• World of Warcraft v. Varj Begs to be Unbanned
    2,002 replies, posted
i highly doubt it it's the 25 man version and i don't know about most servers but the chance of finding 25 people who are skilled enough to get it and can be assed are very slim it's not a very difficult mount but still requires at least some coordination which you're mostly going to find in the people who already farmed the place and cba doing it
mounts r easy 2 get QQ [editline]05:41PM[/editline] [QUOTE=ketchup;21373864]Eh, I play all my characters in spurts. But the character I have most playtime on is my mage. [editline]06:28PM[/editline] Also, [IMG]http://imgur.com/Ge3M6.png[/IMG][/QUOTE] o wow
[QUOTE=Jimbomcb;21373996]i highly doubt it it's the 25 man version and i don't know about most servers but the chance of finding 25 people who are skilled enough to get it and can be assed are very slim it's not a very difficult mount but still requires at least some coordination which you're mostly going to find in the people who already farmed the place and cba doing it[/QUOTE] it is the 25 man version, 10 man version is brown. anybody that CAN be arsed to do it nowdays can go pew pew most of the bosses hard mode apart from maybe general/yogg i'm sure if you asked a raiding guild that out gears it you'd find enough players to go spend a night there to earn a 310% mount also from the wow eu forums Just before Wrath of the Lich King was released, God made a decision that he would gather up all the underpowered and useless classes and sort them out once and for all. So he invites Protection Warriors, Enhancement Shamans and Retribution Paladins to come and see him in Heaven. Firstly God turns to the Protection Warrior and asks: "So, what would you like?" The Warrior replies: "I'd like more utility and PvP, and a better means of generating threat and damage so I can compete with Paladin tanks." God nods wisely and says: "So be it," and makes it so. Next God turns to the Enhancement Shaman and asks again: "So, what would you like?" The shaman replies: "I'd like some crowd control, and a way to make totems more effective, more pets wouldn't hurt either." God nods wisely and says: "So be it," and makes it so. Finally God turns to the Retribution Paladin and says: "So, what would you like?" The Paladin looks at God and says: "I'd like you to get up please, because you're in my seat." i laughed..
[QUOTE=ketchup;21373864] Also, [IMG]http://imgur.com/Ge3M6.png[/IMG][/QUOTE] [media]http://www.youtube.com/watch?v=2JWZQOHcbtE[/media]
[QUOTE=ketchup;21373864]Eh, I play all my characters in spurts. But the character I have most playtime on is my mage. [editline]06:28PM[/editline] Also, [IMG]http://imgur.com/Ge3M6.png[/IMG][/QUOTE] Ketchup, can you name your most favorite classes for example like 1-10, and then name your favorite races like 1-10.
You paid 25 bucks for a card to give you a mount?
[QUOTE=JerryK;21376868]You paid 25 bucks for a card to give you a mount?[/QUOTE] We've been over this. If you have the extra money, why wouldn't you?
[QUOTE=ketchup;21376874]We've been over this. If you have the extra money, why wouldn't you?[/QUOTE] Can you answer my QUESTION?!?
Up to Level 15 on my little human pallly. Still fun
[QUOTE=kallard;21376159]Ketchup, can you name your most favorite classes for example like 1-10, and then name your favorite races like 1-10.[/QUOTE] I can't really put it into numbers for classes, like I said, I play each class in little spurts until I get tired of it. Race would probably be something like this. (From best to worst) 1. Human 2. Tauren 3. Draenei 4. Undead 5. Dwarves 6. Night Elves 7. Trolls 8. Orcs 9. Gnomes 10. Blood Elf
[QUOTE=ketchup;21378651]I can't really put it into numbers for classes, like I said, I play each class in little spurts until I get tired of it. Race would probably be something like this. (From best to worst) 1. Human 2. Tauren 3. Draenei 4. Undead 5. Dwarves 6. Night Elves 7. Trolls 8. Orcs 9. Gnomes 10. Blood Elf[/QUOTE] Also, I was thinking of playing WoW again, and, how do you RAF with someone, can't you level fast with that? I want to get level 80's of my favorite classes before cataclsym.
[QUOTE=kallard;21378682]Also, I was thinking of playing WoW again, and, how do you RAF with someone, can't you level fast with that? I want to get level 80's of my favorite classes before cataclsym.[/QUOTE] RAF is 3x experience until level 60, as long as you're in a party with your RAF partner and nearby. They need your email address though.
