <invalid@email.addr> wrote:
> "Christian Stauffer" <wildcard666@bluewin.ch> wrote:
>
>> Why not? I can still kill them.
>
> Which subsequently gives you bad karma, lost honor points or another
> punishment Blizzard wants to introduce...

And?

>> Fact is that Blizzard should differ between a raid situation and a
>> 1:1/2:2/... Because killing a -20 in a raid is something that shouldn't
>> make you loose CPs, no matter whether it's an NPC or a PC. The problem is
>> that the whole honor system can't work because the decision whether an
>> act is honorable or dishonorable is to complex.
>
> And now you want to "fix" it by making it even more complex ??

Erm... what? Please read what I've written:
"the decision whether an act is honorable or dishonorable is to complex"

It's not me who is making it complex, and it's not blizzard who's making
it complex, it IS a complex problem that can't be measured by a logarithm.

The consequence (if I was the programmer) would have been either:
a) Forget about a system like that, because it can't be done.
b) Call it bodycount system and implement no rules except 1 kill = 1 kill

Everything else is just doomed to be broken.

Chris

--
[WoW] Wildcard - Treehugging Tauren (41) on EN Sunstrider [PvP]
Jazrah - Brutal Troll (16) on EN Sunstrider [PvP]
Jivarr - Charming Troll (12) on EN Sunstrider [PvP]
Wildcard - Treehugging Tauren (29) on DE Proudmoore [PvE]
Anonymous
May 13, 2005 3:16:30 PM

Archived from groups: alt.games.warcraft (More info?)

On Thu, 12 May 2005 08:26:40 +0200, Babe Bridou <babebridou@hotmail.com>
scribed into the ether:


>Wands - The Shoot Wand ability is now a toggle. While active, it will
>continue attacking with the equipped wand until some other action is
>taken (movement, spellcasting, item use, etc...).

As Hunters take yet another (albeit small) blow with one of their core
abilities being pimped out to all wand users.


>Volley - Damage increased

That's an about-damned-time...what a joke of an ability this has been.

>Mountain Giants in Feralas now drop loot more appropriate to their elite
>status

But are they still just a big a pussy as before? Weakest elites in the
game, by a huge amount.

>The Lazy Peons in The Valley of Trials now make a wood chopping sound
>when they are hacking at the trees.

One of the funnest quests in the game, too bad it had to be so early on.
Anonymous
May 13, 2005 3:40:51 PM

Archived from groups: alt.games.warcraft (More info?)

"Davian" <davian@nospammindspring.com> wrote in message
news:nIOdndu_Su1bQh7fRVn-gA@adelphia.com...
>
>
> "Christian Stauffer" <wildcard666@bluewin.ch> wrote in message
> news:4282fff7$0$1158$5402220f@news.sunrise.ch...
>> "Babe Bridou" <babebridou@hotmail.com> wrote:
>>
>> > Dishonorable kills - gained by killing a trivial Civilian NPC - now has
>> > a negative impact on a player's honor. Enough dishonorable kills will
>> > reduce a player's rank all the way to zero.
>>
>> Nice. But... NPCs only?
>>
>
> Trust me, thats all you want. Griefers would love nothing more than to
> have
> dishonorable kills extended to low level players.
>
> Or do you really want to get into a situation where you have to constantly
> run
> away from players 20 levels below you that absolutely will not quit trying
> to
> kill you? The high level player would have everything to lose and
> nothing to
> gain in that encounter. If you ignore the jerkoff, he might manage to
> kill
> you if your health gets low enough...and he can certanly keep you from
> eating
> and drinking, and if you kill him, then you start losing your own honor.
> Win
> / win situation for the lowbie, and lose / lose for the high level.

aye but a simple way round this is if a lower level player attacks a higher
level player then the penalty doesn't apply.
Anonymous
May 13, 2005 3:48:38 PM

Archived from groups: alt.games.warcraft (More info?)

"Erick Calder" <eric.calder@sympatico.ca> wrote in message
news:5QHge.33255$XX1.710464@news20.bellglobal.com...
> Kav" <boom@tssssssss.net> wrote in message
> news:MVDge.30370$G8.23290@text.news.blueyonder.co.uk...
>> Seeing as how its missing.
>>
>> Druid -
>>
>> Nothing, we don't care about druids.
>>
>
> Oh cry me a river... You obviously downloaded the last patch where they
> did a ton? Are you a spoiled brat kid or something?
>

Yup, I'm 8 years old and throw tantrums when I don't get the way I want. My
walls are covered with food I didn't want to eat and no nanny will look
after me because I drive them mad with my raging Tourettes Syndrome.
Anonymous
May 13, 2005 4:22:03 PM

Archived from groups: alt.games.warcraft (More info?)

