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Thread: World of Warcraft: Cataclysm Megathread of DEATHWING ATE MY FAVORITE ZONE!

  1. #1

    Default World of Warcraft: Cataclysm Megathread of DEATHWING ATE MY FAVORITE ZONE!

    Starting off with the Collector's Edition:

    IRVINE, Calif., Aug 17, 2010 -- Blizzard Entertainment, Inc. today announced plans for a limited-release Collector's Edition of World of Warcraft(R): Cataclysm(TM), the third expansion for the world's most popular subscription-based massively multiplayer online role-playing game,* World of Warcraft. The special Collector's Edition package, which will only be available at retail stores, will include the following exclusive bonus items in addition to the game disc:

    -- Art of the Cataclysm art book, featuring 176 pages of never-before-seen images from the archives of the Blizzard Entertainment cinematics department and the World of Warcraft development team, as well as progressive visuals from multiple stages of development.

    -- Exclusive in-game pet: he may not be a breaker of worlds just yet, but Lil' Deathwing will still proudly accompany heroes on their struggle to save Azeroth from his much, much larger counterpart.

    -- Behind-the-scenes DVD with over an hour of developer interviews and commentaries, as well as a special Warcraft(R) retrospective examining the rich gaming history of the Warcraft universe.

    -- Soundtrack featuring 10 epic new tracks from Cataclysm, including exclusive bonus tracks.

    -- Special-edition mouse pad depicting Deathwing menacing the ravaged continents of Azeroth.

    -- World of Warcraft Trading Card Game cards, including a 60-card starter deck from the Wrathgate series, two extended-art cards, and two Collector's Edition-exclusive hero cards, marking the first appearance of goblin and worgen heroes in the TCG.

    The first two World of Warcraft expansions, The Burning Crusade(R) and Wrath of the Lich King(R), each shattered PC game sales records upon their release. In Cataclysm, the face of Azeroth will be forever altered by the return of the corrupted Dragon Aspect Deathwing. Players will explore once-familiar areas of the world that have now been reshaped by the devastation and filled with new adventures. In an effort to survive the planet-shattering cataclysm, two new playable races -- worgen and goblins -- will join the struggle between the Alliance and the Horde. As players journey to the new level cap of 85, they'll discover newly revealed locations, acquire new levels of power, and come face to face with Deathwing in a battle to determine the fate of the world.

    The beta test for World of Warcraft: Cataclysm is currently underway. To set up a Battle.net account and sign up for a chance to participate, please visit the official Battle.net website at http://www.battle.net.

    The World of Warcraft: Cataclysm Collector's Edition will be available on DVD-ROM for Windows(R) XP/Windows Vista(R)/Windows(R) 7 and Macintosh(R) at a suggested retail price of $79.99. The release date and other details for the game will be announced in the months ahead. For more information on World of Warcraft: Cataclysm, please visit the official website at http://www.worldofwarcraft.com/cataclysm.
    Deathwing Mini-Pet:



    Baxx:



    Faction Leaders models have been updated, Thrall looks awesome, hordies:




    Don't see Cairne Bloodhoof there do you? That's because he has been killed. As to who killed him remains a mistery, for now. Rumors about are that Garrosh had a hand in it

    Mounts:

    Goblin Normal:

    Goblin Epic:


    Worgen:
    NYI


    Raid and Dungeon achievement mounts:


    Drake of the Wind (Raiding Achievement Reward):


    Stone Drakes (Dungeon Heroic Achievement Rewards):


    Camel Mounts (Presumably the purchasable Northrend Bear equivalent):


    Flight Training (310%):
    Is now trainable at the reasonable fee of 5k gold. Anybody who has done the grind for epic flying in BC can tell you that it's a fair price to pay, considering gold inflation. (This price could possibly change on live servers)


    Dark Phoenix (We Are Legendary Guild Reward):
    Remember seeing that seemingly unobtainable Phoenix floating above you in Shattrah during Burning Crusade? How about that dude that shows his shiny, shiny one off at Krasus' landing?

