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Kerilyn's picture

Music mixer?

Kerilyn — Sun, 02/08/2009 - 21:14

so........i was just wondering, what with all the characters, i mean that figuratively, we ahve in DF i was wondering if we have anyone who mixes their own music or like makes their own blends of other songs.

if there is anyone i was just curious as to what software you use.

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saedo's picture

3.1 Mana Regeneration Changes

saedo — Thu, 02/05/2009 - 13:52

Well Mori I think predicted a couple of these things here:  /node/5486

But here's the Mana Regeneration changes they have in store:  http://forums.worldofwarcraft.com/thread.html?topicId=14910422908&sid=1

 

As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput.

Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us.

  • Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.

  • To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.

  • The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.

  • Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.

  • In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.

  • We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.

  • We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.

  • These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.

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saedo's picture

3.1 Upcoming Class Changes

saedo — Wed, 02/04/2009 - 22:23

Now the real shit comes in:

http://forums.worldofwarcraft.com/thread.html?topicId=14910002204&pageNo...

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the first in the series: Priests, Rogues, and Shaman. Please keep in mind, that this list is not at all comprehensive, and subject to change.

PRIEST

  • Divine Spirit – this spell is now a core ability available to all priests.
  • Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).
  • Several area of effect (AOE) heal spells have been improved: Prayer of Healing can be cast on any groups in your raid party. Holy Nova’s mana cost has been reduced. Circle of Healing now heals for more.
  • Shadow priest PvP survivability has been improved: Shadow Form now reduces magic as well as physical damage. Dispersion now removes snares.
  • Penance – this spell can now be targeted on the priest.
  • Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.
  • We are also working to give Holy additional PvP utility.

    ROGUE

  • Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.
  • Adrenaline Rush – the cooldown on this ability has been lowered.
  • Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste.
  • Killing Spree – while this ability is active, the rogue does 20% additional damage.
  • Savage Combat – now causes 2/4% physical damage done.
  • Mace Specialization – this talent now grants haste in addition to armor penetration.

    SHAMAN

  • Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.
  • Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage.
  • Spirit Weapons – now reduces all threat, not just melee threat.
  • Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%.
  • Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined.
  • We are also working on giving Enhancement and Elemental more PvP utility.

http://forums.worldofwarcraft.com/thread.html?topicId=14910422662&sid=1

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the second in the series: Warlocks, Druids, and Warriors. Please keep in mind, that this list is not at all comprehensive, and subject to change. To read the previous list in the series, check out Part 1 -

http://forums.worldofwarcraft.com/thread.html?topicId=14910002204&sid=1

WARLOCK

  • Improved Shadow Bolt – this talent now provides a 5% spell critical strike buff (similar to Improved Scorch).
  • Improved Soul Leech – this talent now provides Replenishment (similar to shadow priests)
  • Drain Soul now has a chance to produce Soul Shards even if the target doesn’t die.
  • Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption.
  • Curse of Recklessness and Curse of Weakness have been combined into one spell
  • Consume Shadows – this Voidwalker ability is no longer channeled but has a cooldown.
  • Several other warlock talents have had their ranks reduced, their effects changed or removed. This list includes but is not limited to Demonic Empathy, Shadow Embrace, Eradication, Suppression, and Pandemic.
  • Additional new talents have been added.

    DRUID

  • Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done.
  • Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation.
  • Faerie Fire (and similar debuffs) now reduces armor by 5%. See Sunder Armor in the warrior update below for additional details.
  • Thorns and Nature’s Grasp can be cast in Tree of Life form.
  • Survival Instincts now works in Moonkin form.
  • Replenish – to avoid confusion, this talent has been renamed “Revitalize.” It now also works with Wild Growth.
  • We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.

    WARRIOR

  • Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances.
  • You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield.
  • Blood Frenzy now causes 2/4% physical damage done.
  • Sunder Armor (and similar debuffs) now reduces armor by 4% per application, and is now a single rank. Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP.
  • We are also adding increased damage to Arms, possibly through Overpower or Slam.
  • We are also looking at granting rage when the warrior blocks, dodges or parries.

http://forums.worldofwarcraft.com/thread.html?topicId=14910003268&sid=1

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the third in the series: Mages, Paladins, Hunters, and Death Knights. Please keep in mind, that this list is not at all comprehensive, and subject to change.

MAGE

  • Improved Water Elemental – this talent has been removed and replaced with a new talent that grants Replenishment (similar to Shadow priests).
  • We are also working on a way to give frost mages Ice Lance “Shatter combos” in PvE.
  • We are also working on more survivability for Fire spec in PvP.
  • We are also working on making Spirit a more useful and interesting stat for all mages.