"Kav" <boom@tssssssss.net> wrote in message
news:c%Fge.30433$G8.8324@text.news.blueyonder.co.uk...
> "Michael Vondung" <mvondung@gmail.com> wrote in message
> news:1pm7istlvjwe8.1jwg9ipp8roqw.dlg@40tude.net...
>> On Thu, 12 May 2005 07:51:08 GMT, Kav wrote:
>>> Nothing, we don't care about druids.
>> Druids received a bunch of new abilities and improvements not very long
>> ago
>> -- even new talents.
> Aye noted and we got a nice spell too. But they also introduced bugs into
> areas that weren't even touched!
> Here is an example.
> When you root a mob, about 20% of the time the mob will teleport to your
> position before they complete breaking root.

Yup, and it is very annoying. Perhaps +30% in my short experience. It would
be nice if every patch to fix bugs didn't introduce news ones.

> ie, you hear the breaking root sound begin, but they are allready on top
> of you and your taking hits. Root also is very easy for a mob to break.
> Root is essential for a druid to soften up opponents, it makes up for our
> poor hit power. When it is bugged in this manner you think twice about
> taking on equal level elite opponents.
> ----------
> Sleep beasts.
> Again roughly 20% of the time the mob will wake up within 1-2 secs of the
> cast - ie instantly. This doesn't seem to be dependant upon the level of
> the mob. It also isn't related to thorns being cast as it behaves the same
> with or without. This is hilareous in SM when you have told everyone you
> can sleep one hound, only to see Mr Sleepy very much awake and in an
> extremely bad mood!
>
> So for a druid who needs to crowd control both methods need tweaking so
> that the mob only has a low chance of breaking not a pretty damn good
> chance.
>
> Lastly our other roots spell is bloody useless as you can't use it with
> thorns. Utterly wasted talent points

Alternatively... play a Priest, then realize how much easier Druids are to
play, go back to playing Druid.
This works for any non-priest toon out there. :-)


Cheers,
Stu.
Anonymous
May 13, 2005 4:22:04 PM

Archived from groups: alt.games.warcraft (More info?)

3phAse wrote:

> Alternatively... play a Priest, then realize how much easier Druids are to
> play, go back to playing Druid.
> This works for any non-priest toon out there. :-)
>
>
> Cheers,
> Stu.
>
>

I've just been killed in the gaping chasm or something. all it took was
one mob, 2 levels lower than me, with "swarmer" in its name. Absolutely
no defense against these.

Each time I kill 2 mobs of my level, I need a drink. That's 4 silver per
mob in mana cost. I can't find an instance group for Zul Farrak or
Maraudon, because I don't have enough time per session. Sometimes I
wonder why I go on playing holy priest :) 

So I resume with my warrior alt, die once, twice, thrice, then realize I
need to create another character, start a paladin, spit on my screen out
of disgust for the alliance texts, general chat and player behaviour,
delete the paladin, start another hunter or a warlock... and back to the
priest because, 60 is only 11 levels away... and 200dps solo can't be bad...

side note:
I wonder what helps leveling the defense skill? Mine is only 236 (1 or 2
levels behind if I'm not mistaken), and I get some hell of a beating
whenever I play solo (no pet to tank, no crowd control skill). I even
have to rely on a +10 defense cloak to avoid getting crits and crushes
on me every second hit :( 
May 13, 2005 4:22:05 PM

Archived from groups: alt.games.warcraft (More info?)

Babe Bridou <babebridou@hotmail.com> wrote:
> 3phAse wrote:
>
> > Alternatively... play a Priest, then realize how much easier Druids are
> > to play, go back to playing Druid.
> > This works for any non-priest toon out there. :-)
> >
> >
> > Cheers,
> > Stu.
> >
> >
>
> I've just been killed in the gaping chasm or something. all it took was
> one mob, 2 levels lower than me, with "swarmer" in its name. Absolutely
> no defense against these.
>
> Each time I kill 2 mobs of my level, I need a drink. That's 4 silver per
> mob in mana cost. I can't find an instance group for Zul Farrak or
> Maraudon, because I don't have enough time per session. Sometimes I
> wonder why I go on playing holy priest :) 

Priests are very much asked for Zul and Maraudon - at least on my server.
My shadow priest can go there almost any time of the day if he really
wishes. Having extensively done these two instances just recently though,
I'm no longer interested and only go if someone in my guild or on the
friends list asks me to.

When I started my priest there were 2% priest on that server (and side). At
the moment there are 5% according to census, but at any time when I issue
"/who Priest 50-60" there are at most 20 online, often far fewer. So I
generally have the luxury to select my party with which to go to any
instance. When a group is just forming and I join I tell the one who is
looking for players to add the part that a priest is already in the group
which generally decreases the amount of time to wait until the group is
complete tremendously :-)

In short: On my server there are far too few priests around so we're
sought. Downside is that you might get invites and whispers all the time.
Tedious are those that send you an invite as a first means of establishing
communication...

> So I resume with my warrior alt, die once, twice, thrice, then realize I
> need to create another character, start a paladin, spit on my screen out
> of disgust for the alliance texts, general chat and player behaviour,
> delete the paladin, start another hunter or a warlock... and back to the
> priest because, 60 is only 11 levels away... and 200dps solo can't be
> bad...