    Well now you and your guildies can band together and tackle that old content for those legendaries you've missed. This mount requires that you have most the legendaries available in your guild to unlock the Dark Phoenix:



    Professions!:
    Archeaology being the new profession (Secondary, like fishing/cooking) takes you to the far reaches of Aezeroth in search of ancient artifacts. These items will both be discoverable through exploration and through drops. As to what this profession entails, remains a mistery, for now.

    Path of the Titans:
    Scrapped.


    Stat Changes:

    Stat have been completely reworked this expansion with many stats making their way out and their effects being incorparated in to other stats.

    ? WoW Cataclysm MP5: This will be removed from items and replaced with Spirit. All healers will be given a meditation-like ability to compensate.

    ? WoW Cataclysm Spell Power: Spell Power is being removed from items as well. Don?t panic, Intellect will be improved so that it provides mana and Spell Power at the same time.

    ? Attack Power in WoW Cataclysm: Attack Power is also being removed from items . Instead, Agility will provide the necessary Attack Power for leather and mail wearers.

    ? Strength will provide the appropriate amount of Attack Power for plate wearers. This means leather and mail items will no longer be desirable for plate wearers in WoW Cataclysm.

    ?World of Warcraft Cataclysm Defense: The Defense statistic is also being removed from items so that players no longer have to stress about juggling around ?the cap.? Tanks will receive the required anti-crit from talents and skills, like Survival of the Fittest.

    ? Armor Penetration Change: This ability is too confusing and ?mathy.? It is being replaced with Mastery, a stat that makes you better at what you do. Mastery in WoW Cataclysm is also applicable to other talents and skills and for other classes.

    ? Haste: Will increase the rate at which you gain energy, runes, and focus ? this is definitely huge! Retribution paladins and Enhancement shaman will have a talent that allows them to take advantage of this benefit ? probably to make up for their intelligence and mana.

    ? Stamina Changes in Cataclysm: Players will notice more Stamina on gear as Defense, Spell Power, Attack Power and Armor Penetration are removed. This sounds like the stamina increase at the beginning of WoW Burning Crusade.

    Guild Perk System:
    Guild Perks are incentive for guilds and players not to player/guild hop. It's a system in which various activites conducted as a guild (raiding, questing, dungeons, etc.) will reward the guild with Perks. These perks get unlocked as you progress, unlocking tasty, delicious rewards and interesting mechanics to aid you and your guildies.



    Last edited by Nferno; 30-08-2010 at 05:19 PM.

  2. #2

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    Classes:

    2 New races unlocked, being:

    Worgen (Alliance):
    The worgen are a race of feral wolf-beasts whose very name inspires fear. Theories regarding their history abound, yet the worgen's origins remain steeped in mystery.

    Records indicate that the worgen existed for a time in Kalimdor. In fact, more recent evidence suggests that their true origin might have a connection to the night elves and a secretive druidic order from Kalimdor's distant past. Yet until new evidence comes to light, this information remains speculative.

    The worgen's first verified appearance in the Eastern Kingdoms has been traced back to the Third War, when the archmage Arugal utilized the wolf-beasts as a weapon against the Scourge. Arugal's weapons soon turned against him, however, as the curse of the worgen rapidly spread among the human population, transforming ordinary men and women into ravenous, feral creatures.

    Arugal adopted many of the worgen as his own and retreated to the former mansion of Baron Silverlaine, the estate now known as Shadowfang Keep. The curse, however, was not contained. It persisted in the lands of Silverpine and extended even into the fabled walled nation of Gilneas, where the curse rapidly reached pandemic levels.

    The citizens of Gilneas found themselves trapped, with no hope of escape. They retreated deeper within the isolated domain, and there they survived, fearful of the savage presence that lurked just outside the barricades.

    Tensions among the displaced citizens escalated over time, resulting in a civil war that now threatens to destabilize the embattled nation even more.

    There are those among the Gilneans, however, who cling to hope. Many believe that a treatment for the worgen curse may exist, although others have nearly given up, fearful that if the barricades should fall, their humanity will be lost forever.



    and Goblins (Horde):
    Originally the slaves of jungle trolls on the Isle of Kezan, the goblin race was forced to mine kaja'mite ore out of the volcanic bowels of Mount Kajaro.

