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Upcoming Mage changes patch 4.0.6

Mage

Arcane Barrage mana cost has been reduced by 8%.
Arcane Blast mana cost has been reduced by 12%.
The mana costs of Arcane Brilliance and Dalaran Brilliance have been reduced by approximately 16%, making them roughly equal to the cost of Mark of the Wild.
Counterspell lockout duration reduced to 7 seconds, down from 8.
Fireball mana cost has been reduced to 9% of base mana.
Flame Orb now ignores critters.
Frostfire Bolt mana cost has been reduced to 9% of base mana.
Mage Armor now reduces the duration of magic effects by 35%, down from 50%.
Molten Armor, Mage Armor, and Frost Armor no longer cost mana.
Polymorph now has a PvP duration of 8 seconds.
Ring of Frost: Radius shrunk to 8 yards, and inner “safe” radius is now 4.7 yards (exactly matching graphic). Dispelling the effect of Ring of Frost will now make the target immune to being refrozen for 3 seconds. If a second Ring of Frost is cast by the same mage while the first is still active (via Cold Snap), the first will now disappear and cease functioning. In addition, Ring of Frost now has a PvP duration of 8 seconds.
When a mage uses the Invisibility spell, it will now also cause their pet Water Elemental to become invisible.

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Upcoming Hunter changes patch 4.0.6

Hunter

Aimed Shot weapon damage has been increased to 200%, up from 150%. In addition, the base cast time has been reduced to 2.4 seconds, down from 3.
Arcane Shot damage has been increased by 15%.
Aspect of the Wild, Aspect of the Hawk, and Aspect of the Fox can now be cast while mounted.
Hunters can now use Auto Shot while moving.
Casting Trap Launcher, Distracting Shot, and Scare Beast now cancel Auto Shot when cast. This is to make it easier to crowd control creatures with Auto Shot while moving enabled.
Concussive Shot duration has been increased to 6 seconds, up from 4.
Deterrence now provides 100% chance for melee attacks to miss instead of 100% parry chance. This means that attacks that cannot be parried, notably some rogue abilities, can now be prevented by Deterrence, and the hunter will gain the benefit of Deterrence even if disarmed.
Dust Cloud’s cooldown and duration have been modified to make it closer aligned with Tailspin (same effect, different pet).
Freezing Trap now has a PvP duration of 8 seconds.
Kill Command’s damage has been increased by 20%.
Kill Shot’s attack power scaling has been increased by 50%.
Master’s Call now has a 35-second cooldown, down from 1 minute, and its range has been increased to 40 yards, up from 25. In addition, the visual effect is more obvious.
Wing Clip now has a PvP duration of 8 seconds.

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Upcoming Druid changes patch 4.0.6

Druid
 
Barkskin is no longer dispellable.
Entangling Roots now has a PvP duration of 8 seconds.
Healing Touch is now trained at level 78, up from level 3.
Hibernate now has a PvP duration of 8 seconds.
Lacerate damage has been reduced by approximately 20%.
Mangle (Bear Form) weapon damage (at level 80+) has been reduced to 235%, down from 300%.
Mangle (Cat Form) weapon damage percent (at level 80+) has been increased to 460%, up from 360%.
Maul damage has been reduced by approximately 20%.
Moonfire mana cost has been reduced from 18% to 9%.
Mount Up: This guild perk now applies to Flight Form and Swift Flight Form as well.
Nature’s Grasp now has a PvP duration of 8 seconds.
Nourish is now trained at level 8, down from level 78.
Omen of Clarity can no longer trigger from helpful spells (aka heals), unless the Restoration talent Malfurion’s Gift is chosen.
Prowl is no longer broken by enemies using Demoralizing Shout or Demoralizing Roar.
Rake damage has been reduced by 10%.
Rejuvenation is now trained at level 3, down from level 8. In addition, its mana cost is now 20% of base mana.
Rip damage has been reduced by 10%.
Shapeshifts: Entering or leaving a shapeshift no longer cancels root effects. It continues to cancel movement slowing effects.
Shred weapon damage percent (at level 80+) has been increased to 450%, up from 350%.
Skull Bash’s lockout time has been reduced to 4 seconds, down from 5.
Soothe is now instant cast, down from 1.5 seconds.
Worgen and troll druids now have new art for Swift Flight Form.

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Upcoming Death Knight changes patch 4.0.6

Death Knight

Death Coil damage has been reduced by roughly 10%.
Icebound Fortitude now breaks stuns when used, in addition to providing immunity to them.
Necrotic Strike’s absorption effect is now reduced by the target’s resilience. In addition, its debuff duration has been reduced to 10 seconds, down from 15.
The spell hit bonus previously given by Virulence (Unholy) has been rolled into the Runic Focus passive effect that all death knights possess.

Talent Specializations

Blood

Bone Shield now has 4 charges, up from 3.
Crimson Scourge has been redesigned slightly. Instead of a 50/100% chance to make the next Blood Boil free when Plague Strike is used on a target with Blood Plague, the talent now gives a 5/10% chance to provide a free Blood Boil when the death knight lands any melee attack on a Blood Plagued target.
If Death Strike is used while a Blood Shield is already active, the new absorb will stack with the old one instead of replacing it.
Heart Strike now deals 175% weapon damage plus 15% per disease, up from 120% plus 10% per disease.
Improved Death Strike now increases the damage of Death Strike by 30/60/90%, up from 15/30/45%.
Scarlet Fever now applies via Blood Plague, rather than Blood Boil.
Will of the Necropolis no longer refunds a Blood Rune when it resets Rune Tap’s cooldown. Instead it makes the next Rune Tap free while Will of the Necropolis is active.

