WotLK
As the title suggests, this is a planned Sunwell Plateau raid.
Unlike previous old-timey raids we will be approaching this instance with quite a bit more care. I'd like to see something to the tune of three tanks, five to seven healers, and the balance dps.
Anyone so long as they are ... oh, say, lv. 75+ is more than welcome to attend.
Invites go out at normal raid time, 6:30pm server.
The Immortal and stuff
poisondonut — Wed, 02/25/2009 - 13:27
Last night, we were perfect for all but one boss. Mistakes happen. I'm not posting to talk about that. What I would like to talk about is the future. I know that there was discussion of a punishment system for people who screw up the achievement such as no dkp/no loot/pay the g-bank.
My honest opinion is that implementing such a punishment system is outright stupid. We proved last night that we need no other external pressure other than the pressure that comes with the achievement for all of us to be on our A-game. In my eyes to punish someone for screwing up would only anger them and cause resentment towards the raid and others who received no such punishment for past failures.
On another note, I have to say that I love our healers. You guys are fuckin amazing. Last night you proved to me that you are some of the best healers on this server without question. I play a holy pally here and there and I will admit that my role dps'ing is not nearly as stressful nor does it come with as much pressure as yours does.
Also to our tanks, you guys generate threat like no other. I know that I push you guys pretty hard sometimes and every time you guys somehow manage to stay ahead of me. You guys are the reason we are able to pump out so much dps and without your efforts we wouldnt be close to our 25 man drakes.
I sincerely believe we will get the immortal next week, but if someone screws it up, there really is no way we can make that person feel any worse than he/she will already feel. Shihli said it best last night when I commented I would be bashing my brains in, he replied "No one will be bashing their brains in harder than me".
Peace and love,
-Poisondonut
The parasite spec. This relies on you to be in a good group that's able to crit at a good rate. Not necessarily a high crit percentage, what's important is most crits per time.
The spec would be like: http://www.wowhead.com/?talent=fhhZ0xV0x0xoZezcbI0ddVzAco
It doesn't have to be exact. The main points to take are Imp Evis, Aggression, and of course Honor Among Thieves. Everything else is mostly filler. Well some fillers are better than others but leave that up to more personal taste.
Glyph wise you'd be using Eviscerate, Slice and Dice, and let's go with Rupture.
How to dps... Spam Eviscerate. Well, keep Slice and Dice up, throw in a Rupture when you can. But for the rest of the fight, in a good group setup, you should be able to do 4-5 point Eviscerates almost every time you have available energy for it (35).
Just need a good group that can crit a lot, and real crits, not psuedo-crits from dots or anything, and works off pet crits too. Approximate order of desirability should be as follows:
- BM Hunters
- Surv Hunters
- Marks Hunters
- Enh Shamans
- Rogues
- Dual Wield Death Knights
- Warriors
- Ret Pallies
- 2H Death Knights
- Mages
- Elem Shamans
- Boomkins
- Holy Pallies
- Locks
- Shadow Priests
- Everyone else
Pls post here once your have copied to the PvP test server
moriella — Tue, 02/24/2009 - 10:52
Please add to this thread once your character is successfully copied to the pvp test realm. I'll merge all names into this post so we can build a friends list and or guild on the ptr.
Note - I had to do a name change on the PTR so pls indicate your name only AFTER you successfully log in to test for the first time.
DF members on test realm with character name
- Moriella - Mori on test
- Caronte
- kogarasumaru - Memnoch on test
- Vestaris
- Quisjaa
- Derchlon
- Nuitarin
- Garreth - Garwrath on test
- Dragonsword
- Grasen - renamed {unknown}
- knoppix
- Virgill
- Everstar - Ancientpanda
- Antiquite - rza
- Luminaire
- Logdude
3.1 Patch notes
moriella — Mon, 02/23/2009 - 23:05
The latest test realm patch notes can always be found at http://www.wow-europe.com/en/info/underdev/testrealm.html
The latest patch notes can always be found at http://www.wow-europe.com/en/patchnotes/
General
- All Ground Mounts may now swim without dismounting the rider. Flying Mounts still may NOT, and will dismount the rider upon entering water.
- Ulduar is now available for limited testing. Please visit the Public Test Realms for more details. http://forums.worldofwarcraft.com/board.html?forumId=11572
- Players at maximum level will now be able to visit their trainer to pay a one-time fee and access the dual talent spec feature.
- A new Gear Manager feature has been added. Players will now be able to save gear sets for easy gear switching.
PvP
Battlegrounds
- Players will now be able to queue for battlegrounds from any location.
- Seaforium Barrels can be looted while mounted, can now be seen from anywhere in the zone, and can now be found at the Central Graveyard.
- Teleporters can now be used while mounted and can now be seen from anywhere in the zone
Classes: General
- Hysteria, Tricks of the Trade, Enrage, Wrecking Crew, Death Wish, Arcane Power, Owlkin Frenzy, Beast Within, Avenging Wrath and Hysteria damage bonuses no longer stack together.
Death Knight (Skills List / Talent + Glyph Calc.)
- Blood Boil’s damage increased to make up for Pestilence no longer doing damage.
