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WotLK Bilgileri


ssj4songoku

Öne çıkan mesajlar

Hepsine sahip olsada kullanamayacak ki. Çünkü 6 Rune slot ve Runic Power denen bir sistem kullanıyor. 6 Rune slot'u doldurmak için 3 çeşit Rune'u var. Koyduğu rune'lara göre özellikleri kullanacağını söylüyordu yapımcılar. Ayrıca birde özellik kullandıkça dolan Rage bar gibi Runic Power var. Sonuçta çok özelliği olacak fakat bir mage gibi hepsini kullanamayacak.

Benim asıl merak ettiğim Presence'lar. Druid tanklamak için bear forma girdiğinde özellikleri değişiyor, Warrior ve Paladin shield taktığında DPS'si azalıyor. Oysa DK Plate kullanıp shield kullanamayan bir class. Eğer Warrior'ların stance'leri veya Paladin'in Aurası gibi hemen Presence değiştirebiliyorsa, Frost Presence PVP de biraz imba olabilir. Düşünse 2H ile etrafta dolanıpta , Shield'lı Warrior kadar armoru olan bir classı.

İyice merak ettim nasıl bir class olacak. Beta bir an önce çıksada görsek nasıl birşeymiş.
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wotlkla ilgili yeni bir post acmak istemedim..

WotLK flying mounts will be a little bit faster, more like the speed of the Pheonix Mount or the Armored Netherdrake. One of the things we're talking about right now, it's not finalized, but we're talking about the ability for those mounts to carry a passenger, so if your friend doesn't have an epic flying mount or if they are a lower level or whatever, they'd be able to jump on your mount and off you go.

ahah supermis taksi olayı.millet bunla para kasar getir gotur isi
ahaha
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Stblack said:
wotlkla ilgili yeni bir post acmak istemedim..

WotLK flying mounts will be a little bit faster, more like the speed of the Pheonix Mount or the Armored Netherdrake. One of the things we're talking about right now, it's not finalized, but we're talking about the ability for those mounts to carry a passenger, so if your friend doesn't have an epic flying mount or if they are a lower level or whatever, they'd be able to jump on your mount and off you go.

ahah supermis taksi olayı.millet bunla para kasar getir gotur isi
ahaha


Oha bu süper olur varya :D
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Rikkie said:
Stblack said:
wotlkla ilgili yeni bir post acmak istemedim..

WotLK flying mounts will be a little bit faster, more like the speed of the Pheonix Mount or the Armored Netherdrake. One of the things we're talking about right now, it's not finalized, but we're talking about the ability for those mounts to carry a passenger, so if your friend doesn't have an epic flying mount or if they are a lower level or whatever, they'd be able to jump on your mount and off you go.

ahah supermis taksi olayı.millet bunla para kasar getir gotur isi
ahaha


Oha bu süper olur varya :D



oha +1




BonePART said:
madem playerlar move ediliyor
artik acilen tauren raciali deismeli

kick the gnome

raciali gelmeli




oha +652165165146541328654268346286483426774367
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Cuce said:
Arthas'ı kesemiyoruz arkadaşlar. Cunki Arthas öldü

Mü acaba? Yoksa bir bedende iki zihin mi var? Yoksa arthas efendisinin kontrolünü ele geçirmeye mi çalışıyor, hatta arthasla olan son encounterda içindeki eski paladin uyanarak bize yardım mı edicek? Azz sonra

Bir bliz "işin içine self sacrifice for greater cause koyalım kitleler coşsun" zard yapımı.
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said:

Blizzard Entertainment
search ignore-inactive
Vaneras
Blizzard Poster


* 0. Short Q&A regarding 10/25 man raids 16/05/2008 05:43:20 PDT

quote reply

Since the new information about the new 10/25 man raiding system in WotLK appeared on the fan sites, we have seen quite a few questions and concerns pop up here and there around the forums. This short Q&A is meant to address the ones that has been most frequently posted:


Can I do the 10 and 25 man raids of the same dungeon?
You can do both 10 and 25-man raids and neither is required for progression in the other. Though there may be some additional thought put into being able to engage Arthas via 25-player prior to it being available to 10-player, but that is still in debate and just one of the ideas being toyed with.

Each will follow its own progression line. The end game 10 person dungeon will lead to the next 10 person dungeon in difficulty and gear progression and the same goes for the 25 person dungeons.