    PALADIN

  • Blessing of Kings – this spell is now a base ability trainable by all paladins.
  • Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.
  • Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.
  • Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.
  • Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration.
  • Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.

    HUNTER

  • Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.
  • A new tier of hunter pet talents have been added. In particular, this allows Beastmaster hunters to improve their damage per second (DPS) with their 51 point talent.
  • Hunting Party – this talent has been reduced to 3 ranks and also grants a passive bonus to the hunter.
  • Piercing Shots – this talent has been changed. Your Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of damage dealt for 8 sec.
  • Sniper Training – this talent has been changed. After standing still for 6 sec, you gain a 2/4/6% damage bonus to Steady, Aimed and Explosive Shot.
  • We are also looking to add additional trap functionality to Survival.

    DEATH KNIGHT

  • Gargoyle and Unholy Blight have swapped talent positions. Gargoyle’s damage has increased and runic power cost per time has decreased.
  • Pestilence – this spell no longer causes damage but just spreads diseases. Blood Boil is intended to be the general area attack, and has been changed to be castable on targets with no diseases on them, but does extra damage if diseases are present.
  • Unbreakable Armor now absorbs a flat amount of damage that increases as your armor increases. It no longer boosts armor.
  • The Frost tree has been shuffled. Among other things, PvP talents such as Endless Winter are closer to the top of the tree where Blood and Unholy death knights can access them.
  • Sudden Doom – this talent now procs a Death Coil rather than requiring an additional button click. It works similarly to shamans’ Lightning Overload.
  • Magic Suppression and Blood of the North have been reduced to 3 ranks for the same benefit.
  • Blood Gorged now grants armor penetration instead of expertise.

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Kerilyn's picture

Judging character??

Kerilyn — Wed, 01/14/2009 - 20:13

so i was just wondering. with guild apps, do you judge them on character and attitude twards others at all? If not you really should imho.

 

i've ran into a couple jerks here lately...app wise i mean

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Kerilyn's picture

This is what happens when Keri's bored on maintenence day.

Kerilyn — Tue, 01/13/2009 - 10:52

Encounter
Current mood:  bored
Category: Games

The weather was warm this particular morning in Sholazar. Perfect weather for mining. That and the impending debt hovering above Rayne's head motivated her to work off the stress. She walked through the camp set up by Professor Nessingwary and his crew, the fruity smell of the brewery making Kungaloosh to sell to all the tourists wafted by her nostrils.

Rayne opened the gate to the stables and walked past all the sabers, horses, and elekks to the very back where all the gryphons were kept. Sasha her golden feathered gryphon lay in the straw with her head tucked under her wing. She opened the door to the stall and stroked Sasha's smooth golden feathers. "Well old friend, we've got some work to do. I'll go see if Cook has some spare meat for your breakfast. It's going to be a long day." Sasha lifted her head slowly and blinked her eyes, as if to say "Oh boy, I can't wait." Rayne put a fresh bucket of water in the corner of the stall. "I'll be right back with some breakfast." She slipped out of the stall and shut it quietly behind her and made her way out of the stables.

Cook was busy bottling the Kungaloosh when Rayne arrived. "Oi! Cook! Morning to ya, you got any left over panther meat? You know it's Sasha's favorite." Cook, a short and stout dwarf with an ebon beard kept short but still sort of scraggly, put the last bottle in the crate and turned around. "Aye lass, should be some over by the stove left over from the crews breakfast this morning." Rayne smiled and made her way amidst all the kitchen utensils to the stove. Cook had it air lifted out to Sholazar by the Sector 7 Gnomeregan Squad. In a bowl, as Cook promised, were left over panther steaks. Rayne carefully picked out three of the meatier pieces and headed back to the stables, calling another thanks to Cook over her shoulder.