    The trolls used this potent mineral for their voodoo rituals, but it had an unexpected effect on the slaves who were in constant contact with it: kaja'mite generated a startling new cunning and intelligence in the goblins. Crafting their own powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had been their prison, their slave camp, and the base of their rebellion now became the city of Undermine. Weaving through the heart of the island in a dizzying network of tunnels, vaults, and lava tubes, Undermine epitomizes the goblins' complex, unpredictable mindset.

    The goblins' natural greed soon lifted them to prominence as masters of mercantilism. Trade princes arose during the First War as the cleverest goblins learned to take advantage of the strife. Great fortunes were amassed, and the Isle of Kezan became a hub for fleets of goblin trading ships. One of the trade princes agreed to lend his faction’s services to the Horde in the Second War. Following the Horde's defeat, the goblins learned from their colleague's failed example, and soon they realized that their profits could double if they weren't stuck in such a restrictive relationship. By the end of the Third War, goblins were providing weaponry, vehicles, and devious services to both the Horde and the Alliance. This wouldn't last forever...

    Recently, the goblins of Kezan have found a new enemy in the Alliance – unexpected and unprofitable encounters with this faction have driven certain trade princes from their comfortable neutrality. Reforging old pacts with their one-time allies, the goblins have been welcomed into the Horde with open arms.



    New Class/Race combos:


    * Human Hunter
    * Orc Mage
    * Night Elf Mage
    * Dwarf Mage
    * Blood Elf Warrior
    * Dwarf Shaman
    * Undead Hunter
    * Tauren Paladin
    * Tauren Priest
    * Gnome Priest
    * Troll Druid


    Class Changes:

    ****load.

    No, really. So many changes are rolling out in Cataclysm that most classes won't function in the same manner they used to (their roles will remain, their rotations/priorities won't). I'm not going to mention the changes made (as all are subject to change on live) but I'll give a rundown on the resource systems:

    Most notably are the changes coming to Paladins and Hunters. The resource systems for these two classes have changed drastically, with Hunters now using a Focus resource (Similar to Rage) and Paladins an ever confusing, Holy Power.

    Focus works in a similar manner that Druids and Warriors generate Rage. While Rage can deplete completely, Focus is an ever-accumulating resource which can be replenished by different class mechanics. A welcome change to the Hunter of yesteryear asking for Mana Breaks because he spammed Volley non-stop.

    Also, Volley is gone with Multi-Shot being the go-to AoE for Hunters. Just thought I'd put that out there.

    Holy Power is a complicated sonnovabitch. If I understand it correctly, it works like Combo Points, but doesn't. Your Paladin is still dependant on Mana to do attacks, AFAIK, but you need Holy Power in order to attack HARDER. Basically, Holy Power gives you an incentive for not blowing your abilities every cooldown, the more Holy Power you have, the more of a multiplier it becomes on your abilities, thus giving you more damage.

    Ghostcrawler put it best by saying that this will split the class from being a faceroll any-noob-can-kill-anybody, to differentiate the good from the bad. A good Paladin will know when to use his Holy Power, whereas a facemasher will still blow them every cooldown.


    Powerauras:


    Remember that addon you used to use when needing to know when something procs? Tellmewhen, Powerauras, Totemic?

    Well now they've implemented it into the game, so no more pesky addons eating up your bndwidth/Memory usage:



    Zones, Towns and Cities:


    Twilight Highlands:


    Azeroth's inhabitants endure a lifetime of struggle and conflict. They're subject to violence from neighboring enemies and rampaging beasts at an early age, and must learn to take up arms to defend themselves against predators. Regularly forced to cope with the deaths of friends, family, and members of their tribes, clans, cities, and guilds, these scarred survivors become stronger by reinforcing their walls, banding together with new allies, and raising sharp, careful, resilient children. They adapt. They change.

    Few places on Azeroth exemplify this ever-changing dynamic more than the Twilight Highlands of the Eastern Kingdoms.