The lockout for each raid will be separate and we fully expect the larger guilds who can do the 25 person progression to still invest a lot of time in the 10 person versions.



Why is it ok that we can kill Arthas with a 10-man raid?
Gnomeregan was invaded and is still held by level 28's.

The relativity of level and power isn't intended to be a benchmark for the difficulty of what exists in the world in comparison to each other.

Also, we hope that no one thinks the 10 person versions are going to be easy simply because they don't require the same amount of player coordination. They aren't going to be 'gimme' dungeons, it's going to be a difficult progression. Guilds that aren't really clearing Karazhan, or not really clearing Zul'Aman, are going to REALLY have to step it up if they hope to face Arthas. It's still going to be very challenging. You're not going to be able to be a guild that can flop through Kara and expect to have the skill, communication, and coordination to take him down.


Noone will want to do 25-man raids that can be 10-manned
The 25 person raids are still going to be difficult, require more planning and coordination simply due to the amount of people required, reward better items, be a greater status symbol, etc.

Gear alone would be reason enough to continue doing them.

If your guild's only purpose is to experience the story, then yes, you'll be able to play the entire raid game in the 10 player size if you want to. Which isn't a bad thing, especially for those guilds that are of smaller size that aren't necessarily looking for the best of the best, but just want to see the story evolve with their group of guildies.

We don't think it's anywhere near the death of large scale raids, but instead an extremely bright future for the smaller guilds that want to stay small but are still dedicated to progressing.

The larger raid guilds are still going to be going after the larger 25 person size, and substituting with the 10 person on the off-days like they do with Zul'Aman or heroic Magisters' Terrace, etc. like they do now.



What about the itemization differences between 10 and 25 man raids? And the tier looks?
The difference between items will quite likely be something like a full tier for each dungeon between the 10 and 25 man version, but no final decision has yet been made on this.

We're working on creating unique PvP and PvE sets for Wrath in terms of raiding and the arena gear.


Aslında bu yeni gelicek olan 10-25man raid sistemi birçok guild'ın başını ağrıtcak gibi. Sonuçta ne kadar hardcore bir guild bile olsa, biraz casual birazda sadece contant için oynayan adamlar bulundurur kendi içinde. Bu tip oyuncular kendi arkadaş çevreleri ile daha küçük guildlar kurmayı seçebilirler ve zaten oyuncu bulmakta zorlanan guildlar, iyice kaos'un içine sürüklenebilir.
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Spells & Talents

Deathknight spells:

* Army of the Dead - Summons an entire legion of your best Ghouls to fight by your side.
* Death and Decay - ${$m1+$AP*0.039} shadow damage inflicted every $t1 sec to all targets in the effected area for $d. Has a chance to cause affected targets to cower in fear.
* Black Ice - Increases your Frost and Shadow spell damage by $s1%.
* Dirge - Whenever you kill a diseased target that yields experiance or honor you have a 5% chance of the corpse riding as a free Ghoul. You can have a maximum of 2 Ghouls at one time.
* Chromatic Rune Mastery - Whenever a Blood, Frost or Unholy Rune activates, it has a 6% chance of converting into a Chromatic Rune. This Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec.
* Degeneration - Instantly attack the target, dealing $s1% weapon damage and inflicting a disease dealing ${$m2*7} over $48428d. This disease will corrupt an existing heal over time spell, removing it and dramatically increasing the damage dealt. While afflicted by this disease, other heal over time effects on the target will have no effect.
* Degeneration - "Instantly attack the target, dealing $s1% weapon damage and inflicting a disease dealing ${$m2*7} over $48428d. This disease will corrupt an existing heal over time spell, removing it and dramatically increasing the damage dealt. While afflicted by this disease, other heal over time effects on the target will have no effect."
* Dancing Runeblade - Summons a second Runeblade that fights on its own for 1 sec per 10 Runic Power, doing the same strikes that you do.
* Hungering Cold - A wave of cold leeches all heat from the earth, freezing all enemies in the cone-shaped area, and causing 10 damage per Runic Power. The frozen terrain persists for 1 sec per 10 Runic Power and will freeze enemies that attempt to cross it.
* Unholy Blight - A creeping swarm of unholy insects surrounds the caster for a 10 yard radius. All enemies caught in the swarm take 120 damage and are plagued with a disease that can stack up to 3 times. Lasts for 1 sec per 10 Runic Power.
* Corpse Explosion - "Target a corpse, causing it to explode for 12 damage per 10 Runic Power to all enemies within 10 yards."
* Mark of Blood (spell or talent?) - "Place a Mark of Blood on an enemy or ally. Whenever the marked target is healed, all party members receive a fraction of that healing. If a marked target that grants experience or honor is killed, all party members are healed for 10% of their total health. Each person can be healed for a maximum of 3000 per Mark."