[QUOTE=Anonymuzz;21378824]RAF is 3x experience until level 60, as long as you're in a party with your RAF partner and nearby. They need your email address though.[/QUOTE] Is it okay if the email you use is registered to another WoW account?
[QUOTE=kallard;21378873]Is it okay if the email you use is registered to another WoW account?[/QUOTE] Probably not. Just make a quick email, or if you have a spare account, that works. I used my school email for my RAF.
Got 3 upgrades today, inlcuding a new weapon. Pretty happy
[QUOTE=A Glitch;21372448]as nice as it looks, i'm quite happy with in game mounts as it is, i don't see why you'd want to buy a mount that has no extra function...[/QUOTE] Functioning as a land mount, a flying mount, a 60% mount, a 100% mount, a 150% mount, a 280% mount and a 320% mount isn't an extra function? [QUOTE=leelad;21373330]I bought gold. Ashamed, feel foolish. havent dont it in over 2 years but I did. No reason to now. Gold is far too easy to come by. I bought it when there where about 15 dailies in the whole game before the sunwell patch.[/QUOTE] I brought gold to give me a little boost on my way to Shadow's Edge, so worth it. [QUOTE=Anonymuzz;21379287]Probably not. Just make a quick email, or if you have a spare account, that works. I used my school email for my RAF.[/QUOTE] Actually yes it is, you can have multiple WoW accounts tied to the same Battle.net account.
[QUOTE=Anonymuzz;21379287]Probably not. Just make a quick email, or if you have a spare account, that works. I used my school email for my RAF.[/QUOTE] I got 2 accounts linked to my one batlenet account 2 accounts, 1 e-mail.
[QUOTE=Caps lock;21380816]I brought gold to give me a little boost on my way to Shadow's Edge, so worth it.[/QUOTE] You don't get nervous that these gold sellers have sophisticated credit card stealing programs?
If gold sellers stole accounts, people would stop using their service. Then what?
[QUOTE=Eluveitie;21381165]You don't get nervous that these gold sellers have sophisticated credit card stealing programs?[/QUOTE] ...Paypal?
i think im gonna buy another steed and sell it for the g's
[QUOTE=ketchup;21376874]We've been over this. If you have the extra money, why wouldn't you?[/QUOTE] I dunno, I think I'd just save it up for a game.
[QUOTE=JerryK;21381736]I dunno, I think I'd just save it up for a game.[/QUOTE] That's fine too, and normally I would keep some extra cash around for a new game, but the only game coming out soon that I want is Red Dead Redemption and I already have it payed off.
Can someone post the LVL 85 DK ability? I cannot view that site for some reason.
Dark Simulacrum (level 85): The death knight strikes a target, applying a debuff that allows the death knight to copy the opponent's next spell cast and unleash it. Unlike Spell Reflection, Dark Simulacrum does not cancel the incoming spell. In general, if you can't reflect an ability, you won't be able to copy it either. Here is the whole thing if you want it, though. [quote=Blizzard]World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. In this preview, you'll get a glimpse at some of the new abilities, spells, and talents in store for the death knight class, along with an early look at some improvements we plan to make to the rune resource system. New Death Knight Abilities Outbreak (level 81): Outbreak infects the target with both Frost Fever and Blood Plague at no rune cost. This ability allows death knights to apply diseases quickly when they are switching targets or when their diseases have been dispelled. Necrotic Strike (level 83): Necrotic Strike is a new attack that deals weapon damage and applies a debuff that absorbs an amount of healing based on the damage done. For context, imagine that the death knight can choose between doing 8,000 damage outright with a certain ability, or dealing 6,000 damage and absorbing 4,000 points in incoming heals with Necrotic Strike -- the burst is smaller, but a larger overall amount of healing would be required to bring the target back to full health. This ability is meant to bring back some of the old flavor from when death knights could dispel heal-over-time (HoT) effects. It also gives the class a bit more PvP utility without simply replicating a Mortal Strike-style effect. Dark Simulacrum (level 85): The death knight strikes a target, applying a debuff that allows the death knight to copy the opponent's next spell cast and unleash it. Unlike Spell Reflection, Dark Simulacrum does not cancel the incoming spell. In general, if you can't reflect an ability, you won't be able to copy it either. Rune System Changes While we're satisfied with the way the rune system works overall, we're making a few major changes to the mechanics that will ultimately help death knight players feel less constrained. Here's the rationale behind the changes, followed by an explanation of how the new system will work. In the current rune system, any time a rune is sitting idle, death knights are losing out on potential damage output. By comparison, rogues spend most of their time at low energy levels, and if they're unable to use their skills for a few seconds, that energy builds up and can be spent