Blogs
VACATION!!!!
Kerilyn — Mon, 05/31/2010 - 19:14
So I just "graduated" undergrad and Im on vacation in FLorida spending some much needed time with my mom. And looking for potential jobs on the side. So i cancelled my subscription for like a month. I will be back when I return to NC in mid June. Just thought i should maybe throw out and FYI. So no one should be hacking my account unless they spend the money to turn it back on ROFLOL. See you guys in a few weeks all sun burnt and covered in aloe!!!
Opt-In For Blizzard Betas
garreth — Sat, 05/15/2010 - 14:47
Hey guys, make sure you go here, download the app, run it and opt-in for your chance at the various Blizzard betas:
Warlock Cataclysm Discussion
Scaron — Mon, 05/10/2010 - 10:23
After Saedo posted the leaked talent calculator from MMO Champion that outlines the talent "changes" for Cataclysm. I started rooting around a bit just to see what things might look like.
Of course, almost all of this could change, I haven't gotten a good feel for what the mastery system might add or tweak talents, but here are some very preliminary thoughts.
1. Not much change in any of the three trees.
2. Unless they really make Elemental shaman's Totem of Wrath competitive, there's not much change likely in terms of having a DP warlock in most raids. We're just going to be a fixture until ToW competes. ToW will certainly see some buffing in Cata, the question is if it will be so substantial of a buff as to make the DP warlock ineffective. I'm guessing not, or at least not for long. With that said, I'm envisioning this sort of talent tree as a demo-lock. Getting down to devastation could be a nice boost, how valuable this is, though, depends on how well crit scales and how this works with the mastery system.
3. I hate to say it, but a secondary spec that seems, at least initially to be a winner in the new xpac could well be a shift back to destro. The main change I see here would be Destro locks would finally have the ability to get down to master conjurer. I envision something like this. Also, the destro tree might find itself with a bit more flexibility to pick up talents which could potentially buff various pet utilities. If they're hoping to make pets more interesting in Cata, the most flexible spec here to use a variety of talented pets might well be destro.
4. Affliction looks to be about the same as it's always been. I see the big change there as a spec down to devastation (same as demo). Bottom line though, in order to get down to devastation, the afflock ends up taking a lot more unuseful talents along the way. Something's probably going to change here...I think that an affliction spec basically requires 5 points to get devastation, might not be the best option.
So, I'm sure lots will change. I hope so. These changes seem really run-of-the-mill for us at the moment.
An update on Pettingzoo/Thezoo
Pettingzoo — Mon, 05/03/2010 - 20:50

I graduated! BS: Accounting and BS: Finance = DONE.
Now to study for the CPA... :(
FrostFire Bolt
Alprazalam — Mon, 04/26/2010 - 16:20
Got bored one night and was shooting the Target Dummies in IF. Started taking Screen Shots of them as they passed through my screen. This is one of the better ones of a FrostFire Bolt. I also took some of Arcane Barrage, Frost Bolt, Fire Ball, Arcane Missiles, and Ice Lance. Out of those, FrostFire Bolt looked the coolest IMO. I'll upload the others on request.
P.S. My Video Settings are set to max.
Cataclysm Rogue Preview
saedo — Thu, 04/22/2010 - 16:59
So my turn at making a post on Rogues.
In World of Warcraft: Cataclysm, we'll be making
several changes to class talents and abilities across the board. Here,
you'll get a glimpse at what's in store for the rogue class, including a
look the new high-level abilities and an overview of how the new
Mastery system will work with the rogue's different talent specs.
New Rogue Abilities
Redirect (available at level 81)
: Rogues will be getting a
new ability to help them deal with changing targets. Redirect will
transfer any active combo points to the rogue's current target, helping
to ensure combo points aren't wasted when swapping targets or when
targets die. In addition, self-buff abilities like Slice and Dice will
no longer require a target, so rogues can spend extra combo points on
those types of abilities (more on this below). Redirect will have a
1-minute cooldown and no other costs.
This is all right I guess. It does address a bit on our losing our "rage/runes/mana" (sorta) when changing target to target. With a 1 minute CD, it's a little bit of extra burst, little less ramp up time for adds. But it's not that huge, a slightly better quality of life thing.