Hm my shadow priest dishes out ~500dmg/3sec to mobs up to +5 levels above
me and has been doing so since lvl 45-ish. Mind Blast + Mind Flay are
dealing great damage. If a Mindblast crits, it goes up to 900 dmg now. Mind
Flay does about 150 / sec over 4 sec (channeled) but is spammable. This is
with shadow form though, which is the lvl 30 talent increasing shadow
damage output by 15% and prevents from casting holy spells. Elites are
another matter though. I can do at most one single elite at my level.

So this gives me about 150dps I'm dishing out. Now since a shadow priest is
supposed to deal more than a holy priest I really wonder what you do to
arrive at 200dps?

I do have problems with the mana regen, since after lvl 40 spirit is just
no longer cutting it and I switched to int gear instead of spirit gear.
Imagine natural regeneration when you have 4500 MPs and 70 mana regen per
tick (2sec!). Waiting 2 minutes after each 2-3 mobs just isn't cool. Spirit
Tap (shadow talent!) helps but only so much. I'm always running around with
20+ moring dew. Some form of regeneration boost from Blizzard would be much
appreciated but I can somewhat manage (and only 6 more levels to go...)

> side note:
> I wonder what helps leveling the defense skill? Mine is only 236 (1 or 2
> levels behind if I'm not mistaken), and I get some hell of a beating
> whenever I play solo (no pet to tank, no crowd control skill). I even
> have to rely on a +10 defense cloak to avoid getting crits and crushes
> on me every second hit :( 

I'm often at the max def skill. We take a lot of beating :)  ALWAYS have
inner fire on. This effectivly doubles your armor class and helps a lot.
The 3 min recast is a pita but it is worth it. As for the rest, as long as
the shield is up, no one can harm you. Putting some points in discipline
allows to hold it up longer (or rather, recast earlier). Crits I generally
only get from elites, not normals, though it happens occasionally, just as
I occasionally manage to crit an elite.

CU

René

--
-------------------- http://NewsReader.Com/ --------------------
Usenet Newsgroup Service $9.95/Month 30GB
Anonymous
May 13, 2005 4:22:06 PM

Archived from groups: alt.games.warcraft (More info?)

Rene wrote:

> Babe Bridou <babebridou@hotmail.com> wrote:
>
> In short: On my server there are far too few priests around so we're
> sought. Downside is that you might get invites and whispers all the time.
> Tedious are those that send you an invite as a first means of establishing
> communication...

We're about 8%, which seems enough for general instancing apparently
(yeah, I'm a bit spoiled, in our guild the two highest levels are
priests :) . I get an invite every session, but seldom have enough time
to change my plans.

> Hm my shadow priest dishes out ~500dmg/3sec to mobs up to +5 levels above
> me and has been doing so since lvl 45-ish. Mind Blast + Mind Flay are
> dealing great damage. If a Mindblast crits, it goes up to 900 dmg now. Mind
> Flay does about 150 / sec over 4 sec (channeled) but is spammable. This is
> with shadow form though, which is the lvl 30 talent increasing shadow
> damage output by 15% and prevents from casting holy spells. Elites are
> another matter though. I can do at most one single elite at my level.
>
> So this gives me about 150dps I'm dishing out. Now since a shadow priest is
> supposed to deal more than a holy priest I really wonder what you do to
> arrive at 200dps?

Esay. Smite is spammable, and is a 2 second casting time with my
talents. At level 49, I do 400 regular damage and 600 criticals. Shield
makes it uninterruptible. Holy fire does 400 regular, 600 crit, and is
my opener (3.5 seconds cast), then dots 30 per tick. Shadow Word: pain
does 90 per tick. When I crit, it can go very high dps-wise, and I have
talents to enhance those crits, and my gear is +spell damage and
healing. But having to cast a shield to maintain this damage is
crippling mana-wise... without it, and depending on the attack speed of
the mob, the number of potential adds and the mana I have to keep just
in case of ambushes, I drop down to something like 90-130 dps.

In parties, I can really shine damage-wise as well on single targets.
But everyone knows I like better being a healer to improve the overall
dps of the group :) 

>
> I do have problems with the mana regen, since after lvl 40 spirit is just
> no longer cutting it and I switched to int gear instead of spirit gear.
> Imagine natural regeneration when you have 4500 MPs and 70 mana regen per
> tick (2sec!). Waiting 2 minutes after each 2-3 mobs just isn't cool. Spirit
> Tap (shadow talent!) helps but only so much. I'm always running around with
> 20+ moring dew. Some form of regeneration boost from Blizzard would be much
> appreciated but I can somewhat manage (and only 6 more levels to go...)

I just had a look at my mana regen. There's something wrong.

With +0 spirit hat: 48 mana / tick
with +14 spirit hat: 52 mana / tick. I don't remember it was that much
of a difference before, and with this rythm, with say 300 spirit, it
could go as high as 100 mana / tick. Might be good to know.