- Blood Boil now does some damage to undiseased targets and extra damage to diseased targets. Its radius has been decreased.
- Blood Plague: Now lasts 15 seconds untalented.
- Death Pact: This heal cannot be a critical.
- Frost Fever: Now lasts 15 seconds untalented.
- Pestilence does no damage and has only one rank.
- Plague Strike and Blood Plague no longer remove hots. Plague Strike’s damage increased quite a bit to compensate.
- Raise Ally has a >15 min cooldown to keep it out of Arena.
- Raise Dead: Duration lowered to 60 sec. and cooldown lowered to 3 min. The cooldown on this ability now begins when the pet dies rather than when it is summoned.
- Rune of Cinderglacier now procs per minute instead of a 5% chance.
- Rune of Razorfrost now affects Frost damage done by the DK only, but stacks up to 10%.
- Strangulate no longer does damage and has been reduced to 1 rank.
Talents
Blood
- Blood Aura: Replaced with Improved Blood Presence. This allows the deathknight to keep the healing from damage done bonus of Blood Presence in any presence, and increases healing received while in Blood Presence.
- Blood-Gorged now grants armor penetration instead of expertise.
- Bloody Strikes now increases Blood Boil damage instead of Pestilence.
- Bloodworms now heal more.
- Dancing Rune Weapon: Fixed a bug making it trigger an unusual number of effects from the weapon equipped by the Death Knight. In addition, it will now only echo Death Knight spells whose primary purpose is dealing damage. Also corrected a bug making the effect last 8 seconds longer than intended.
- Scent of Blood will now proc on a dodge, parry or taking damage, and internal cooldown lowered to 10 from 20 sec.
- Sudden Doom now procs a free Death Coil instead of requiring you to push the button. Ranks reduced from 5 to 3.
Frost
- The following talents have moved in the Frost tree: Runic Power Mastery, Glacier Rot, Killing Machine, Chilblains, and Endless Winter.
- Black Ice now grants 2/4/6/8/10% Shadow damage in addition to the Frost damage.
- Black Ice: Frost Damage bonus lowered to 4/8/12/16/20%
- Blood of the North is 3 ranks instead of 5 for the same effect.
- Chillblains: Now a 15/30/50% movement speed debuff (up from 30%). Moved to position currently occupied by Glacier Rot.
- Endless Winter: Moved to position currently occupied by Chillblains.
- Frost Aura: Replaced with Improved Frost Presence. Allows the deathknight to keep the health bonus of Frost Presence in any presence, and decreases magic damage taken while in Frost Presence.
- Glacier Rot: Third rank added, and damage bonus increased to 7/13/20. Moved to position currently occupied by Endless Winter.
- Howling Blast: Swapped positions with Hungering Cold in the talent tree (HB is now at 51, and HC is now at 31). In addition, the damage bonus for targets with Frost Fever is now only 20%.
- Icy Talons - This talent how has a new icon.
- Runic Power Mastery down to 2 ranks.
Unholy
- Blood-caked Blade: Now has a 3 second cooldown on the effect.
- Desecration: This talent now has a 100% chance to be triggered. Additional points in the talent increase the damage bonus and snare magnitude instead of increasing the chance.
- Epidemic: Epidemic now has 3 ranks (adding an additional 3 sec of disease duration). Magic Suppression is 3 ranks (down from 5) for 2/4/6% magic damage reduction.
- Master of Ghouls: Now also reduces the cooldown on Raise Dead by 60 sec.
- Necrosis: Can now only be triggered by main hand attacks.
- New talent: Improved Death Strike. Increases Death Strike damage by 10/20.
- Night of the Dead: Redesigned to grant a flat reduction on cooldown to Raise Dead and Army of the Dead instead of a reduction from using abilities.
- Outbreak bonus for Scourge Strike lowered to 10/20/30%.
- Scourge Strike: Damage increased.
- Unholy Aura: Replaced with Improved Unholy Presence. Allows the Deathknight to keep the movement speed bonus of Unholy Presence in any presence, and increases rune regeneration rate while in Unholy Presence.
- Unholy Blight and Gargoyle have swapped places in the Unholy tree. Gargoyle is the new Unholy 51 talent.
Druid (Skills List / Talent + Glyph Calc.)
- Abolish Poison: Now ticks every 3 sec, up from every 2. Now lasts 12 sec., up from 8.
Talents
Balance
- Owlkin Frenzy is now properly considered an Enrage effect. Now also does not trigger from spell hits, only physical ranged and melee attacks.
Feral
- New Talent: Primal Gore: Grants the periodic damage from your Rake, Lacerate and Rip abilities the ability to critically hit.
- Savage Roar is now considered an Enrage effect.
Restoration
- Living Seed: This talent now accounts for your ineffective healing, rather than effective.
- Improved Mark of the Wild: Now also increases all of your total attributes by 1/2%.
- New Talent: Improved Barkskin: Increases the damage reduction granted by your Barkskin spell by 5/10%, and increases your resistance to Dispel mechanics by an additional 30/60% while under the effect of Barkskin.
