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Lucifer 
- 09-09-10 12:39 - 1 comments

Sneak Peek: Troll & Worgen Druid Forms


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We've applied some finishing touches to the new cat and bear forms available to troll and worgen druids in World of Warcraft: Cataclysm. We’re excited to share them with you today. Have a look here. http://www.worldofwa...uid-forms.shtml


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Cataclysm Dungeons difficulty


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The normal dungeons require a little more crowd control than many LK players are typically used to, but they aren't intended to be brutal. You shouldn't need to farm a lot of gear before stepping into one. Keep in mind that feedback is going to be all over the place in a beta. Some players are heading into dungeons they know nothing about and getting frustrated when someone can't immediately explain the boss mechanics to them. Some just have no sense in investment since this isn't their "real" character (such irony). Some of the bosses are overtuned and some of the class abilities are undertuned at this stage. Because Uldum and Twilight don't have quest rewards yet, there are also some folks who are just really undergeared. Half your glyphs probably don't work. The new enchants aren't readily available. And so it goes. That sort of thing will all get ironed out over the next several weeks.

You shouldn't have huge mana problems in a normal dungeon. Your middle heal should get you through most of it just fine. You'll have to use more of your emergency heals in the heroics and raids, and you'll also be expected to gear up a little more for the heroics and raids. In Burning Crusade, players went and finished the Shadowmoon quest lines or got their reps to Exalted or maxed out their trade skills in order to have the best gear available for the heroics and raids. That is our model for Cataclysm.

This is fairly accurate. Spell costs were more expensive when LK was in beta but we later backed off of it. That isn't the entire reason that the heroic dungeons and raids ended up a little easier than we intended. It was a combination of a lot of things: we got better at designing talents (fewer wasted points), glyphs offered a lot of additional player power, little things like the gathering skill buffs, most raid buffs going raid wide, every spec had access to mana-efficient AE, more survivability tools, specs that historically didn't raid much suddenly out there contributing their unique abilities, etc. etc.



No more Blizzcon Soundalike contest


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The Soundalike Contest will not be held this year, and potentially in no future years. We have some things planned for the stage show that take up some additional time, and just due to the lukewarm reception of this particular contest, it was removed from this year's lineup.

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Lucifer 
- 09-09-10 12:16 - 2 comments

I think we should have publish this episode early, because most of the stuff in here are already known. But, we wanted to wait for more Class specific UI changes. I think these would be all for now. If other classes will get some UI improvements most likely we will update this topic.

Death Knight Death Knight
New Spells/Abilities:
  •  Outbreak - Lvl 81 - Instantly applies Blood Plague and Frost Fever to the target enemy.
  •  Necrotic Strike - Lvl 83 - A vicious strike that deals 80% weapon damage and absorbs the next (0.4 * AP) healing received by the target.
  •  Dark Simulacrum - Lvl 85 - Places a dark ward on an enemy that persists for 8 sec, triggering when the enemy next spends mana on a single-target spell, and allowing the Death Knight to unleash an exact duplicate of that spell. Against nonplayers, only absorbs some harmful spells.


Druid Druid
New Spells/Abilities:
  •  Thrash - Lvl 81 - Deals AP*0.192+304 damage, and causes all targets to bleed for AP*0.033+189 over 6 sec.
  •  Stampeding Roar (cat) and Stampeding Roar (bear) - Lvl 83 - The druid roars, increasing all nearby friendly players movement speed within 10 yards by 40% for 6 sec.
  •  Wild Mushroom and Wild Mushroom: Detonate - Lvl 85 - Grow a magical Mushroom with 5 Health at the target location. After 4 sec, the Mushroom will become invisible. When detonated by the Druid or by damage by enemies, the Mushroom will explode dealing 270 to 304 damage to all nearby enemies within 10 yards. Only 3 Mushrooms can be placed at one time. Use Wild Mushroom - Detonate to detonate all Mushrooms.


UI and Cosmetic Changes:
Since people asked here are some screenshots of a Worgen Druid Bear and Worgen Druid Cat:
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Plus, Balance druids got some UI love. Here is their new Eclipse Bar:
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Courtesy to google and restokin.com


Hunter Hunter
New Spells/Abilities:
  •  Cobra Shot - Lvl 81 - Deals weapon damage plus 749 in the form of Nature damage and increases the duration of your Serpent Sting on the target by 6 sec. Generates 9 Focus.
  •  Call Pet 5 - Lvl 82 - Summons your fifth pet to you.
  •  Aspect of the Fox - The hunter takes on the aspects of a fox, allowing you to shoot Steady Shot and Cobra Shot while moving and causing you to gain 2 Focus whenever you take damage.
  •  Camouflage - Lvl 85 - You camouflage, blending into into your surroundings, causing you and your pet to be untargetable and providing stealth while stationary.You can lay traps while camouflaged, but any damage done by you or your pet will cancel the effect. Cannot be cast while in combat. Lasts for 1 min.