Deathknight talents:

* Spell Deflection - Reduces all spell damage taken by $s1% for 10 sec following a successful parry.
* Bladed Armor - You gain $s1 attack power for every 1000 points of your armor value.
* (Unknown name) - Whenever you kill an enemy that grants experience or honor, you generate Runic Power. In addition, Runic Power takes longer to decay outside of combat.
* Bone Armor - "The caster is surrounded by 4 whirling bones. Each bone reduces the damage from the next spell or melee attack by 40% but is then consumed. Lasts 5 min."
* Chromatic Rune Mastery - "Whenever a Blood, Frost or Unholy Rune activates, it has a 6% chance of converting into a Chromatic Rune. This Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec."
* Rage of Rivendare - You do 2% additional weapon damage to diseased targets. 9 2 Unholy
* Tundra Stalker - "You deal 2% more melee damage to targets under the effects of Icy Touch, Chains of Ice, Howling Blast or Hungering Cold."
* Icy Touch (talent?) - "Launches an Icy Touch at every enemy within 40 yards, dealing 4 damage per Runic Power to each target and causing a high amount of threat."
* (Unknown name) - "When the diseases you inflicted upon an enemy target cause damage, there is a 15% chance the disease will instead damage all enemies within 8 yards. This damage will not cancel spells normally cancelled when targets take damage."

Rogue spells/talents:

* Shadow Slash - Instantly teleports to a target doing $494a1% weapon damage and then teleporting to up to 2 additional enemies. Each teleport increases the damage dealt by 1s%.
* Clone - Allows the Rogue to vanish from sight, entering an improved Stealth mode, but leaving behind a clone. The clone lasts for 12 seconds and has 4753d% of rogue's health.
* (Unknown name) - Finishing move that causes damage and incapacitates the target. Any directly damaging attack will revive the target. Causes more damage and lasts longer per combo point:
* 1 point : ${$b1*1+$m1+$mw}-${$b1*1+$M1+$MW} damage, 2 sec
* 2 points: ${$b1*2+$m1+$mw}-${$b1*2+$M1+$MW} damage, 3 sec
* 3 points: ${$b1*3+$m1+$mw}-${$b1*3+$M1+$MW} damage, 4 sec
* 4 points: ${$b1*4+$m1+$mw}-${$b1*4+$M1+$MW} damage, 5 sec
* 5 points: ${$b1*5+$m1+$mw}-${$b1*5+$M1+$MW} damage, 6 sec

Warrior spells/talents:


* Titan's Grip - Allows you to equip two-handed axes, maces and swords in one hand, but you attack $s2% slower then normal. (Talent?)
* Strength of Arms - Increases your Strength and total health by $s1%.
* Shockwave - "Sends a wave of force in front of the warrior, causing ${$m3/100*$AP} damage (based on attack power) and stunning all enemy targets within $a1 yards in a frontal cone for $d. This ability causes a high amount of threat."
* Heroic Leap - "Leap through the air and slam down on all enemies within $a3 yards of the target area, causing $s2% weapon damage and dazing them for $d."
* Sword and Board - When your Devastate and Shield Slam abilities deal damage they have a $h% chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by $50227s1% for $50227d.
* (Unknown name) - ,"Reduces damage taken by the target of your Intervene ability by $46946s1% for $46946d. In addition, your Charge, Intercept and Intervene abilities have a 33%/66%/100% chance to remove all movement impairing effects when used."
* Traumatize? - "Your normal melee critical strikes increase the effectiveness of Bleed effects on the target by $46856s1% for $46856d."
* _Bladestorm- Instantly Whirlwind all nearby targets and for the next $d you will perform a whirlwind attack every $t1 seconds. While under the effects of Bladestorm, you can move but cannot perform any other attacks or abilities but you do not feel pity or remorse or fear and you cannot be stopped unless killed.