    The highlands have undergone constant upheaval throughout their history, with races and factions thriving, collapsing, and changing seemingly without pause. The fortress-city of Grim Batol has played host to no fewer than three potent factions: the Wildhammer dwarves, who abandoned their home after a Dark Iron curse left it uninhabitable; the red dragonflight, which was forced to fight for the Horde in the captivity of the Dragonmaw orcs during the Second War; and, of course, the Dragonmaw themselves, who were driven from Grim Batol when the red dragonflight was finally freed from their grasp.

    The Dragonmaw now cling to the edges of the highlands. They're no less wild and difficult to deal with than when they ruled Grim Batol, but their knowledge of dragons and warfare is of unquestionable importance, especially amidst the chaos of the Cataclysm. The Wildhammer dwarves dwell in forested outposts among the highlands' mountains; though long friendly with the Alliance, they have only now begun to consider casting their lot in with Stormwind and Ironforge thanks to the entreaties of their cousins, the Bronzebeard clan. Even the mighty red dragonflight has suffered greatly in recent months: its members have been decimated by a frenzied, newly aggressive black dragonflight attacking relentlessly from the petrified Obsidian Forest.

    Amidst this upheaval, a new power has come to possess the highlands.

    Though the environment has been given many names throughout its history, it's only been dubbed "Twilight" thanks to the dominance of its current masters. The fanatical Twilight's Hammer cultists appreciate the name, but there are more functional features to the swath of land they've chosen as their headquarters. It's rimmed by massive mountain peaks that scrape at the sky like fingernails, making invasion by land nearly impossible, and the highlands' black-glass beaches ensure that marine assaults are fraught with terror; ships docking on the peninsula risk running aground.

    More important to the cult, however, is the promise of worldly extinction and change that permeates the land. In the dimness of the highlands, shadows are deeper. The sun and the rest of Azeroth seem distant. The elements themselves are more pronounced: fires burn hotter; rain forces its way into the ground; and the heaves and shudders of the land call to mind some colossal being stirring beneath the earth. This doesn't frighten the members of the Twilight's Hammer; it lulls them to sleep.

    Their dark work is done here in a manner that could never have been realized in Silithus. The devoted of the Twilight's Hammer train in the halls of mighty fortresses, not tiny compounds and outposts. They summon dangerous, mercurial elementals who loathe each other to the point of outright war but still pause their feuds momentarily to work towards the destruction of the other races. Outside the highlands, the cult is fractious and divided. Here, it is guided on its mission of destruction by some of the cruelest and bloodiest names in history, yet the names associated with this cabal belie the true extent of its leadership.

    These dark whisperers chose the highlands as their base of operations for a reason. They can feel the presence of the Old Gods in the air and see their victory in the darkness. The shifting landscape, battling factions, and wicked elements embody the cult's vision of what its world will become as it is finally purged of life and order. The rest of Azeroth will follow the Twilight Highlands into oblivion, one way or another.





    Echo Isles:

    The preconception that any goblin would sell their best friend for a fistful of gold is not entirely unfounded: many of them probably would and some actually do.

    The truth is that quite a few goblins combine a shrewd business sense with a certain level of... moral flexibility. For example, after the cataclysm reawakened a volcano on their home island one of the goblins' trade princes realized that there was good money to be made in offering panicked goblins a ticket to safety on his ship, taking their life savings - and then selling them into slavery. A clever plan, until it (and the ship) fell apart in a naval crossfire between an Alliance fleet and a lone Horde ship. The shipwreck's survivors washed ashore on the Lost Isles off the coast of Kalimdor, where they discover that the island's dense jungles harbor many mysteries and more than a few unpleasant surprises.


    Gilneas:
    Gilneas is located on the peninsula south of Silverpine Forest.

    The human kingdom had supported the Alliance during the Second War, but King Greymane had no qualms about severing all ties to the outside world when it became clear that the Alliance needed Gilneas more than Gilneas needed the Alliance. Unbeknownst to the rest of the world, darkness fell on Gilneas after the Greymane Wall's gates had been closed, and the worgen curse ravaged the nation. Before long, Gilneans were fighting against Gilneans in a bloody civil war that left the kingdom in tatters. Remarkably, the people of Gilneas have somehow managed to hold on to the last vestiges of their humanity... for now.