- Replenish: This talent is now re-named "Revitalize" and now also works with Wild Growth.
- Tree of Life: You can now use Nature's Grasp and Thorns while within this form.
Hunter (Skills List / Talent + Glyph Calc.)
- Frost Trap: If the target who triggers Frost Trap is immune to its effect, the Frost Trap area effect will no longer be triggered.
Talents
Beast Mastery
- Improved Aspect of the Hawk now has a new spell effect.
- Improved Wing Clip: This talent has been removed.
Marksmanship
- Piercing Shots re-designed: Your critical Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of the damage dealt over 8 sec.
- Ranged Weapon Specialization: Points reduced from 5 to 3, 1/3/5%.
- Wild Quiver: Chance increased to 4/8/12%, up from 4/7/10%. Damage increased from 50% of an auto shot, to 80%.
Survival
- Hunting Party: This talent has been reduced to 3-points, and now increases your total Agility by an additional 1/2/3%.
- Lock and Load re-designed: You now have a 33/66/100% chance when you trap a target with Freezing Trap, Freezing Arrow or Frost Trap and a 2/4/6% chance when you deal periodic damage with your Immolation Trap or Black Arrow to cause your next 2 Arcane Shot or Explosive Shot spells to trigger no cooldown, cost no mana and consume no ammo. This now has a new spell effect and sound.
- New Talent: Trap Launcher: When activated, your next Trap will be launched instantly at the enemy target. 1 minute cooldown.
- T.N.T. re-designed: Increases the damage done by your Explosive Shot, Explosive Trap and Immolation Trap by 2/4/6%, and gives your Explosive Shot a 33/66/100% chance to refresh the duration of your Immolation Trap effect on the target.
- Trap Mastery: This talent has been moved up to tier-2, up from tier-9.
- Wyvern Sting duration increased from 12 sec to 30 sec. PvP duration reduced from 10 sec to 6 sec.
Pets
- Roar of Sacrifice can be used on the hunter only.
- Stampede (rhino) only affects 1 target, but adds a 25% bleed damage debuff (that does not stack with Mangle etc.) in addition to its knockback.
Mage (Skills List / Talent + Glyph Calc.)
- Arcane Blast stacking effect is no longer considered a Magic effect and will not be dispelled.
Talents
Frost
- Improved Water Elemental: Renamed Enduring Winter. Instead of the Water Elemental increasing mana regeneration for the Mage’s party, casting Frostbolt now has a 33/66/100% chance to provide the Replenishment buff to up to 10 people in the Mage’s party or raid.
Paladin (Skills List / Talent + Glyph Calc.)
- Auras will now persist through death.
- Blessing of Kings is now trainable at level 20. Removed from talent trees.
Talents
Protection
- New Talent Divinity:Tier 1 protection talent, increases healing done by and to you by 1/2/3/4/5%.
- Sacred Duty (Protection) rank 1 now increases Stamina by 4%.
Retribution
- Benediction (Retribution) now affects Hand of Reckoning.
- Fanaticism reduced to 3 ranks for 6/12/18% bonus and 10/20/30% threat reduction.
- Repentance no longer resets the Paladin's melee swing timer.
- Righteous Vengeance reduced to 3 ranks for 10/20/30%.
Priest (Skills List / Talent + Glyph Calc.)
- Abolish Disease: Now cleanses a disease every 3 sec, down from 5. Duration reduced from 20 seconds, down to 12 sec.
- Devouring Plague: This spell now has a new icon.
- Divine Spirit is now trainable at level 31.
- Holy Nova: Mana cost reduced approximately 20%.
- Hymn of Hope: This spell has been removed.
- Improved Holy Concentration removed.
- Prayer of Healing: This spell now heals the target's party, rather than being limited to just your direct party.
- Shadowfiend: Health scaling increased. Now receives 30% of the master's spell power. Mana return increased to 5%, up from 4%. The Shadowfiend now receives mana when its melee attacks land, rather than when it deals damage. Movement speed normalized to player movement speed. Tooltip revised.
Talents
Discipline
- Divine Aegis - Divine Aegis effects will now stack, however the amount absorbed cannot exceed 125*level (of the target).
- Grace: Duration increased to 15 seconds, but now is only limited to one target.
- Improved Power: Word Fortitude - Now also increases your total Stamina by 2/4%.
- New Talent: Soul Warding: Reduces the cooldown of your Power Word: Shield ability by 4 sec., and reduces the mana cost of your Power Word: Shield by 30%.
- Penance: Damage increased approximately 30%.This spell can now be cast on yourself.
- Power Infusion: This effect now has a new spell effect and sound.
- Reflective Shield:This talent has been removed.
- Unbreakable Will:Increased from 3/6/9/12/15% to 6/12/18/24/30%.
Holy
- Circle of Healing: Healing increased by approximately 40%.
- Holy Concentration re-designed: Mana regeneration is increased by 16/32/50% for 8 sec after you critically heal with Flash Heal, Greater Heal, Binding Heal or Renew.
- New Talent: Empowered Renew: Your Renew spell gains an additional 5/10/15% of your bonus healing effects, and your Renew will instantly heal the target for 5/10/15% of the total periodic effect.