Mage spells/talents:

* Arcane Barrage - "Launches several missiles at the enemy target, causing $s1 Arcane damage."
* Burnout - Increases your spell critical damage bonus with all Fire spells by $s1% but every time you critical with a Fire spell you lose an additional $44450s1% of your total mana.
* Living Bomb - The caster becomes a living bomb, causing $44459s1 Fire damage to all enemies within $44459a1 yards every $44457t1 sec. After $44457t2 sec, a fiery explosion occurs causing an additional $44461s1 Fire damage to all enemies within $44461a1 yards.
* Chilled to the Bone - Increases the damage caused by your Frostbolt and Ice Lance spells by $s1% and reduces the movement speed of all chilled targets by an additional $s2%.
* Deep Freeze - Stuns the target for $d. Only usable on Frozen targets.
* New food = sweet potato pie and strudles
* New water = ??
* Removed Netherwind Presence because it was previous Tier 2 bonus*
* (Unknown name) - "Breathes a ball of fire at an enemy, dealing $s1 Fire damage. The ball explodes on impact, sending burning fragments at enemies within $50235a1 yards of the target. Each fragment deals $50235s1 Fire damage."

Druid spells/talents

* Living Seed - When you gain a critical effect from your Swiftmend, Regrowth, Nourish or Healing Touch spell you have a $h% chance to plant a Living Seed on the target for $s1% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts $48504d.
* Spark of Nature- "Increases the critical effect chance of your Swiftmend and Nourish spells by $s1%."
* Improved Tree of Life- "Increases your Armor while in Tree of Life Form by $s1%, and increases the effect of your Bark's Blessing by $s2%"
* Nature's Fury - "Converts $s2% of your bonus healing into bonus spell damage. In addition, your Wrath and Starfire spells have a $h% chance of applying the Nature's Fury debuff on the target. The Nature's Fury debuff increases Nature and Arcane damage done to the target by 2%. Lasts 10 sec. Stacks up to 3 times.
* Starfall - "You summon a flurry of stars from the sky on all targets within 30 yards of the caster, each doing $50288s1 Arcane damage, and an additional $50294s1 Arcane to all nearby targets within 10 yards. Maximum 20 stars. Lasts $d."
* Infected Wounds - Your Shred, Maul and Mangle attacks have a $h% chance to cause an Infected Wound in the target. The Infected Wound reduces the movement speed and casting speed of the target by $48482s1%. Stacks up to 5 times. Lasts $48482d.
* Berserk - Removes all Stun, Fear, Snare and Movement Impairing Effects and increases your energy regeneration rate by 100% while in Cat form, and increases your total health by 20% while in Bear form. After the effect ends, the health is lost. Effect lasts 20 seconds.
* Flourish - "Heals friendly party or raid members within $a1 yards of the target for $o1 over $d. The healing is applied quickly at first, and slows down as the Flourish reaches its full duration."
* Improved Moonkin Form Rank 1-3 - "Your Moonkin Aura also causes affected targets to have a $s1% chance to gain $50172s1% spell haste when they critically hit with spells for $50172d seconds. This effect cannot occur more than once every few seconds."

Shaman spells/talents

* Mind Shock - Shocks an enemy with concussive force, inflicting Nature damage and slowing attack and casting speeds by $s2% for $d.Time between attacks increased by $s2%.
* Temporal Rift - Channels a temporal rift on an enemy target for $d. While trapped in the rift, all damage done to the target is increased by $s1%. In addition, for every 2000 damage done to a target affected by Temporal Rift, 1 Shock Charge is generated.
* (Unknown name) - "Halts the passage of time, freezing all enemies within $r1 in place for $d. This attack applies 5 Shock Charges to each affected target
* Typhoon - "You summon a violent Typhoon that does $48611s1 Nature damage when in contact with hostile targets, slowing their movement speed by $48609s2%. If hit twice from the same Typhoon, the enemy will be knocked back 5 yards. Typhoon will travel 20 yards and last up to $d." [unsure if this is shaman or druid]