later, minimizing the net loss from the interruption. A death knight's runes, on the other hand, cannot be used until they are fully active. If a death knight ever goes more than a few seconds without spending an available rune, that resource is essentially wasted. Because the death knight is pushing buttons constantly, it can be difficult to add new mechanics to the class because the player doesn't have any free global cooldowns to use them. We can't grant extra resources or reduced cost, because there is no time to spend them. Missing an attack is devastating, and it's impossible to save resources for when they're most useful. Additionally, each individual death knight ability has a fairly low impact on its own, making it feel like most of the death knight's attacks are weak. The death knight's rotations are also more easily affected by latency or a player's timing being just a little off. At times, it feels like death knights aren't able to take advantage of their unique resource mechanic, which can diminish the fun. The new rune system will change how runes regenerate, from filling simultaneously to filling sequentially. For example, if you use two Blood runes, then the first rune will fill up before the second one starts to fill up. Essentially, you have three sets of runes filling every 10 seconds instead of six individual runes filling every 10 seconds. (Haste will cause runes to fill faster.) Another way to think of this is having three runes that go up to 200% each (allowing extra "storage"), rather than six runes that go up to 100% each. As this is a major change to the death knight's mechanics, it will of course require us to retune many of the class's current abilities. For example, each ability needs to hit harder or otherwise be more meaningful since the death knight is getting fewer resources per unit of time. Some abilities will need to have their costs reduced as a result. Talent Changes Next we'll outline some of the death knight talent-tree changes we're planning in Cataclysm. This list is by no means comprehensive, but it should give you a sense of how we're intending each death knight spec to perform. One of the biggest changes we're making is converting Blood into a dedicated tanking tree. While we feel that having three tanking trees was successful overall, it's less necessary in a world with dual-specialization. In addition, the current breakdown isn't as compatible with the Mastery-based passive talent-tree bonuses we want to add (see below). We'd rather spend time tweaking and balancing one good tanking tree rather than having a tank always wondering if they picked the "correct" tree out of three possibilities. Blood seemed like the best fit for tanking. Unholy has always had a strong niche with diseases, magic, and command over pets. Frost now feels like a solid dual-wield tree with Frost magic damage and decent crowd control. Blood's niche was self-healing -- fitting for a tank -- as well as strong weapon swings, which could easily be migrated to Frost and Unholy. Our plan is to move the most interesting and fun tanking talents and abilities to Blood. For example, you will likely see Vampiric Blood and Will of the Necropolis remain, while Bone Shield will move over from Unholy. Mastery Passive Talent Tree Bonuses Blood Damage reduction Vengeance Healing Absorption Frost Melee damage Melee Haste Runic Power Generation Unholy Melee damage Melee and spell critical damage Disease Damage Healing Absorption: When you heal yourself, you'll receive an additional effect that absorbs incoming damage. Runic Power Generation: This will function as the name implies, and the new rune system will make generating Runic Power more appealing. Disease Damage: Unholy death knights will be able to get more out of their diseases, which are integral to the tree's play style. Vengeance: This new mechanic is designed to ensure that tank damage output (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will grant a stacking Attack Power buff equal to 5% of the damage done, up to a maximum of 10% of the character's unbuffed health. For boss encounters, we expect that tanks will always have an Attack Power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Blood tree; these values will be smaller at lower levels. You only get the Vengeance bonus if you have spent the most talent points in the Blood tree, so you won't see Frost or Unholy death knights running around with it. Vengeance will let us continue to design tank gear more or less the way we do today; there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but the goal is that all four tanks will do about the same damage when tanking. We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues. [/quote]
I find this video relevant to the 'new' mount. [media]http://www.youtube.com/watch?v=gCjuFpQ3EeA[/media]
I got given the horse as a gift D:
You just mad because there are 50'000 people ahead of you in the queue!
Faction changed and realm changed. Noscope orc DK - Dragonmaw.
[QUOTE=kattolil;21382918]Faction changed and realm changed. Noscope orc DK - Dragonmaw.[/QUOTE] New realm any good?
Sorry, you need to Log In to post a reply to this thread.