- Serendipity re-designed: When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 6/12/20%. Stacks up to 3 times. Lasts 20 sec.
- Test of Faith: No longer increases critical effect chance of your heals, but healing done on targets lower than 50% health is increased from 2/4/6 to 4/8/12%.
[]Shadow[/b]
- Blackout: This talent has been removed.
- Darkness: This talent is now in tier-1, moved up from tier-6.
- Dispersion: Now clears all snare and movement impairing effects and makes you immune to them while dispersed.
- New Talent: Improved Devouring Plague (Shadow): Increases the periodic damage done by your Devouring Plague by 5/10/15%, and when you cast Devouring Plague you instantly deal damage equal to 5/10/15% of its total periodic effect.
- Shadowform: Bonus damage from critical strike chance removed and replaced by the ability of those periodic damage spells to generate critical strikes.
- Silence: Range increased to 30 yards.
- Vampiric Embrace duration increased to 5 minutes, up from 1 minute. PvP duration is now 60 seconds. Cooldown removed.
Rogue (Skills List / Talent + Glyph Calc.)
Talents
Assassination
- Hunger For Blood: No longer stacks. Damage bonus changed to 15% for a single application. Requires a bleed effect active on the Rogue’s target. No longer removes bleeds from the Rogue.
Combat
- Adrenaline Rush cooldown reduced to 3 min.
Killing Spree: Now also increases all damage done by the Rogue while active by 20%.
- Savage Combat improved to 2/4% increased damage against poisoned targets.
- Lightning Reflexes reduced to 3 ranks for 2/4/6% dodge and 4/7/10% melee haste.
Subtlety
- Shadow Dance now opens a new action bar when used.
Shaman (Skills List / Talent + Glyph Calc.)
- Bloodlust/Heroism: Cooldown reduced to 5 minutes, but Sated and Exhausted now last 10 minutes.
- Poison Cleansing Totem and Disease Cleansing Totem have been merged into "Cleansing Totem." Cleansing Totem pulses every 3 sec, down from 5.
Talents
Enhancement
- Lava Lash now has a new icon.
- New Talent: Frozen Power: Increases the damage done by your Frostbrand Weapon if it is enchanted on your main-hand weapon by 10/20%, and your Frost Shock has a 50/100% chance to root the target in Ice for 5 sec. when used on targets at or further than 15 yards from you.
- Spirit Weapons: Now reduces all threat generated by 30%, not just physical attacks.
- Stormstrike charges have been increased by 2, and cooldown reduced by 2 sec.
- Improved Stormstrike re-designed: When you Stormstrike, you have a 50/100% chance to immediately grant you 20% of your base mana.
- Toughness: No longer increases your armor. Instead, this talent now increases your total Stamina by 2/4/6/8/10%.
- Unleashed Rage - Reduced to 3 points, down from 5. Each point now also increases your total Agility by 1/2/3%.
Elemental
- New Talent: Booming Echoes- Reduces the cooldown of your Flame Shock and Frost Shock spells by an additional 1/2 sec., and increases the direct damage done by your Flame Shock and Frost Shock spells by an additional 10/20%.
Restoration
- Ancestral Awakening: This talent now accounts for your ineffective healing, rather than effective.
- Cleanse Spirit now has a new icon.
- Riptide: This spell has a new icon.
Warlock (Skills List / Talent + Glyph Calc.)
- Curse of the Elements (Rank 5) - Increased to 13% spell damage, up from 10%.
- Curse of Recklessness has been removed.
- Curse of Weakness - Now also reduces the armor of the target by 5%.
- Enslave Demon: Spell haste penalty reduced by 10%, Melee haste penalty reduced by 10%.
- Warlocks now innately have an increased 10% spell hit chance on the Enslave Demon spell.
- Fire Shield (Imp): You can now cast this ability on raid members, rather than party members.
- Ritual of Summoning: The summoning of the initial portal is now instant cast, down from 5 seconds.
Talents
Affliction
- Eradication re-designed: Eradication: When you deal damage with Corruption, you have a 2/4/6% chance to gain the Eradication effect. The Eradication effect increases the critical strike chance of your Shadow Bolt spell by 30%. Each critical strike reduces the critical strike bonus by 10%. Lasts 30 sec.
- Haunt: Now only increases your shadow damage-over-time on the target. (No longer includes non-Shadow damage over time spells.)
- Malediction: No longer increases the effect of Curse of the Elements.
- Pandemic: This talent has been reduced to a 1-point talent, now grants your Corruption and Unstable Affliction the capability to critically hit.
- Shadow Embrace: Now only increases the damage done by your shadow damage periodic spells.
- Siphon Life: The Siphon Life spell has been removed. Siphon Life now causes your Corruption spell to instantly heal you for 40% of the damage done.
- Suppression: Now increases spell hit for all of your spells.
Demonology
- Demonic Empathy has been removed.
- Demonic Empowerment: This talent spell now has a unique spell effect and sound.
- Demonic Sacrifice:This talent has been removed.
- Fel Synergy has been moved to tier-1. No longer increases Intellect, Stamina and damage of your summoned demon.
