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Welcome to Northrend Noobs
11/16/2008 07:43 PM by Vekz.
We have a lot of work ahead of us, lets try to meet new people while we level so we can expand the guild.
Eric finally might cream.
08/30/2008 07:23 AM by Dradon.

Hello rogues,

We’ve got some updates coming soon for the rogue class and I wanted to duck in and give you a sneak preview of what we’ve been working on as well as our future goals. Below are lists (by no means exhaustive) of some of these changes and goals.

General

- Quality of life improvements: Removal of various reagents (Thieves’ Tools, Flash Powder) as well as a Poisons skill change. We’re removing the Poisons skill and making the finished poisons available on vendors for purchase. This should free up a fair amount of bag space.
- Envenom: Now also increases your chance to apply poisons by 25% for 2-6 seconds (based on combo points).
- Wounding Poison: No longer stacks. The first application now reduces healing by 50%.
- Anesthetic Poison: Now also removes one Enrage effect from the target.
- Evasion, Sprint, Vanish: Cooldown reduced to 3 minutes. (Talents that reduce cooldown take this down to 2 minutes.)
- Cloak of Shadows: Cooldown increased to 2 minutes. (Elusiveness now reduces this cooldown to 1 minute.)
- A new level 75 ability has been designed. This is going to be one of the bigger teases as we’re not quite ready to talk about this one yet. I will say that will add some much needed group utility.
- Fan of Knives: Weapon normalization to equalize effectiveness regardless of weapons carried.

Assassination

- Mutilate: No longer requires you be behind the target.
- Relentless Strikes: Talent is too “required” and will be made more accessible. Vigor will replace its spot in the tree and a new talent will be created to fill Vigor’s spot.
- Find Weakness: Made passive to cut down on the number of triggered effects that either don’t affect gameplay or affect it in a negative way.
- Cut to the Chase: No longer requires a critical Eviscerate or Envenom. The finisher just has to land.
- Hunger for Blood: Now removes any harmful physical effect instead of Bleed or Magic effects. Bleed effects will still be removed (as all are physical) as well as effects like Mortal Strike, Aimed Shot, Expose Armor etc…

Combat

- Riposte: Now generates a combo point.
- Mace Specialization: This will grant armor penetration when using a mace. (The warrior talent will as well.)
- Deflection: Reduced to 3 ranks for 2/4/6% parry. This should soften the prereq for Riposte.
- Fist Weapon Specialization: Merged with Dagger Specialization.
- Dagger Specialization: Renamed Close Quarters Combat, moved to tier 3.
- Dual Wield Specialization: Moved to tier 1. Lightning Reflexes swapped locations with it and still needs a little more “oomph”.
- Unfair Advantage and Stay of Execution: Change to more offensive/utility (read mobility) talents. Too much defense on this tier.
- Killing Spree: Weapon normalization to equalize effectiveness regardless of weapons carried.

Subtlety

- More attractive Tier 1 to draw in all types of builds.
- Fewer dagger specific talents to allow additional build options.
- Wrongfully Accused: Reviewed. This talent doesn’t fit well in this location. May be moved lower and/or redesigned.
- Shadow Dance: A bit awkward at the moment. Due for some polish and some design tweaks.

Plenty to do still as you can see. As I mentioned, this isn’t everything we’ve got our eye on but gives you something to discuss and look for in an upcoming beta patch. Please add to the list anything you think needs special attention.

Wow.. 13 hours!!! in a 2v2 Arena match
08/23/2008 07:41 AM by Dradon.

Now this is some shit if I ever saw it.

A Resto Druid and a SL warlock dueling it out in the Blades Edge arena for 13 hours! The funny thing is the Warlock was making brownies with the girlfriend and watching Terminator 1. Oh! He also had time to post about the ongoing match in Blizzards forums.

Here is the story from Wowinsider. Good stuff! Nerf Druids. QQ

Read the full story!

My thoughts on Beta (Palidans)
08/22/2008 10:20 AM by Dradon.

Well I fully spec'd prot all the way down to the very last spell and the first thing that popped up in amazement is my base spell damage. In BC my base spell damage was only 240 unbuffed. Now its 602 unbuffed! Wow. But unfortunately it all doesn't matter anymore for tankidans due to the increased [righteous fury] talent with increased threat at 90% along with various other spells increasing you're threat. Here is the screenshot.

More once I start to really get into it.

Base mana for dummies
08/21/2008 06:42 PM by Dradon.

In Wrath of the Lich King, all spells are being reworked so that their cost, rather than being a static mana value, is a percentage of your base mana pool (this is largely to prevent downranking). For instance, in the current, live game, Levitate costs 100 mana. In the Wrath beta, Levitate costs 3% of base mana But what is base mana?

It's the amount of mana you have before talents, buffs, and stats (like intellect and +mana) are factored in, and before base intellect from your race is taken into account. In other words, it's the amount of mana you would have if you were naked, unbuffed, and un-talented, and had no Intellect. Thus, it is a static value for each character of a given class/level combination. Getting more Int from gear will not raise the cost of spells, because it does not raise your base mana pool (it raises total mana pool). [Thanks for the correction, Breck and Improbable.]

So to the person who wrote in asking "what's the point of getting more Int if it will just make spell costs go up," I hope that answers your question: more Int does not affect your base mana pool. Ultimately we should see little difference from this base-mana-pool spell cost change, aside from the death of downranking.

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