Sasha snapped up the meat gratefully. Rayne took a brush hanging from the wall and lovingly brushed Sasha's coat. She was not looking forward to working today any more than Sasha. She was deliberately taking her time on small things in desperate procrastination. Which was failing miserably she knew. She had a debt to pay, and the sooner she stopped procrastinating, the sooner it would stop hanging over her head.  Soothing purr like sounds vibrated in Sasha's throat as the brush stroked her coat. "All right girl, let's get ready." Rayne hung the brush back on the wall and pull the reins off the edge of the stall and hooked them into place. "We won't pull all the armor on you today, you're fierce enough to fight off almost any beast in this jungle." Rayne said as she hooked on hardened plate armor around Sasha's neck and rear. "Alright time for me to get ready." Rayne pulled out her pride and glory, the titansteel guardian, and bathed it in an earthliving salve. The recipe for which had been passed down for ages in Shamanistic history. Then she closed her eyes and took a deep breath as she pressed her palms together and felt  the tingle of rich shamanistic energy ripple through her body. Then her eyes flashed open and her hands flew away from each other spreading a shield of water around her.  "Okay let's go." She picked up her shield on one arm and took Sashas reins in her free hand. She lead Sasha out of the stables and closed to door behind her. She looked up and squinted in the bright sunlight. She sighed and mounted Sasha, hooking her hooves in the holsters at Sasha's side. "Off we go girl!" And with that Sasha soared into the sky.

"Let's make our rounds starting at the Maker's Terrace Sasha" With a swift turn Sasha headed in the designated direction. Rayne scoured the ground below for the teal glint of saronite ore. Maybe if she was lucky she would find more titanium. After all her friend in Dalaran, Tiffany Cartier had been showing her a new ring that she could craft with some titanium, among other things. The wind flowed over Sasha's golden wings like water. Rayne took in a deep breath of the fresh morning air and closed her eyes. If only she could really enjoy this without this debt hanging over her head. She regretfully opened her eyes and started hunting the precious metal again. They were nearing Mistwhisper lake when a teal glint caught the corner of Rayne's eye. She clicked her tongue to alert Sasha and guided her down with the reins. Sasha landed with grace as Rayne hopped off. She pulled out her mining pick from the bag strapped to Sasha's side. She heaved with all her strength at the ore, taking the pieces she chipped off and tucked it into the bag at her feet. Sasha wandered off to the lakes edge and carefully waded out into the water for a quick refreshing bath. Rayne looked up and saw Sasha playing in the water and laughed to herself and continued mining. The day was perfect, there was no sign of danger.

Suddenly, Rayne, oblivious to everything, found herself runnning away in fear. "Oh great", she thought, "Stupid warlock." She winced as she felt a curse of the elements course through her. She anticipated more curses to afflict her but none did. Shamanistic rage welled up in her. As soon as the fear wore off Rayne cast a tremor totem at her feet. "Lets see him fear me now. Jerk." She quickly turned to face her attacker. Moofasu was attempting to mine her ore. "Not today my friend!" Rayne held her hands back and thrust them forward as she cast a hex on Moofasu. She giggled to herself a quick second as she watched him jump around as a frog before unloading several lightning bolts and unmerciful earth shocks on him. He tried to run away, obviously regretting his decision to try and steal the ore but not before her flame shock ticked off the last of his life. Moofasu fell to the ground with a thud as his spirit left his body. Rayne walked over and nudged his body with her foot. "Jerk, that'll teach you."  She finished mining the saronite and called Sasha back to her. Sasha had been sunbathing on one of the near by rocks, drying off after her bath.

"Let's go girl, there's bad people out and about." Sasha nodded in understanding as Rayne hopped on to her back. Without a moments hesitation Sasha took off to the sky. There was still more ore to be had for the day.

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Kerilyn's picture

Wispcloak anyone??

Kerilyn — Tue, 01/06/2009 - 04:16

SO i saw this really awesome, way better cloak on the AH www.wowhead.com/

Its a craftable but you get it from an achievement, was wondering if anyone in guild could make it. I have the mats.

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Kerilyn's picture

Ryu and Keri

Kerilyn — Tue, 01/06/2009 - 04:10

Ryu and Keri

Holiday at the fam's house.

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Kerilyn's picture

GRATZ TO POOBEAST

Kerilyn — Mon, 01/05/2009 - 10:16

I just wanted to extend a congratulations to everyone who helped Poo Beast in downing Malygos. Undergeared though we were, we smashed our faces a couples times before we nailed it. Gratz guys!

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Lunchbox's picture

A quick explanaion with apology

Lunchbox — Sun, 12/28/2008 - 09:48

Hey Guys,

I just wanted to apologize for this last week and for the next couple of days.  I know I have turned down alot of healing oppurtunity, but realize I have been working a crazy holiday schedule included with 10 hour shifts and what not, and have been feeling tired and crany due to it.  (as well as getting lots of requests from friends and fams to hang out)  luckily Monday evening is when I will be back to a normal schedule.  But I just wanted to say sorry.

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Aidin's picture

Zariyah

Aidin — Wed, 12/10/2008 - 18:50

Zariyah

I know you have more buttons then I do...but since grasen's is so messy (lol) thought I should show a little cleaner...lol

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