- Improved Enslave Demon talent removed.
- Mana Feed: This talent is now a 1-point talent, down from 3-points. Now is the 21-point talent in Demonology. Now grants 100% mana return to your pet, up from 33/66/100%.
- New Talent: Molten Skin: Reduces all damage taken by 2/4/6%.
- New Talent: Decimation: When you Shadowbolt or Incinerate a target that is at or below 35% health, your next Soulfire cast time is reduced by 30/60% and costs no shard. Lasts 10 sec.
- New Talent: Nemesis: Reduces the cooldown of your Demonic Empowerment, Metamorphosis, Soulstone and Fel Domination spells by 10/20/30%.
Destruction
- Aftermath re-designed: Increases the periodic damage done by your Immolate by 3/6%, and your Conflagrate has a 50/100% chance to daze the target for 5 sec.
- Backlash has been moved up to tier-5, up from tier-7. Now requires Intensity (pre-req).
- Cataclysm: Now reduces the mana cost of Destruction spells by 4/7/10%. No longer increases the chance to hit.
- Conflagrate: Spell now works similar to Swiftmend, consuming an Immolate or Shadowflame effect on the target and dealing damage based on the strength of that effect. Reduced to a single rank.
- Improved Immolate: Now increases the damage done by your Immolate by 10/20/30%, rather than just the direct damage.
- Improved Shadow Bolt: Now increases the damage done by your Shadow Bolt spell by 1/2/3/4/5%, and causes your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 1/2/3/4/5%. Effect lasts 30 sec.
- Improved Soul Leech: Now has a 50/100% chance to proc Replenishment.
- Master Conjuror: Increased from 15/30% up to 150/300%.
- Molten Core: This talent has been moved to Demonology (Tier
. - Pyroclasm re-designed: Now increases your Shadow and Fire spell power by 2/4/6% when you critically hit with Searing Pain or Conflagrate. Lasts 10 sec. Also moved down to tier 7, down from tier-5.
Warrior (Skills List / Talent + Glyph Calc.)
Talents
Arms
- Blood Frenzy improved to 2/4% increased damage.
- Heroic Throw missile speed increased.
Professions
Alchemy
- Blackmouth Oil and Fire Oil no longer require a vial.
- Increased the health granted by the Flask of Stoneblood.
- The Mercurial Stone is no longer required as a tool for alchemists. It is instead a green quality bind-on-equip trinket.
Blacksmithing
- Most of the recipes in the 1-300 skill range of blacksmithing have had their stats updated to be more useful.
- Added a new recipe for the Titansteel Spellblade.
- Titanium Plating now reduces the duration of disarm effects by 50% as well as increasing your block value.
Cooking
- Grub now sells the Dig Rat Stew recipe to players who completed the quest.
- Prospector Khazgorm, found in Bael Modan in southern Barrens, now sells the recipe for Dig Rat Stew to the Alliance.
Enchanting
- Added a recipe for enchanting staves with spell power.
- Several recipes in the 250-300 skill range have been rebalanced.
Jewelcrafting
- Added a new recipe to cut black diamonds.
Leatherworking
- Shadowskin Gloves and Dusky Boots no longer require Shadowcat Hide to create, but instead require an equal quantity of Shadow Silk. Shadowcat Hides can no longer be obtained from skinning.
Quests
- The fight event for the "Grim(oire) Business" quest at Vim'gol's Circle in the Blade's Edge Mountains now only requires one character to stand within a fire circle in order to summon Vim'gol the Vile. However, it still takes five characters, one in each of the fire circles, in order to interrupt Vim'gol the Vile's Unholy Growth cast.
Dungeons and Raids
Eye of Eternity
- Malygos will now properly delay before breathing after a Vortex on Heroic difficulty.
Naxxramas
- The Chains of Kel'Thuzad will no longer reset the raid's threat.
- The Portal of Shadows created by Shade of Naxxramas will only persist for a maximum of one minute.
- Players with pets who attempt to use the Obedience Crystals in Naxxramas will have their pets dismissed automatically so they may possess an Understudy.
User Interface
- New Advanced features for quest tracking are now available. Players will need to activate this option within the Interface panel.
- A new Color Blind option is available under the Interface panel.
- For additional notes on Lua and XML changes please visit the UI & Macros forum.
Items
Glyphs
- Glyph of Blood Boil: Now only applies a snare to diseased targets.
- Glyph of Holy Light: Can no longer crit and has had its range updated.
- Glyph of Mocking Blow correctly increases damage of the ability by 25%.
- Glyph of Shocking's tooltip has been corrected.
- Glyph of Sprint no longer reduces the duration.
- Darkmoon Cards of the North will now take three seconds per card to create.
- Divine Hymn will now trigger Illustration of the Dragon Soul.
- Frozen Scepter of Necromancy now sounds like other maces.
- Heavy Junkboxes will no longer have deprecated poison materials.
- Magic Dust now has a 10 second PvP duration.
- Old Naxxramas Shoulder Enchants will now soulbind items.
- Outrider's Lammellar Legguards and Sentinel's Mail Leggings have had their costs reduced to the correct value.