Combat Readiness (level 83)
: Combat Readiness is a new
ability that we intend rogues to trigger defensively. While this ability
is active, whenever the rogue is struck by a melee or ranged attack, he
or she will gain a stacking buff called Combat Insight that results in a
10% reduction in damage taken. Combat Insight will stack up to 5 times
and the timer will be refreshed whenever a new stack is applied. Our
goal is to make rogues better equipped to go toe-to-toe with other melee
classes when Evasion or stuns are not in play. This ability lasts 6
seconds and has a 2-minute cooldown.
This would mostly be a pvp move. It can seem a bit OP at most, but when players adapt to seeing this they can work around it. All it takes is for you to stop attacking the rogue for 6 seconds, and the stacks will fall off. So like most things, bad players will be screwed, good players that are attentive and have the tools will negate this. For PvE, maybe during fights with constant raid damage or so it'd help the healers out a bit. But rogues are dps heroes, we don't care, dps dps dps til we kill ourselves right?
Smoke Bomb (level 85)
: The rogue drops a Smoke Bomb, creating
a cloud that interferes with enemy targeting. Enemies who are outside
the cloud will find themselves unable to target units inside the cloud
with single-target abilities. Enemies can move inside the cloud to
attack, or they can use area-of-effect (AoE) abilities at any time to
attack opponents in a cloud. In PvP, this will open up new dimensions of
tactical positional gameplay, as the ability offers a variety of
offensive and defensive uses. In PvE, Smoke Cloud can serve to shield
your group from hostile ranged attacks, while also drawing enemies
closer without the need to rely on conventional line-of-sight
obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.
This potentially has some major implications. But when it comes right down to it, if rogues find a way to use it to negate any major boss mechanics, Blizz will simply fix it to not work on it anymore. But in the meantime, maybe use it to LoS trash for the tanks. Maybe use it to save the healers/ranged from being targetting by some ability. Maybe. PvP will probably be more fun, create your own LoS pilller kind of thing.
Changes to Abilities and Mechanics
We're also planning to make changes to some of the other abilities
and mechanics you're already familiar with. This list and the summary of
talent changes below it are by no means comprehensive, but they should
give you a good sense of what we want for each spec.
New Talents and Talent Changes
In Cataclysm, the overall feel of each of the rogue's talent trees
will change, as we would like each tree to have a clearly defined niche
and purpose. The talent details below are meant to give you an idea of
what we're going for.
Mastery Passive Talent Tree Bonuses
Assassination
Melee damage
Melee critical damage
Poison damage
Nothing really unexpected here. Mutilates are the poison high crit rogue, so, go them.
Combat
Melee damage
Melee Haste
Harder-hitting combo-point generators
Haste, in all likelihood, this does refer to the new haste, which means we get energy regen out of it. So, if that's the cast, this likely replaces Vitality and Lightning Reflexes out of our tree. Guess the 3rd mastery just boosts how hard Sinister Strike hits, so more yellow damage a go.
Subtlety
Melee damage
Armor Penetration
Harder-hitting finishers
Armor penetration for this tree is weird. In fact, this mastery was originally the Combat's, and Combat's here. Well it was called More Energy Regen or something like that. But the way these 3 are lined up, my theory is that the masteries are making Assassion uses Envenom (duh), Combat uses Rupture, while Subtlety uses Evis. The ArP would certainly be a Evis booster.
The initial tier of rogue Mastery bonuses will be very similar
between the trees. However, the deeper that a player goes into any tree,
the more specialized and beneficial the Masteries will be to the play
style for that spec. Assassination will have better poisons than the
other two specs. Combat will have very steady and consistent overall
damage. Subtlety will have strong finishers.
We hope you enjoyed this preview, and we're looking forward to
hearing your initial 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.
Well this concludes my analysis. All in all, there's nothing ground breakingly major for the rogues. We get a few utility tricks. A few conveniences for target switching. And that's about it.
Have to wait fo the Talent Tree previews to make a real judgement call for the rogues. That's where the meat and potatoes are! See ya then! Or if you wanna discuss something below, go ahead.







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