>>side note:
>>I wonder what helps leveling the defense skill? Mine is only 236 (1 or 2
>>levels behind if I'm not mistaken), and I get some hell of a beating
>>whenever I play solo (no pet to tank, no crowd control skill). I even
>>have to rely on a +10 defense cloak to avoid getting crits and crushes
>>on me every second hit :( 
>
>
> I'm often at the max def skill. We take a lot of beating :)  ALWAYS have
> inner fire on. This effectivly doubles your armor class and helps a lot.
> The 3 min recast is a pita but it is worth it. As for the rest, as long as
> the shield is up, no one can harm you. Putting some points in discipline
> allows to hold it up longer (or rather, recast earlier). Crits I generally
> only get from elites, not normals, though it happens occasionally, just as
> I occasionally manage to crit an elite.
>
> CU
>
> René
>

My build is strictly PVP oriented, so yes, in the next levels I'm going
to fill my improved mana burn and improved inner fire talents. 45% more
defense is a godsend in my mind to beat rogues.

And as for the defense thingie, I still don't know. I'm almost 50 and
I'm still at a level 47's defense skill.
Anonymous
May 13, 2005 4:23:38 PM

Archived from groups: alt.games.warcraft (More info?)

On Fri, 13 May 2005 11:58:32 +0200, Babe Bridou
<babebridou@hotmail.com> wrote:

>I just had a look at my mana regen. There's something wrong.
>
>With +0 spirit hat: 48 mana / tick
>with +14 spirit hat: 52 mana / tick. I don't remember it was that much
>of a difference before, and with this rythm, with say 300 spirit, it
>could go as high as 100 mana / tick. Might be good to know.

The formula for mana regen from spirit is 13 + (spirit/4) per tick, so
a 14 spirit hat will give you 14/4 = 3.5 more mana per tick - so the
jump from 48 to 52 looks about right.

And 300 spirit will give you a regen of 88 mana per tick.


I have personally broken the 100 mana per tick limit, but it involves
proccing Mark of the Chosen (2% chance on getting hit to get +25 to
all stats), and killing a green or better so Spirit Tap kicks in
(+100% spirit for 15 secs).

--
Regards
Simon Nejmann
May 13, 2005 7:40:49 PM

Archived from groups: alt.games.warcraft (More info?)

"Christian Stauffer" <wildcard666@bluewin.ch> wrote:
> "Rene" <invalid@email.addr> wrote:
> > "Christian Stauffer" <wildcard666@bluewin.ch> wrote:
> >
> >> Why not? I can still kill them.
> >
> > Which subsequently gives you bad karma, lost honor points or another
> > punishment Blizzard wants to introduce...
>
> And?

If they decide that when you become dishonored you'll have to pay 50%
additional merchant fee, then that's going to hurt. You know, dishonorable
actions _are_ being counted, there is just no reaction to it. At the
moment.

> >> Fact is that Blizzard should differ between a raid situation and a
> >> 1:1/2:2/... Because killing a -20 in a raid is something that
> >> shouldn't make you loose CPs, no matter whether it's an NPC or a PC.
> >> The problem is that the whole honor system can't work because the
> >> decision whether an act is honorable or dishonorable is to complex.
> >
> > And now you want to "fix" it by making it even more complex ??
>
> Erm... what? Please read what I've written:
> "the decision whether an act is honorable or dishonorable is to complex"

I interpreted that in the sense that you want to add the above rule to the
current system.

> It's not me who is making it complex, and it's not blizzard who's making
> it complex, it IS a complex problem that can't be measured by a
> logarithm.
>
> The consequence (if I was the programmer) would have been either:
> a) Forget about a system like that, because it can't be done.
> b) Call it bodycount system and implement no rules except 1 kill = 1 kill
>
> Everything else is just doomed to be broken.

Well the solution is to define and communicate what counts as honorable and
what not. That is being done and so far it seems to work. Some people don't
like it and some do. The problem (from my point of view) is that it is
completely in the eye of the observer if something is honorable or not. If
two lvl 30 fight and I as lvl 50+ heal the lvl 30er on my side, about half
would say that this is honorable because I helped an ally in need while 50%
would say that this is dishonorable because I interfered in a fight of a
low-level. Maybe one will interject the question if we were in our zone or
in enemy zone and base his opinion on that. And then follows the question
if we were in a party or raid group. Or if I knew the person from another
time, or in real life or if he just gave me 100G 5mins ago, and and and.
Ask 10 people what they deem honorable and you will receive 20 answers.

Yes the options or variables are limitless. Your two variants on how to
deal with that however are very extreme.

a) doesn't work because such a system _is_ wanted. Just look at the number
of players who wanted PVP realms and are actually playing on them. I ignore
those that now moan about the introduction of the honor system - it was
always clear that something like that is going to happen on PVP realms and
bitching is free

and

b) Would lead to lvl 60s of the enemy faction in your starting zone.