UI Changes:
You may want to check the Stables Panel changes.

Mage Mage
New Spells/Abilities:
  •  Flame Orb - Lvl 81 - Launches a Flame Orb forward from the Mage's position, dealing 228 Fire damage every second to the closest enemy target for 15 secs.
  •  Curtain of Frost - Lvl 83 - Summon a Curtain of Frost for 15 sec. Movement through the curtain by enemies will cause (553 + 703 / 2) Frost damage and slow movement speed by 70% for 4 sec.
  •  Time Warp - Lvl 85 - Warp the flow of time, increasing melee, ranged, and spell casting speed by 30% for all party and raid members. Lasts 40 sec.Allies receiving this effect will become unstuck in time, and be unable to benefit from Bloodlust, Heroism, or Time Warp again for 10 min.


UI Changes:
Mages have "one button" for their Teleports and "one button" for their Portal spells. Rejoice!
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Courtesy to google and mmo-champion.com


Paladin Paladin
New Spells/Abilities:
  •  Inquisition - Lvl 81 - Consumes all Holy Power to increase your Holy Damage by 30%. Lasts 4 sec per charge of Holy Power consumed.
  •  Holy Radiance - Lvl 83 - Heals all friendly targets within 10 yards for 683 every sec. Lasts 10 sec.
  •  Guardian of Ancient Kings - Lvl 85 - Select a talent specialization in order to activate Guardian of Ancient Kings.


UI Changes:
Paladins got their Holy Power monitored and a new bar was born...
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Courtesy to google and ahealadinstear.wordpress.com


Priest Priest
New Spells/Abilities:
  •  Mind Spike - Lvl 81 - Blasts the target for 1083 to 1143 Shadowfrost damage, and increases the critical strike chance of your next Mind Blast on the target by 30%. Stacks up to 3 times.
  •  Inner Will - Lvl 82 - A burst of Holy energy fills the caster, reducing the mana cost of instant cast spells by 15% and increasing your movement speed by 10%. Lasts 30 min.
  •  Leap of Faith - Lvl 85 - You pull the spirit of the friendly party or raid target to you, instantly moving them directly in front of you.


Rogue Rogue
New Spells/Abilities:
  •  Combat Readiness - Lvl 81 - Enter into a state of heightened awareness, deflecting enemy weapon strikes with increasing effectiveness. Successive attacks will deal 10% less damage per application, stacking 5 times. Lasts for 30 sec, but if 6 sec elapse without any incoming weapon strikes, this state will end.
  •  Redirect - Lvl 83 - Transfers any existing combo points to the current enemy target.
  •  Smoke Bomb - Lvl 85 - Creates a cloud of thick smoke in a 8 yard radius around the Rogue for 10 sec. Enemies are unable to target into or out of the smoke cloud.


Shaman Shaman
New Spells/Abilities:
  •  Unleash Elements - Lvl 81 - Focuses the elemental force imbued in the Shaman's weaponry, with the concentrated effects depending on the enchantment unleashed. See individual weapon imbue spell tooltips for details regarding the effects of unleashing each.
  •  Healing Rain - Lvl 83 - Calls forth healing rains to blanket the area targeted by the Shaman, restoring 345 to 409 health to allies in the area every 2 sec for 10 sec.
  •  Spiritwalker's Grace - Lvl 85 - Calls upon spiritual guidance, permitting movement while casting non-instant Shaman spells. This spell may be cast while casting other spells. Lasts 10 sec.


Warlock Warlock
New Spells/Abilities:
  •  Fel Flame - Lvl 81 - Deals 250 to 278 Shadowflame damage to an enemy target, increasing the duration of Immolate or Unstable Affliction by 6 sec.
  •  Dark Intent - Lvl 83 - You link yourself with the targeted friendly target, increasing both of your haste by 3%. When you or the linked target gains a critical periodic damage or healing effect, the other gains an increased 3% increased periodic damage and healing lasting for 7 sec. Stacks up to 3 times. Dark Intent lasts for 30 min.
  •  Demon Soul - Lvl 85 - You and your summoned demon fuse souls, granting the Warlock a temporary power depending on the demon currently enslaved.