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Item changes Patch 4.0.6

Blacksmithing

Elementium Deathplate now has 321 Strength (-20) and 208 Mastery Rating (-20). Now has a Yellow Socket (+10 Strength socket bonus)
Elementium Girdle of Pain now has 233 Strength (-20) and 149 Haste Rating (-20). Now has a Yellow Socket (+10 Strength socket bonus)
Hardened Elementium Girdle now has 233 Strength (-20) and 149 Mastery Rating. (-20). Now has a Blue Socket (+10 Dodge socket bonus)
Hardened Elementium Hauberk now has 321 Strength (-20) and 208 Parry Rating. (-20). Now has a Blue Socket (+10 Parry socket bonus)
Light Elementium Belt now has 233 Intellect (-20) and 149 Spirit (-20). Now has a Yellow socket (+10 Intellect socket bonus)
Light Elementium Chestguard now has 321 Intellect (-20) and 208 Critical strike rating (-20). Now has a Yellow socket (+10 Intellect socket bonus)

Leatherworking

Chestguard of Nature’s Fury now has 321 Intellect (-20) and 221 Mastery Rating (-20). Now has a Red Socket (+10 Haste Rating socket bonus)
Lightning Lash now has 233 Intellect (-20), 149 Spirit (-3) and 169 Haste Rating (-10). Now has a Red Socket (+10 Intellect socket bonus)
Stormleather Sash now has 233 Intellect (-20) and 116 Mastery Rating (-20). Now has a Red Socket (+10 Intellect socket bonus)
Twilight Scale Chestguard now has 321 Intellect (-20) and 214 Critical strike rating (-20). Now has a Red Socket (+10 Haste Rating socket bonus)

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Gaming and raiding in World of Warcraft

This is a BBC article on Raiding in World of Warcraft with one of the best wow guild Paragon.

Paragon, the guild with the world’s best players of WoW, mounts a raid to slay Nefarian and Onyxia in an epic battle against the two dragons.

Your challenge, if you choose to accept it, is to gather 25 strangers from around the world and organise them into a fighting force capable of defeating the strongest foes.

You must be intimately acquainted with their strengths and weaknesses and deploy them wisely to make the best of those talents.

Even so, with all this planning and co-ordination your chances of success are slim. The odds pitted against you are enormous. A single mistake could spell your doom.

This is not a recruiting pitch for a shady branch of the armed forces, but it is the task facing anyone contemplating becoming one of the best raiding groups in World of Warcraft (WoW).

The culture of those top raiding groups or guilds is being studied by Ladan Cockshut, a PhD student at the University of Durham.

Her work interviewing the raiders and playing alongside them has convinced her that, at the top level, raiding is more like an extreme sport than ordinary gaming.

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Cataclysm Conquest Points: How does it work

Bone-shattering PvP conflicts can be harrowing and demanding, but smart gladiators know that if you want to emerge triumphant, you need to walk onto the battlefield well-equipped.

In World of Warcraft: Cataclysm, certain PvP pursuits reward players with a new kind of currency: Conquest Points. Conquest Points can be exchanged for the very best PvP armor, gear, and weapons in the game, allowing you to hone your competitive edge in the ring and on the battlefield.

Those Gladiator items are calling, but how do you get the Conquest Points to buy them? There are three main ways to do so:
Winning Arena matches
Winning Rated Battleground games
Winning your first Random Battleground game of the day

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Blue Post

Tol Barad faction balance “exploit”

It doesn’t actually work. The balance of factions is not dependant on if you’re in a raid or not. It’s a mis-perception based on the inability to see the opposing team’s numbers. What’s happening is that you can leave a raid, remain in Tol Barad, and because your old raid may pick up an additional player from the queue there’s an assumption that your side is getting more players. In fact the other side is keeping up and also getting additional players. We’ve verified across a number of realms that faction balance remains equal, even in cases where we found people actively attempting to use this to outnumber the opposing team. They weren’t.

We keep a close eye on Tol Barad faction balance and turnover.

Dungeon & Raids Changes in 4.0.6

Granted those 80 or so lines of changes may not all be difficulty adjustments, but the majority of them will help in some way. You could argue that they’re not the right changes, or not enough, and I could counter argue that they are, and you should try it first. But, what I don’t believe you can accuse us of is sticking our fingers in our ears and ignoring anything. Not jumping to implement every request, yes, making measured approaches to alterations, yes, a slow decrease in content difficulty over time, yes indeed.

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Update PTR Notes Patch 4.0.6

PvP

Tol Barad

Attacking forces will receive a 200% capture speed bonus when they control 2 keeps.
Defending forces will receive a 200% capture speed bonus when they control all 3 keeps.
Daily quest creatures, herbs, minerals, etc. will only spawn when Tol Barad is in the quest phase between battles. There will be 5-minute and 1-minute warnings before the quest phase ends. The quest phase ends 15 minutes before the battle for Tol Barad begins and queuing is made available. At that time any players in the daily micro dungeons will be ported just outside. This does not apply to Tol Barad Peninsula or the daily quests there.

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Spell Changes

Death Knight

Blood

Scarlet Fever now lasts 21 sec, down from 30 sec.

Druid

Restoration

Rejuvenation now costs 20% of base mana, up from 16% of base mana.

Item Set

Sudden Eclipse now restores 20 Solar or 13 Lunar Energy. Up from 5 Solar or 7 Lunar.

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