    The Abyssmal Maw:

    Azeroth's native elementals wreaked havoc across the world while they were under the influence of the Old Gods.

    To keep Azeroth safe from these threats, the titans imprisoned the Old Gods underground and banished the savage elementals to the titan-constructed Elemental Plane, a secure dominion where the elementals could dwell without harming Azeroth.

    Four domains were created within this primordial realm to serve as ideal environments for each type of elemental. For ages since, the elementals of air, water, earth, and fire have engaged in endless strife with each other, waging titanic battles in the confines of their realm. One of the Elemental Plane's domains, a vast ocean known as the Abyssal Maw, is home to the water elementals. Legend says that Neptulon the Tidehunter, the powerful being who rules over the aquatic realm, possesses a potent weapon that allows its owner to control the very seas of Azeroth. Thus far, the artifact has remained secure inside the water elementals' domain... but that will soon change.

    Within Deepholm, the domain of the earth elementals, the malefic Dragon Aspect Deathwing is on the verge of executing a catastrophic act: to burst forth from the Elemental Plane into Azeroth. Doing so will ravage the surface of the world and breach the barrier that separates Azeroth from the elementals' realm. Whether Neptulon and his subjects have entered into an alliance with Deathwing remains unknown. Regardless, if Deathwing's actions create an opening into the Abyssal Maw, nefarious and honorable factions alike will seek out the fabled weapon carried by Neptulon. Whoever secures the artifact will have control over the world's seas, a power that perhaps no one, not even members of the Horde or the Alliance, should possess.



    Mount Hyjal:
    For years, Mount Hyjal and the wounded World Tree, Nordrassil, have remained cut off from the rest of Azeroth. Sealed away within a protective field of dense foliage by Malfurion Stormrage, Nordrassil has been slowly recovering from the devastation of the Third War, when Malfurion called upon the tree's power to destroy the archdemon Archimonde and repel the forces of the Burning Legion and Scourge. Now, with the impending cataclysm, the World Tree's well-being is threatened once more. From the Firelands within the Elemental Plane, Ragnaros and his minions prepare to burst into Hyjal and set Nordrassil ablaze -- and the conflagration would endanger all life on Azeroth.

    In World of Warcraft: Cataclysm, players will have the opportunity to explore the newly reopened Mount Hyjal as Azeroth's heroes, with the help of Ysera, Malfurion Stormrage and Hamuul Runetotem, are called upon to push back the armies of the Firelord, banish Ragnaros to the Elemental Plane and lay waste to the twilight dragon stronghold in nearby Darkwhisper Gorge. This all-new level 78-82 zone will feature multiple quest hubs, phased terrain and quest lines, portals to micro-zones within the Firelands, an all-new raid dungeon, and much more.

    The World Tree

    Players will be able to enter Hyjal by way of Moonglade, to take on a series of high-stakes quests in a historic location alongside some of Azeroth's most renowned heroes. With a longstanding rivalry among the night elf leadership threatening to undermine the campaign against Deathwing, players will quickly discover the task of defending Nordrassil is more daunting than they had anticipated. In order to succeed, they must seek out the help of extremely powerful allies: the Ancients.

    The Ancients
    To protect Nordrassil and heal the devastation the invading fire elementals are causing across Mount Hyjal, players must first recapture the shrine of the wolf god Goldrinn. The ogres surrounding the shrine will not leave peacefully, but seizing the shrine will allow players their first opportunity to infiltrate the Firelands and shut down a key Twilight portal, slowing the advance of the nearby Twilight's Hammer in Hyjal.
    With the first portal dismantled, players will soon be sought by the wilderness spirit Aessina to assist in cleansing and healing the nearby forest, ultimately returning the land to its former splendor. This small victory, however, isn't enough to deter the Twilight Remnants from attempting to scorch the forest once more. As you struggle to keep these foes at bay, you'll also need to help the Guardians of Hyjal -- a new neutral faction of druids and worshippers of the Ancients -- repopulate the forest with animal life. It's even rumored that Malorne has been spotted in the wilderness. Perhaps further investigation is necessary....
    Amid the chaos, the Druids of the Talon will need players' assistance to resurrect the goddess of winged creatures. Players begin the process by helping to slay a group of black dragons and closing a second Firelands portal from within. Just when you think things might be heating up, you'll need to fight through a burning night elf town to shut down the third and final portal with the assistance of the turtle god Tortollus.