UI Changes:
Like mages warlocks got their "one button" to help them summon all their pets (except Infernal and Doomguard).
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Beside that locks got a new bar for their 3 shards.
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Warrior Warrior
New Spells/Abilities:
  •  Colossus Smash - Lvl 81 - Smashes a target for weapon damage plus 120 and weakens their defenses, allowing your attacks to entirely bypass their armor for 6 sec.
  •  Inner Rage - Lvl 83 - Whenever you achieve maximum Rage you enter an Enraged state, increasing damage caused by all abilities by 15% and increasing Rage cost by 50%. This effect is immediately cancelled when your Rage total drops below 31.
  •  Heroic Leap - Lvl 85 - Leap through the air towards a targeted location, slamming down with destructive force to deal 100% weapon damage to all enemies within 5 yards, stunning them for 2 sec.
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Lucifer 
- 09-07-10 21:46 - 2 comments

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Look lively—the efforts to retake the areas of Gnomeregan and Echo Isles have begun. While it's been some weeks since we shared the details surrounding these calls to arms, the battle is finally underway!

If you are of the illustrious Alliance and wish to take up the charge of retaking Gnomeregan as called by Gelbin Mekkatorque, you'll want to report to him for duty in the district of Tinkertown in Ironforge. Members of the noble and steadfast Horde are tasked to report to Sen'jin village in southern Durotar. No matter if you're a weathered champion of your faction, or are still learning the ways of battle, you'll be able to help in these monumental efforts to change the very landscape of Azeroth.

Dismissed!

Operation: Gnomeregan: http://www.worldofwa...gnomeregan2.xml
Zalazane's Fall: http://www.worldofwa.../echoisles2.xml



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FAQ


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It's great to see that so many of you are excited about these events! The battles for Gnomeregan and Echo Isles are important turning points for both the Gnomeregan Exiles and Darkspear trolls, and we're glad that players across all races and realms have answered the call to arms issued by your esteemed faction leaders, Geblin Mekkatorque and Vol'jin.

Now, onto your questions:

Q. What are the minimum level requirements for the Operation: Gnomeregan and Zalazane's Fall quest lines?
A. Your character will need to be at least level 78 to participate in the final battle. All previous quests in each faction's chain, though, should be open to character's level 5 and up.

Q. What would happen if a player were to complete one faction's quest line (say, Operation: Gnomeregan) on a character, receive the Feat of Strength, and then purchase a faction change? Would that character be able to complete the other faction's quest line and receive double the rewards?
A. Yes and no. To continue with the example provided above, if a character were to complete all the quests associated with Operation: Gnomeregan on an Alliance character, receive the corresponding quest reward and Feat of Strength, and then purchase a faction change, the quest reward and Feat of Strength would translate to their Horde equivalents, but the quests would not. This means that the character would have the opportunity to play through all the quests associated with Zalazane's Fall, if he or she wishes, but would not receive an additional Feat of Strength or be able to own both faction’s costume quest rewards * for doing so.

Faction changes affect characters in multiple ways, though, so be sure to review the full FAQ before getting started: http://us.blizzard.c...t/article/28825


* Due to the fact that the costume quest reward will translate during a faction change, it’s currently possible for a player to earn two of them. They’d both be same version of the item, though, and would share the same cooldown.

Q. Will these events be available forever?
A. Like other holiday events, Operation: Gnomeregan and Zalazane's Fall will only be available for a limited time, so it's best to complete the quest lines as soon as possible!

Q. Players are standing on top of key quest NPCs and I'm unable to reach them. What can I do?
A. If you're finding it difficult to click on a specific NPC, the best course of action is to enable name plates by pressing Ctrl-V or zoom in your character's camera all the way. This will give you a different in-game perspective and should allow you to click on the NPC's name plate or its model without other characters or their mounts completely blocking access: http://us.blizzard.c...t/article/24589

If you feel that any players are intentionally attempting to detract from the experience of others, then you may wish to contact in-game support.

Q. Why are these events so short in duration?
A. Both Operation: Gnomeregan and Zalazane's Fall are intended to be fun in-game events that allow players to experience the continuation of the Gnomeregan Exile and Darkspear troll storylines, and we think each quest line achieves just that. As several gnomes would argue, just because something is "short" doesn't mean it's not worthwhile! ;)

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Lucifer 
- 09-07-10 12:44 - 4 comments

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Skywall Raid Loading Screen


A new Cataclysm area which was released a bit later, when the latest build came, is Uldum.
The area designed for players above level 83 is located south of Tanaris desert and it is predominately desert, with a river crossing through it and with a big delta. It is something similar to an Egyptian landscape if you ask me... As I knew before, you had to complete the Deepholm to be able to start with this area, but it seems like I was wrong since I still had some uncompleted quests in Deepholm.