Priest spells/talents

* Growing Pains - Converts $s3% of your bonus healing into bonus spell damage. In addition, your Mind Flay has a $h% chance to refresh the duration of your Shadow Word: Pain on the target.
* Dispersion- You disperse into pure shadow energy, reducing all damage taken by $s1%. You are unable to attack or cast spells, but you regenerate $s2% health and mana every 1 sec for $d.
* Persecution - Gives your Holy damage spells a $h% chance to Incapacitate the target for $47654d
* Mind Rot - Drains $o1 mana from the target over $d.Mana drain, $s1 points every 5 seconds.
* Mind Twisting - "Deals $s1 damage and knocks the targets up in the air."
* Nightmare - "Assault the target's mind, causing a powerful nightmare that deals $s2 Shadow damage to all enemies within 10 yards of the target. Lasts $d."
* Rapture - Causes your party members to gain mana equal to ${$m1/2}.1% of the healing done by your Greater Heal, Flash Heal and Penance spells.
* Divine Providence - "Increases the amount healed by Circle of Healing, Binding Heal, Prayer of Healing and Prayer of Mending by $s1%."
* Guardian Spirit - "Calls upon a guardian spirit to heal and watch over the friendly target. The spirit heals the target for 624 every 2 sec, and also prevents the target from dying by sacrificing itself. Lasts $48151d."
* Growing Pains - "Converts $s3% of your bonus healing into bonus spell damage. In addition, your Mind Flay has a $h% chance to refresh the duration of your Shadow Word: Pain on the target."

Warlock spells/talents

* Everlasting Affliction - Your Corruption, Siphon Life and Seed of Corruption spells gain an additional $s2% of your bonus spell damage effects, and your Drain Life and Shadow Bolt spells have a $h% chance to reset the duration of your Corruption spell on the target.
* Atrocity - "You devastate the area, causing Corruption (Rank 8) to all targets within 15 yards. In addition, your Corruption spell will do 434 Shadow damage to the target when it finishes its duration."
* Unknown - "While the Succubus is active, physical attacks done to you or your Succubus have a chance to heal you or your Succubus instead of doing damage. The healing caused by Love Struck will not exceed 50% of the Warlock or Succubus' total health. This effect has a 6 second cooldown."
* Demonic Pact - Increases your Spirit by $s1% while your Demon is active. In addition, your pet attacks have a $s2% chance to increase your party's total Health and Damage by $48090s1%. Stacks up to 3 times. Lasts $48090d.
* Metamorphosis - "You transform into a Demon, with full health and mana. While in Demon Form, you gain Demonic abilities and your armor is increased to 360%, but your pet no longer is summoned."
* When leaving Demon Form, your health and mana is returned back to normal and your pet is re-summoned. Lasts $d.
* Eternal Flames - Your Searing Pain and Incinerate spells have a $h% chance to refresh the duration of your Immolate spell on the target, and increases the critical strike damage of your Destruction spells by an additional $s2%.
* Decimate - Your next Shadow or Fire spell is instant cast, and does damage in the form of Chaos damage, ignoring all resistances, absorption, and immunity mechanics. After the end of the Decimated cast, you become exhausted, disabling you from casting a spell of the same school for 3 sec.
* Haunt - You send a corrupted soul into the target, doing $s1 damage over 2 sec. Haunt will continue to travel between targets who suffer from your Corruption spell. After traveling from up to three targets, the corrupted soul will return to you, healing you for 50% of the total damage done."

Paladin

* Martyr - "Redirect all harmful spells directed at friendly targets to yourself for $d."

Professions

• The following tradeskills are available to train up to 450: First Aid, Herbalism, Mining, and Skinning.

Enchanting

* Enchant Cloak - Haste: "Permanently enchant a cloak to increase haste rating by 20. Requires a level 60 or higher item."
* Enchant Cloak - Wisdom: "Permanently enchant a cloak to reduce threat slightly and increase Spirit by 10. Requires a level 60 or higher item."
* Enchant Cloak - Mighty Armor: "Permanently enchant a cloak to give 225 additional armor. Requires a level 60 or higher item."
* Enchant Chest - Exceptional Health: "Permanently enchant chest armor to increase health by 275. Requires a level 60 or higher item."
* Enchant Chest - Greater Defense: "Permanently enchant chest armor to increase defense rating by 16. Requires a level 60 or higher item."
* Enchant Boots - Tuskar's Vitality: "Permanently enchant boots to give a minor movement speed increase and 15 Stamina. Requires a level 60 or higher level item."

Items

* Oily Coat - "Summons and dismisses a rideable Warp Stalker. This is a very fast mount."
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