- Pack of Endless Pockets can now be mailed.
- Patroller's Pack now sounds like a bag.
- PvP Trinkets will now break Shackle Undead.
- Several beverages missing from the "Beverages Consumed" statistic have been added.
- Several foods missing from the Food Eaten statistic have been added.
- Thunder Capacitor again requires four charges.
- Thunder Capacitor's cooldown functions.
- White Tickbird Hatchling is now classified as a Pet.
Bug Fixes
- Dartol's Rod of Transformation has had its tooltip corrected.
- Mace of Unyielding Life is correctly a 2H weapon.
- Many Northrend maces now make correct noises when sheathed and unsheathed.
- Many items with 110 attack power now correctly grant 110 ranged attack power.
- Oracle Talisman of Ablution's spell data has been clarified.
- Personal Rating Requirements for offhand Deadly Gladiator items should now display correctly.
- Several Hateful and Deadly plate helms were over budget and have been corrected.
- Yaaarrrr! now has a detailed tooltip.
Shaman (Skills List / Talent + Glyph Calc.)
- Tremor Totem: Now correctly pulses every 3 sec, up from 1 sec.
Just making a node so that typical Lava Crabbers can attend.
Expected attendees:
Nuitarin
Karvinen
Moriella
Zildo
Deadhli
Disrupta
Knoppix
Luminaire
Quisjaa
Saedo
Tuque UI 3.0
saedo — Thu, 02/19/2009 - 16:56
So I thought I'd try to alt again and have to relearn how to pally. First off here's the adjustedly new UI.
Notables:
Return of Pitbull - For healy it just seems more nice with bars like that.
Ditching ClassTimers for SpellReminder - So with the new toys I definitely needed a way to track buffs/debuffs beyond myself, my target, and the focus. This is what I found, even gives visual/audio warnings for stuff expiring. Takes a bit to setup though. It first just goes by any/all buff/debuff you so have to manually turn off a ones that you don't want to track (like Honorless Target, etc).
Anyways, any suggestions?
The Immortal
saedo — Tue, 02/17/2009 - 14:57
Copied from: http://www.stratfu.com/strats/TheImmortal
Raid Composition
Trash deaths don't matter for The Immortal, bosses do.
For most of the bosses, extra healing wouldn't have prevented a death. Most non-tank deaths in Naxx are directly attributable to poor play, and even 10 more healers wouldn't have saved someone. So while you don't want to skimp on healing, there's no point in bringing 10-11 healers.
To quote a friend, "Higher DPS is the best MP5 there is" -- the safest way to finish a fight can often be to stack DPS, and not healing.
While it's true there's a handful of bosses where melee can die more easily than ranged (KT and 4H come to mind), there's no reason to raid stack and take zero melee. Just don't bring so many that you won't have room around KT.
Motivation
When we were pushing to get Immortal, we had a rule: if you are the first to die and it's deemed by the officers to have been your fault and preventable, then you owe the guild two Paris Hilton bags: http://www.wowhead.com/?item=38082
They're randomed off amongst the raid members. (We also have this rule for dying to void zones on Sarth.)
Similarly, if, e.g., your raiders are bad about decursing on Noth, you can offer a minimal reward (100g?) to whoever is the highest decurser on a successful Immortal run. (not too high, since not all classes can participate -- but it can foster some healthy competition.)
Uninstall Damage Meters
This is probably the best "tip", or some version of it: get your DPS to understand that their epeen doesn't matter that night in any way and if they can give up some DPS for a little safety, they should. The Immortal doesn't involve a minimum DPS amount, just zero deaths, and DPS is irrelevent in almost every fight in Naxx.
No prizes given out for top of the meters, just for staying alive.
The Disconnect Boss
The internet/disconnect boss is probably the hardest boss we ever face.
But there *are* things you can do: our achievement night had a disconnect that could have been fatal, and so did Premonition's.
One, understand ahead of time which bosses (and when) a DC will be a problem. Sometimes, if you're alert, you can just heal through it (e.g. Heigan.) Sometimes you can adjust the raid (e.g. Thaddius.) Sometimes it's just a key player and you can have a backup (e.g. Raz.) Sometimes you have no options (e.g. Sapphiron.)
I'm not sure of the exact mechanics of when you can heal a disconnected person and when you can't -- that's always worth trying however.
When it seems you have no options, you do: Guardian Spirit. http://www.wowhead.com/?spell=47788
Guardian Spirit Increased healing received by 40% and will prevent 1 killing blow. 10 seconds remaining
Have all your holy priests spec into it ahead of time and know their order of casting it if it they need to. You *can* have disconnects even in the worst possible cases and survive, as long as your raiders react quickly.
Naxxramas
Naxx has four quarters: Arachnid, Construct, Military and Plague. And then, once you've cleared those, Frostwyrm Lair is available.
You can either start with the harder bosses first (Thaddius, Heigen, etc.) to follow the principle of "if you're going to fail, fail early", or you can start with the easier bosses, so you can still do "And They'll All Go Down Together" if someone died.