So there has to be some sort of rules set down. I personally find the
current system neither too complex nor bloated. Actually, considering all
variables you could take into account, I consider it very clean and also
quite reasonable.

There will never be a 100% fair system, unless Blizzard strips out all but
one race/class with the exactly same equipment. And even then people _will_
complain about unfairness because I have 10msec less latency to the server.

So that all said, I neither find the current system broken nor any attempt
doomed at all. This game is not meant to be fair. It is a huge random
number generator after all and there are quite many factors that can't be
directly controlled by any player. If that is what you mean with doomed to
be broken, then I can agree with you - with the difference that I would
still try to implement it as good as it gets. Which is what Blizzard is
trying to do, I believe.

CU

René

--
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Usenet Newsgroup Service $9.95/Month 30GB
Anonymous
May 13, 2005 10:16:04 PM

Archived from groups: alt.games.warcraft (More info?)

Babe Bridou wrote:

> Rene wrote:

>> Hm my shadow priest dishes out ~500dmg/3sec to mobs up to +5 levels above
>> me and has been doing so since lvl 45-ish. Mind Blast + Mind Flay are
>> dealing great damage. If a Mindblast crits, it goes up to 900 dmg now.
>> Mind
>> Flay does about 150 / sec over 4 sec (channeled) but is spammable.
>> This is
>> with shadow form though, which is the lvl 30 talent increasing shadow
>> damage output by 15% and prevents from casting holy spells. Elites are
>> another matter though. I can do at most one single elite at my level.
>>
>> So this gives me about 150dps I'm dishing out. Now since a shadow
>> priest is
>> supposed to deal more than a holy priest I really wonder what you do to
>> arrive at 200dps?
>
>
> Esay. Smite is spammable, and is a 2 second casting time with my
> talents. At level 49, I do 400 regular damage and 600 criticals. Shield
> makes it uninterruptible. Holy fire does 400 regular, 600 crit, and is
> my opener (3.5 seconds cast), then dots 30 per tick. Shadow Word: pain
> does 90 per tick. When I crit, it can go very high dps-wise, and I have
> talents to enhance those crits, and my gear is +spell damage and
> healing. But having to cast a shield to maintain this damage is
> crippling mana-wise... without it, and depending on the attack speed of
> the mob, the number of potential adds and the mana I have to keep just
> in case of ambushes, I drop down to something like 90-130 dps.
>

Here's a screenshot of me right after I level'ed to 50. I forgot to
enlarge the combat log, but the DPS meter on upperleft corner shows the
average DPS of the fight: 220. I really wanted to kill that last elite
as fast as possible :)  I suppose the DPS is that high because of the
level difference, elite 43 vs holy priest 49 (at the time of the fight).
Really, I thought shadow priests would deal more damage than that!

http://sunstrider.net/gallery/general/esa_UI_DPS_level5...
Anonymous
May 13, 2005 11:28:45 PM

Archived from groups: alt.games.warcraft (More info?)

"Kav" <boom@tssssssss.net> wrote in message
news:7n0he.31259$G8.17149@text.news.blueyonder.co.uk...
>
> "Davian" <davian@nospammindspring.com> wrote in message
> news:nIOdndu_Su1bQh7fRVn-gA@adelphia.com...
> >

> >
> > Or do you really want to get into a situation where you have to constantly
> > run away from players 20 levels below you that absolutely will not quit
trying
> > to kill you?
>
> aye but a simple way round this is if a lower level player attacks a higher
> level player then the penalty doesn't apply.

It's been tried. 1000 little holes pop up every time another gets plugged.
UO worked on thier murder count system for years, and still never solved
problems like "blue healers".

Could WoW succeed where they failed? Maybe, but I doubt it. I think we'd
end up with the devs spending tons of time adding kludges on top of kludges to
try and implement the system. And in the end, despite all the time and
effort put into plugging those holes... the ganking situation would not
significantly improve. Those interested in climbing the pvp rewards ladder
already rarely waste time fragging newbies... theres no profit in it. The
ones out ganking all the time are the griefers who will never be climbing the
reward ladder anyways. They're just in it to get thier kicks out of killing
people.


--
Davian / Dearic (Bloodhoof)

"We need a new Mario game, where you rescue the princess in the first ten
minutes, and for the rest of the game you try and push down that sick feeling
in your stomach that she's "damaged goods"... When Peach asks you, in the
quiet of her mushroom castle bedroom "do you still love me?" you pretend to be
asleep. You press the A button rhythmically, to control your breath, keep it
even." - Joey Comeau on increased realism in gaming.
May 14, 2005 12:25:05 AM

Archived from groups: alt.games.warcraft (More info?)