    Darkwhisper Gorge
    Your successes in Hyjal will ultimately lead you to the assembly of the Ancients, who have set a plan in motion to bring a powerful ally and demigod back into this realm. Before that can happen, however, you will need to infiltrate Darkwhisper Gorge disguised as a follower of the Twilight's Hammer, acting quickly to sow discord within the entrenched faction, weakening it for the coming struggle. Only time will tell if the Ancients' plan is a success -- but you'll need to do your part if there's any hope of saving Mount Hyjal from the twilight dragons, Ragnaros, and his minions of the Elemental Plane.
    Vashj'ir:

    Once a great Highborne city housing some of the most revered night elves of Kalimdor, Vashj'ir was swallowed by the Great Sea during the Sundering and thought to be lost forever. Queen Azshara, formerly a beloved leader of the night elves, escaped death in the depths of the sea when the Well of Eternity imploded. Such salvation came at a great cost, as the queen and many of her fellow Highborne were forever transformed into the monstrous naga, doomed to wander the seas for thousands of years. Their existence mostly remains a mystery to the peoples of modern Azeroth, though the Earthen Ring has learned of Azshara's naga seizing Vashj'ir for an unknown purpose as the cries of the elements echo across Azeroth from the abyss.

    The Sunken City
    Vashj'ir is a level 78–82 zone in World of Warcraft: Cataclysm where players will be called to explore the depths of the Great Sea and stop the naga from seizing immeasurable power from the realm of Neptulon the Tidehunter. This expansive underwater zone will feature an unprecedented fight for survival against the naga overwhelming the area, several new quest hubs -- including Alliance and Horde naval ships and submarines -- all-new underwater travel and combat mechanics, several pocketed undersea caves free from water's grip, two new five-player dungeons (Throne of the Tides and Abyssal Maw), and the first-ever opportunity to explore the remains of the once-majestic city of Vashj'ir!


    Tons and tons of more models, weapons and changes which I've left out. Check them out at MMO-Champion.

    So tell me, who's looking forward to this expansion?

    Feel free to add anything you feel I've missed :)
    Last edited by Nferno; 30-08-2010 at 04:55 PM.

  3. #3

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    I might just start playing again. This looks amazing. It's a whole new world to explore!

    Could someone tell me what gametime costs nowadays? I haven't played in a year or two...

    Also... TAUREN PALADINS!!!! HUGE SHINY ARMOR! NERDGASM!

  4. #4

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    Quote Originally Posted by vii View Post
    I might just start playing again. This looks amazing. It's a whole new world to explore!

    Could someone tell me what gametime costs nowadays? I haven't played in a year or two...

    Also... TAUREN PALADINS!!!! HUGE SHINY ARMOR! NERDGASM!
    I have it on subscription, but roughly about R300-350 for 2 months game time.

  5. #5

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    PVP/Arena and Rated Battlegrounds:

    The idea behind rated BGs is to be able to offer the best PvP rewards through both Arenas or BGs. If you love BGs but don’t like Arenas, you can still get great rewards. If you love Arenas, hopefully the experience will be even better for you because the guys who don’t like Arenas will be off doing something else. If you like both Arenas and BGs, great, you have more choices in what you do that week. If you like PvP but still lose a lot, yes you’re still going to be a season behind the guys who win a lot. We’ll reward you gear just for participating, but if you want th best gear, you still need to win.

    Allows player to earn Arena points through Arena or BGs; no punishment for losing, but points via BGs may be capped at 6 or so per week; required to join as a group, but not one dedicated like Arenas – may be awarded special epic ground mounts.