How to run a safe Naxx raid, quarter by quarter
Arachnid Quarter
Anub'Rekhan
It's very hard to lose someone here as long as your healers understand to stay away during Locust Swarm so they don't get silenced.
If someone disconnects and you can't land heals, you may need to use guardian spirit on them if they get locust swarm.
Grand Widow Faerlina
We opt to just burn her down, ignoring the adds. The fight is over a lot sooner and there are no mana concerns.
Even if you want to kill the adds like normal, have your healers *assume* the enrage will still go off, so in case the DPS messes up there's no risk of the tank dying.
If someone disconnects and you can't land heals, you may need to use guardian spirit on them if they get rain of fire or the poison dot on them.
Maexxna
Assign two people and two backups to the webs. Make sure, if you have a web healer, that *they* have a backup. Warriors and mages should both help control the spiderlings when they spawn.
Don't just burn straight through her enrage unless you're confident your tank can make it: hold DPS so you burn to 30% right *after* everyone gets web wrapped, so the healers aren't stunned right at the start of enrage.
If someone disconnects and you can't land heals, you may need to use guardian spirit on them if they get web wrapped -- it might get dicey.
Plague Quarter
Noth the Plaguebringer
Offer a small award to whoever decurses the most number of times (100g or whatever.)
Your DPS needs to be strong on Noth: just offtank the adds while he's on the ground, you can kill them when he goes up to the balcony. The last thing you want is the fight to go on forever.
Your DPS needs to know that, when Noth blinks, he drops threat. Your tank needs to be fast to pick him up, but your DPS also need to pause for a moment to make sure the tank gets him, otherwise it's very easy for them to outaggro the initial tank threat and die.
Your only disconnect concerns here are if they're a tank and had mobs on them.
Heigan the Unclean
For P2, your healers *must* heal anyone who clips the flames. It's not automatic death unless they take multiple ticks or aren't healed.
If someone disconnects on Heigan, you may be able to heal them through it even if they are standing in the flames -- Premonition did on their kill.
Loatheb
If you know you can beat the enrage on him easily, then bring some extra healers for safety. Make sure your ranged group up to maximize the value of AE heals. You can put one AE healer in each group and make them responsible for that group.
Make sure spores are being done in an orderly fashion: call the groups on vent in order as each spore spawns, and have someone responsible assigned to kill the spore when everyone is there (a healer can actually be a great choice for this.)
Just keep an eye on any disconnected people: if they can't be healed, they may need Guardian Spirit.
Military Quarter
Instructor Razuvious
The hardest part of Raz somehow seems to be the pull now. You can initiate it by having a warrior run out there when Raz is on the near side, near the raid, and just shieldwall while the priests pick up the adds.
DPS *must* wait until they see Raz has targetted a mind controlled mob.
Make sure your priests know to stagger their mind controls, not both picking them up at once, because you don't ever want them to both drop at the same time.
Have a backup MC'er (or two) in case a primary MC'er disconnects. Just keep anyone else alive through his periodic AE.
Gothik the Harvester
Make sure your tanks and healers are communicating well: healers need to be someplace where the tanks can easily get mobs headed for them. Your DPS shouldn't go crazy AE'ing unless they're certain they won't pull off the tanks.
The Four Horseman
The safest way to do this is with a full four tanks and 7-8 healers. Split up the tank and healer crews ahead of time so everyone knows what they're doing.
On engage, you may be able to just burn down Thane without the stacks getting too high. If so, do so, and burn down Rivendare after him.
If not, when you're swapping sides make sure the DPS stays in until the last meteor lands and *then* move: otherwise you will have deaths.
Melee should never get near Zeliak, it's just not worth it. The kill is slower, but the risk is too high. Ranged need to be spread out as well.
If someone disconnects, they should be fine as long as it's next to a boss already dead (we had someone disconnect during Thane.) Otherwise, it may be very challenging to keep them alive if they can't get back in very quickly.
Construct (Abomination) Quarter
Patchwerk
Melee do not have to slime dip. All they need to do is make absolutely 100% sure that your last hateful tank (2nd or 3rd depending on what you do -- we use three) has taken a hateful before they go in.
Have the third hateful tank call "Melee go" when he's taken a hateful and you won't have any melee deaths.
Grobbulus
Make sure everyone turns spell effects *up* to be able to see the slimes.
Your tank needs to be good at moving him gradually around the room, always being conscious of making sure there's room behind him to drop the slimes. Ranged run to a safe spot where the tank has already been (*not* where he's going.) Melee need to help kill the Toxic Slimes that spawn, those can't be allowed to accumulate.
Don't ever step in front of Grobb, otherwise he'll spawn extra slimes.
If someone disconnects it will be okay unless they get injected with the mutagen. In that case the entire ranged clump will need to reposition and be *very* careful to avoid the spreading cloud from the person -- and you need to hope they disappear from the game before they die.
If you die after Grobb has died, but before you get out of combat, it's reportedly okay and you will still get the achievement.
Gluth
Have an experienced kiter for every grate, and an extra one able to step in if need be. Use frosttraps and earthbind as needed. Don't be afraid to take DPS off Gluth, as long as your kiters are good you'll do fine.