Babe Bridou <babebridou@hotmail.com> wrote:
> Babe Bridou wrote:
>
> > Rene wrote:
>
> >> Hm my shadow priest dishes out ~500dmg/3sec to mobs up to +5 levels
> >> above me and has been doing so since lvl 45-ish. Mind Blast + Mind
> >> Flay are dealing great damage. If a Mindblast crits, it goes up to 900
> >> dmg now. Mind
> >> Flay does about 150 / sec over 4 sec (channeled) but is spammable.
> >> This is
> >> with shadow form though, which is the lvl 30 talent increasing shadow
> >> damage output by 15% and prevents from casting holy spells. Elites are
> >> another matter though. I can do at most one single elite at my level.
> >>
> >> So this gives me about 150dps I'm dishing out. Now since a shadow
> >> priest is
> >> supposed to deal more than a holy priest I really wonder what you do
> >> to arrive at 200dps?
> >
> >
> > Esay. Smite is spammable, and is a 2 second casting time with my
> > talents. At level 49, I do 400 regular damage and 600 criticals. Shield
> > makes it uninterruptible. Holy fire does 400 regular, 600 crit, and is
> > my opener (3.5 seconds cast), then dots 30 per tick. Shadow Word: pain
> > does 90 per tick. When I crit, it can go very high dps-wise, and I have
> > talents to enhance those crits, and my gear is +spell damage and
> > healing. But having to cast a shield to maintain this damage is
> > crippling mana-wise... without it, and depending on the attack speed of
> > the mob, the number of potential adds and the mana I have to keep just
> > in case of ambushes, I drop down to something like 90-130 dps.
> >
>
> Here's a screenshot of me right after I level'ed to 50. I forgot to
> enlarge the combat log, but the DPS meter on upperleft corner shows the
> average DPS of the fight: 220. I really wanted to kill that last elite
> as fast as possible :)  I suppose the DPS is that high because of the
> level difference, elite 43 vs holy priest 49 (at the time of the fight).
> Really, I thought shadow priests would deal more damage than that!
>
> http://sunstrider.net/gallery/general/esa_UI_DPS_level5...

It might be that I'm simply counting wrong (I don't have a DPS meter
installed.) Will do so now though.

I generally open with a mind blast (cast time + cooldown) then follow up
with SW:p ain (which I omitted from previuos calc) and then do a Mind Flay.
By the time the MF is over, the mob stands at my side and is hitting my
shield. But Mind blast is then also ready again. Depending on the type of
fight I do another mind blast (more damage, high crits) or continue to spam
mind flay (less mana consuptions, aborts when shield breaks so I can recast
shield)

CU

René

--
-------------------- http://NewsReader.Com/ --------------------
Usenet Newsgroup Service $9.95/Month 30GB
Anonymous
May 14, 2005 9:07:31 AM

Archived from groups: alt.games.warcraft (More info?)

On 13 May 2005 20:25:05 GMT, Rene wrote:

> or continue to spam
> mind flay (less mana consuptions, aborts when shield breaks so I can recast
> shield)

Shield really negates the mana efficiency of Mindflay, though. Before I
respeccted Disc/Holy at 60 (been shadow before), I would just open with MB,
drop SW:p  and VE, then keep nuking with MB and stabbing with a dagger (used
daggers/off-hand up to sixty, but now carry a staff) until the critter was
dead. All of that in Shadowform.

I still miss it. :)  Disc/Holy is so boring in comparison, but I wouldn't
want to do Scholomance or Stratholme in 5er groups as a shadow priest. Even
with 8000+ mana things can get tricky.

M.
--
ClamWin, an open source antivirus software for Windows:
http://www.clamwin.com/
Anonymous
May 14, 2005 9:13:54 AM

Archived from groups: alt.games.warcraft (More info?)

On Fri, 13 May 2005 11:16:30 GMT, Matt Frisch wrote:

> As Hunters take yet another (albeit small) blow with one of their core
> abilities being pimped out to all wand users.

The auto-shoot for wands blocks spell-casting, so if you stop shooting with
the wand, you'll still not be able to cast a spell for 1-2 seconds. This
makes it less useful as it may seem at first. I don't really think it
compares to the auto-shoot feature of the hunter, it just makes wands a bit
more useful. Up until now I've justed mine simply as a source of +stats.

M.
--
ClamWin, an open source antivirus software for Windows:
http://www.clamwin.com/
May 14, 2005 2:37:35 PM

Archived from groups: alt.games.warcraft (More info?)