The area is filled with Titan-made buildings and devices, devices which are more or less broken and in some cases you'll help fixing them. All players, who follow the quest line, will enter Uldum with an expedition caravan. Your caravan will be ambushed and you'll have to free yourself and along with you you'll free a Prince as well. I wont spoil you the fun of this event but you really have to save that Prince if you want to continue questing in there. Basically you have to help Ramkahen population and also help out Harrison Jones on his adventure.

There is nothing new now about the quests after we saw Deepholm, Mount Hyjal and Vashj'ir (we will make a full review of that area soon). Quests here are pretty much linear but you have to travel longer distances and the quest givers are spread all around the place. Like we did when we spoke about other areas we wont start with quests bugs and stuff like that since this is still Beta and everything will be fixed in the end.

Above this desert, up into the clouds (that's very high! trust me) we can find a bunch of suspended towers where you can enter Skywall, the elemental plane of air, a new raid instance and Vortex Pinnacle, a new 81-85 dungeon. Also, this time on the ground, inside a huge pyramid, there is the entrance to Halls of Origination, an 85 level dungeon.

Now, to bring something new to our Exploration episodes, we decided to make a fly-through video of this area. I think it is better than a bunch of screenshots.



Tell us your opinions about Uldum. Is there something you saw in the video and have no idea what that is?
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Lucifer 
- 09-07-10 12:34 - 0 comments

Warriors Heroic Leap


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Adding a secondary effect to Heroic Leap, like a Thunder Clap or letting you get out of roots might be a good role for a glyph. We don't like to glyph new high level abilities immediately because then players don't appreciate what the glyph does for them, since they have never used the ability unglyphed. It's something we could consider for a future patch.

This ability has a lot of history because we tried it once before. For the Cataclysm version, we received a lot of feedback originally that Heroic Leap just didn't distinguish itself enough from Charge etc. any more. This is a world with Juggernaut and Warbringer after all. We discussed that feedback and understood where warriors were coming from, so we redesigned it so that players could choose where they would leap to. We think the current implementation has lot of different uses. No, it can't get you over canyons or up to ledges, but how often will those case legitimately arise? The potential exploits were the ability that unfettered would be enormous, and reducing those is what let us offer Heoic Leap as it is in the first place. It's a useful ability now. We can experiment with visual effect and height and that sort of thing. I understand from reading this thread that there are players who would design a different ability were they in our shoes. That's fine. This is a subjective business.



Paladins Haste, Crit and Overhealing


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Typically LK paladins tell us that they like haste because it lets them get a heal out *right now* before a tank dies, but don't like crit because it often overheals. To use a tired cliche, it did feel a lot like Whack-a-mole because you needed to heal ASAP but how hard you healed someone wasn't nearly as important. FoL could often bring someone to full and a HL crit would be tons of overhealing. (I am talking only about the stats in how they affect healing per se, not extra effects like Illumination.) In Cataclysm you won't overheal as much (making the free healing from crits more useful) but you won't be in constant fear of the tank dying in one GCD (making haste less useful).



Cataclysm Heirlooms (again)


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We're adding more heirlooms in Cataclysm. Though I've not yet seen much evidence of tank specific items, development of the new expansion pack isn't completed yet and some of the new heirlooms we add might end up being of particular note for tanks.

However so far we haven't really focused on making heirlooms fill all the gear slots nor have we tried to completely replace all the items you receive from quests and dungeons as you level up. So it might well be that we decide to continue staying away from filling some slots and addressing some itemisation niches with heirlooms deliberately to maintain the value of quest or dungeon rewards, thus also maintaining the value of completing quests and participating in dungeons while leveling up.

If you are buying 1-80 heirlooms now, with the hope of using them to 85, then you may be disappointed to find out that they'll not be working beyond level 80. But if you are buying in advance for alts leveled between 1 and 80 then there's a pretty strong chance the item will still be of some use in Cataclysm, even despite the changes on stat weighting for some classes and specs. At the very least, sometimes it can seem like the non-ideal stats can be ignored in favour of the experience boost that some heirloom gear provides.



No Underwater BG


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I don't think it would be hard to make a proper underwater battleground that would be fun to do once or twice, but it would be more of a challenge to make such a battleground that would be fun to do on a regular basis, especially if people are restricted by things like slower swim speeds and limited breath. It is of course not my place to say if this is a good idea or not, but I am interested to hear what you have in mind when you think about an underwater battleground... are you thinking about something along the lines of the underwater battle seen in the James Bond film Thunderball?



6% vs 10% Spellpower


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The 10% spell power isn't offered by a ton of specs (nor are there any other specs that we want to add it to), but the buff makes a really big difference to casters. The 6% buff is there so we could make sure you weren't totally without any kind of buff if you lacked one of the 10% guys.



ROFLBear Episode 20


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