On Decimate, everyone should pop a HS/pot just in case -- no harm in not doing it.
All AE (not just mages) need to be ready to AE on decimate, and ranged need to understand their number one priority is taking care of all of the decimated zombie chow.
Sebudai of <Juggernaut> notes: We had 3 people die to Decimate because our Commanding Shout faded at precisely the wrong split second causing us to get hit for more than our max health. Make sure you either refresh it early or don't use it -- although moving in and out of range of a warlock imp may cause the same problem.
The same problem can happen with lifetap -- it's just something your raiders need to be aware of and plan around.
Thaddius
In patch 3.0.8 mages and priests will be able to cast slow fall/levitate on others. So if you have someone who just *cannot* make the jump, you have an option.
We have found that Thaddius is most simple if we just engage him where he stands, and on the first polarity Positive goes right, Negative goes left.
On each Polarity shift after that, just run right through him. As long as you move quickly (have one person calling "shift!" on vent each time it's being cast) you won't ever hit anyone with your charge.
Melee need to make *extra* sure they are standing far enough back that they have no chance of dying to the opposite side's charge -- be at the limit of his hitbox.
If someone disconnects, simply move Thaddius. We had a disconnect on our kill and the entire raid shifted from his spawn spot to instead be up against the wall you jump down to after the first two mobs are dead.
Once someone reconnects, it's vitally important that they do *not* rejoin the raid until they get a charge in the next polarity shift, otherwise they will die.
Frostwyrm Lair
Sapphiron
If you currently split your raid in half, rather than having all ranged on one side, then designate a spot to group up during air phase -- this helps avoid the "all the iceblocks on one side" problem that has been the cause of at least two failed immortals in top guilds that I know of (not ours.)
We choose his tail, and as he raises up everyone moves in that direction.
Don't start moving to the iceblock after the first however: there's an AE effect each time one lands and you can't be clumped up for it. After the second it's safe to start moving forwards, and after the third everyone needs to rush behind one.
Check to see if you have LoS on Sapphiron': target Sapph and try to cast a hostile action. If you can, you are *not* behind an iceblock and you need to shift closer. Even healers need to do this.
Outside of that, emphasize to your melee that living is their highest priority, not DPS. Sapph *will* die as long as they live.
Consider giving an award to the highest decurser on each side, if you have problems with the DPS not prioritizing decursing.
Premonition had a disconnect on Sapphiron and they kept him alive with Guardian Spirit through the big frost bomb he breaths on the raid.
Kel'Thuzad
The biggest killers here are:
- mana bomb
- Ice Tomb
- killing MC'd people
- Deaths after MC goes off
- Void Zones
If you get mana bomb, might as well be safe and back up from the raid if you can, or back away from someone who just got it.
Emphasize to your raid how important it is to spread out. Their DPS does *not* matter: if a healer or a tank is moving through your area, as a DPS you must stop DPS'ing and move to avoid chaining Ice Tomb.
This is the one fight where it really can be beneficial to bring less melee if your melee aren't good at not chaining Ice Tomb.
We switched to using fear instead of Polymorph for the bulk of our mind controls, simply because polymorph on the melee kept them in place next to where all the AE's were going off (since so many classes have AE abilities that are worth using against single targets now) and it was too easy for them to die.
Your DPS needs to know that, when he mind controls, he drops threat. Your tank needs to be fast to pick him up, but your DPS also need to pause for a moment to make sure KT is on the tank and the tank has aggro if your next Pyroblast crits.
When moving to avoid a void zone, never get close enough to someone else that you'd change Tomb if it gets cast on either of you.
Make sure your Tomb healers can reach the entire raid, and that someone has backup if one of them gets Tombed.
Here's a tip for paladins from Lorn, in response to this article:
Just wanted to say that your paladins should all keep their Blessings of Sacrifice on cooldown constantly during the Kel’thuzad fight if you’re aiming for Immortal/Undying.
Kel can make you cast it on him during mind control and that will get you pretty much instantly killed, as my retribution paladin found out during this week’s Naxx.
If someone disconnects, just get away from them -- use Guardian Spirit if you have to, if they get Ice Tombed.
Even if you are a regular, pls sign up telling me you'll be here. If you're unable to make a raid night, just slap a post in the event and we'll get you a replacement. I will be looking for replacements that SIGN UP before I go hunting, so if you're interested in stepping in and you aren't a regular...please sign up!
Invites will start at 5:45 Server and replacements will be hunted at 6:00 Server if we are unaware of your status. If you'll be late, try to let us know.
And with that said here's our line up:
T1: Fistycups -
T2: Ananaras -
H1: Primeight -
H3: (Open -
H2/D6: Dragonsword - Confirmed
D1: Zariyah -
D2: Grasen -
D3: Leighann - Confirmed
D4: Rhoora - Confirmed
D5: (Open) -
Sidenote: Depending on how fast we get done we might go knock out Maly and/or VoA
If you are interested in filling one of the listed openings, sign up here and check out /node/559
Mage and Priest are preferred for our 2 openings, however these openings are not limited to those classes.
for all you raid leaders
moriella — Tue, 02/17/2009 - 07:28



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