Rene <invalid@email.addr> wrote:
> Babe Bridou <babebridou@hotmail.com> wrote:
> > Babe Bridou wrote:
> >
> > > Rene wrote:
> >
> > >> Hm my shadow priest dishes out ~500dmg/3sec to mobs up to +5 levels
> > >> above me and has been doing so since lvl 45-ish. Mind Blast + Mind
> > >> Flay are dealing great damage. If a Mindblast crits, it goes up to
> > >> 900 dmg now. Mind
> > >> Flay does about 150 / sec over 4 sec (channeled) but is spammable.
> > >> This is
> > >> with shadow form though, which is the lvl 30 talent increasing
> > >> shadow damage output by 15% and prevents from casting holy spells.
> > >> Elites are another matter though. I can do at most one single elite
> > >> at my level.
> > >>
> > >> So this gives me about 150dps I'm dishing out. Now since a shadow
> > >> priest is
> > >> supposed to deal more than a holy priest I really wonder what you do
> > >> to arrive at 200dps?
> > >
> > >
> > > Esay. Smite is spammable, and is a 2 second casting time with my
> > > talents. At level 49, I do 400 regular damage and 600 criticals.
> > > Shield makes it uninterruptible. Holy fire does 400 regular, 600
> > > crit, and is my opener (3.5 seconds cast), then dots 30 per tick.
> > > Shadow Word: pain does 90 per tick. When I crit, it can go very high
> > > dps-wise, and I have talents to enhance those crits, and my gear is
> > > +spell damage and healing. But having to cast a shield to maintain
> > > this damage is crippling mana-wise... without it, and depending on
> > > the attack speed of the mob, the number of potential adds and the
> > > mana I have to keep just in case of ambushes, I drop down to
> > > something like 90-130 dps.
> > >
> >
> > Here's a screenshot of me right after I level'ed to 50. I forgot to
> > enlarge the combat log, but the DPS meter on upperleft corner shows the
> > average DPS of the fight: 220. I really wanted to kill that last elite
> > as fast as possible :)  I suppose the DPS is that high because of the
> > level difference, elite 43 vs holy priest 49 (at the time of the
> > fight). Really, I thought shadow priests would deal more damage than
> > that!
> >
> > http://sunstrider.net/gallery/general/esa_UI_DPS_level5...
>
> It might be that I'm simply counting wrong (I don't have a DPS meter
> installed.) Will do so now though.
>
> I generally open with a mind blast (cast time + cooldown) then follow up
> with SW:p ain (which I omitted from previuos calc) and then do a Mind
> Flay. By the time the MF is over, the mob stands at my side and is
> hitting my shield. But Mind blast is then also ready again. Depending on
> the type of fight I do another mind blast (more damage, high crits) or
> continue to spam mind flay (less mana consuptions, aborts when shield
> breaks so I can recast shield)

Following up to myself: I did install one such addon and I counted
instinctively right, I am slightly above 200dps. Sometimes 215 sometimes
195.

So since I'm 4 levels ahead of you I wonder if this is a good time for a
respecc :) 

How much +spell damage do you have? I have actually 0 so this may account
for the difference.

CU

René

--
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Usenet Newsgroup Service $9.95/Month 30GB
Anonymous
May 14, 2005 4:58:31 PM

Archived from groups: alt.games.warcraft (More info?)

Rene wrote:

> Rene <invalid@email.addr> wrote:
>
>>Babe Bridou <babebridou@hotmail.com> wrote:
>>
>>>Babe Bridou wrote:
>>>
>>>
>>>>Rene wrote:
>>>
>>>>>Hm my shadow priest dishes out ~500dmg/3sec to mobs up to +5 levels
>>>>>above me and has been doing so since lvl 45-ish. Mind Blast + Mind
>>>>>Flay are dealing great damage. If a Mindblast crits, it goes up to
>>>>>900 dmg now. Mind
>>>>>Flay does about 150 / sec over 4 sec (channeled) but is spammable.
>>>>>This is
>>>>>with shadow form though, which is the lvl 30 talent increasing
>>>>>shadow damage output by 15% and prevents from casting holy spells.
>>>>>Elites are another matter though. I can do at most one single elite
>>>>>at my level.
>>>>>
>>>>>So this gives me about 150dps I'm dishing out. Now since a shadow
>>>>>priest is
>>>>>supposed to deal more than a holy priest I really wonder what you do
>>>>>to arrive at 200dps?
>>>>
>>>>
>>>>Esay. Smite is spammable, and is a 2 second casting time with my
>>>>talents. At level 49, I do 400 regular damage and 600 criticals.
>>>>Shield makes it uninterruptible. Holy fire does 400 regular, 600
>>>>crit, and is my opener (3.5 seconds cast), then dots 30 per tick.
>>>>Shadow Word: pain does 90 per tick. When I crit, it can go very high
>>>>dps-wise, and I have talents to enhance those crits, and my gear is
>>>>+spell damage and healing. But having to cast a shield to maintain
>>>>this damage is crippling mana-wise... without it, and depending on
>>>>the attack speed of the mob, the number of potential adds and the
>>>>mana I have to keep just in case of ambushes, I drop down to
>>>>something like 90-130 dps.
>>>>
>>>
>>>Here's a screenshot of me right after I level'ed to 50. I forgot to
>>>enlarge the combat log, but the DPS meter on upperleft corner shows the
>>>average DPS of the fight: 220. I really wanted to kill that last elite
>>>as fast as possible :)  I suppose the DPS is that high because of the
>>>level difference, elite 43 vs holy priest 49 (at the time of the
>>>fight). Really, I thought shadow priests would deal more damage than
>>>that!
>>>
>>>http://sunstrider.net/gallery/general/esa_UI_DPS_level5...
>>
>>It might be that I'm simply counting wrong (I don't have a DPS meter
>>installed.) Will do so now though.
>>
>>I generally open with a mind blast (cast time + cooldown) then follow up
>>with SW:p ain (which I omitted from previuos calc) and then do a Mind
>>Flay. By the time the MF is over, the mob stands at my side and is
>>hitting my shield. But Mind blast is then also ready again. Depending on
>>the type of fight I do another mind blast (more damage, high crits) or
>>continue to spam mind flay (less mana consuptions, aborts when shield
>>breaks so I can recast shield)
>
>
> Following up to myself: I did install one such addon and I counted
> instinctively right, I am slightly above 200dps. Sometimes 215 sometimes
> 195.
>
> So since I'm 4 levels ahead of you I wonder if this is a good time for a
> respecc :) 
>
> How much +spell damage do you have? I have actually 0 so this may account
> for the difference.
>
> CU
>
> René
>

Aaah, that explains a lot :) 

My gear is filled with +damage and healing. about +40-50 to both, I'd say.
Anonymous
May 15, 2005 3:25:32 PM

Archived from groups: alt.games.warcraft (More info?)

"Michael Vondung" <mvondung@gmail.com> wrote in message
news:15wtabcmvd2sz.14cs4zsii62g7.dlg@40tude.net...
> On Fri, 13 May 2005 11:16:30 GMT, Matt Frisch wrote:
>
>> As Hunters take yet another (albeit small) blow with one of their core
>> abilities being pimped out to all wand users.
>
> The auto-shoot for wands blocks spell-casting, so if you stop shooting
> with
> the wand, you'll still not be able to cast a spell for 1-2 seconds. This
> makes it less useful as it may seem at first. I don't really think it
> compares to the auto-shoot feature of the hunter, it just makes wands a
> bit
> more useful. Up until now I've justed mine simply as a source of +stats.
>
> M.

It will be nice for group play when minimal healing is needed and we want to
be of some use... beats standing around scratching ourselves. :) 

cheers,
Stu.


> --
> ClamWin, an open source antivirus software for Windows:
> http://www.clamwin.com/
Anonymous
May 16, 2005 5:43:49 AM

Archived from groups: alt.games.warcraft (More info?)

3phase a écrit :
> "Michael Vondung" <mvondung@gmail.com> wrote in message
> news:15wtabcmvd2sz.14cs4zsii62g7.dlg@40tude.net...
> > On Fri, 13 May 2005 11:16:30 GMT, Matt Frisch wrote:
> >
> >> As Hunters take yet another (albeit small) blow with one of their
core
> >> abilities being pimped out to all wand users.
> >
> > The auto-shoot for wands blocks spell-casting, so if you stop
shooting
> > with
> > the wand, you'll still not be able to cast a spell for 1-2 seconds.
This
> > makes it less useful as it may seem at first. I don't really think
it
> > compares to the auto-shoot feature of the hunter, it just makes
wands a
> > bit
> > more useful. Up until now I've justed mine simply as a source of
+stats.
> >
> > M.
>
> It will be nice for group play when minimal healing is needed and we
want to
> be of some use... beats standing around scratching ourselves. :) 
>

I always mash my wand hotkey. It gives about 40-50 additional dps to
the group for free, doesn't draw aggro, kills enemy totems and keeps
mana regen high. Beats a staff any time.

To me this change is a keyboard saver :) 
Anonymous
May 17, 2005 4:13:43 PM

Archived from groups: alt.games.warcraft (More info?)

Rene left a note on my windscreen which said:

> > http://sunstrider.net/gallery/general/esa_UI_DPS_level5...
>
> It might be that I'm simply counting wrong (I don't have a DPS meter
> installed.) Will do so now though.
>
> I generally open with a mind blast (cast time + cooldown) then follow up
> with SW:p ain (which I omitted from previuos calc) and then do a Mind Flay.
> By the time the MF is over, the mob stands at my side and is hitting my
> shield. But Mind blast is then also ready again. Depending on the type of
> fight I do another mind blast (more damage, high crits) or continue to spam
> mind flay (less mana consuptions, aborts when shield breaks so I can recast
> shield)

lvl 52 Shadow spec here. Typical solo strategy usually goes, Mind Blast
for the pull and the most damage immediately followed by Mind Flay to
increase the delay between my first strike and their starting to hit me.
Then once they are in melee range it will be Vamp Embrace, SW:p  and then
just Mind Blast whenever it is available.

All out damage would probably include a Devouring Plague and Shield as
soon as the mob is in range and then using Mind Blast/Mind Flay.

I don't usually go all out damage to preserve my mana and I will
generally average around 150-170 dps according to CombatStats.
--
Stoneskin

My personal army of Sash Crackers on Sunstrider are...

Necrofear - lvl 52 Undead Priest
Jericho - lvl 19 Undead Mage
Relinquished - lvl 16 Undead Warlock
Jigen - lvl 12 Orc Rogue
Wartorn - lvl 11 Tauren Warrior
Nightmane - lvl 2 Tauren Druid
!