    New Battleground: Battle for Gilneas – take control of the city by taking control of the most districts; It appears this battleground will be instanced

    New PvP Zone: Tol Barad Island – will function like Wintergrasp; yet when combat is at a lull will also function as an Isle of Quel’danas type quest hub; winning faction will have access to a raid area; due to the popularity of Wintergrasp, Tol Barad may be an instanced area.

    Old PvP ranks are back

    New Arena maps will be added


    Well, I kinda see what they want, but don't really understand the logic behind it.

    Basically, the complaints were that the best PVP gear was only obtainable through Arenas. A lot of people don't enjoy playing Arena because of the length of matches, class imbalance, etc. and prefer to do battlegrounds instead. Also, you don't have to be coordinated if you don't want to and do objectives, you can camp players if you want to or generally just **** around. That's part of the beauty of battlegrounds, sure, if you go for objectives like you're supposed to you'll have a better chance of winning, but you have this freedom to not be obligated to do something like in Arenas

    So Blizzard rolled this out, making the best PVP gear obtainable through Battlegrounds. Slight problem though, you need to go in with a pre-made group in order to be eligable for the ratings. That's right, they removed the "Lone Ranger" aspect of Battlegrounds and made it into large Rated Arenas with objectives, which kind of defeats the purpose.

    Only time will tell how this plays out. It's an interesting concept, for sure.
    Last edited by Nferno; 31-08-2010 at 07:56 AM.

  6. #6

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    Quote Originally Posted by Nferno View Post
    I have it on subscription, but roughly about R300-350 for 2 months game time.
    Dude...

    Rather buy a 2 month game card for about R200

  7. #7

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    Nice post Nferno. Ive been following Cata for a while and you summed it up very well.

  8. #8

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    The gamecards cost R300 too.

    I still have to level up my DK to 80 and my Hunter is stuck at 58 or something. I'll decide whether to buy it or not when it gets released, and if I do, it won't be the collector's edition either... Although, those Trading cards are VERY tempting...

    edit: The guild leveling system looks awesome too!

  9. #9

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    I personally cant wait for the pre expansion patch, where we get to play around with all the new talents before Cata actually releases.
    I remember in Vanilla when the TBC pre patch was released, all the new talents as well as the change to honour.

    It was brilliant, for those 2 weeks or so pve almost entirely came to a halt, as everyone was pvping for the grand marshall gear.....good times.

  10. #10

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    Quote Originally Posted by Bonezmann View Post
    The gamecards cost R300 too.

    I still have to level up my DK to 80 and my Hunter is stuck at 58 or something. I'll decide whether to buy it or not when it gets released, and if I do, it won't be the collector's edition either... Although, those Trading cards are VERY tempting...

    edit: The guild leveling system looks awesome too!
    Say what?

    http://www.gamecards.eu/games/good/134

    World of WarCraft
    60 Days Pre-paid Game Card
    European region
    $25.98

    $25.98 = R191

    I don't know for sure but I think if you paying a subscription then you need a credit card in which case you might as well just buy from gamecards.

    EDIT:
    Take2 = R270
    Rampage Gaming = R275
    Last edited by KalMaverick; 30-08-2010 at 06:58 PM.

  11. #11

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    Now that's how you make a damn game thread, people! The bar has been raised.

    EDIT: Also looking forward to Cata. Getting my Tauren Shaman to 80, so I can enjoy Worgen free of guilt. :P

  12. #12

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    I must say I am also looking forward to it.

    Especially as I play a paladin and the new holy power thing sounds interesting so far some talents that are out don't look to bad but some kinda seem dumb.

    Luckily it is beta and so nothing is final yet, one big thing to remember.

  13. #13

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    Quote Originally Posted by Yuri View Post
    I personally cant wait for the pre expansion patch, where we get to play around with all the new talents before Cata actually releases.
    I remember in Vanilla when the TBC pre patch was released, all the new talents as well as the change to honour.

    It was brilliant, for those 2 weeks or so pve almost entirely came to a halt, as everyone was pvping for the grand marshall gear.....good times.
    Pre-launch is awesome. The WotLK launch event was the most fun I've had since playing WoW and I stayed awake until early hours of the morning just zombifying crowds of people. Hopefully Cata's one is equally wicked.

    Can't wait to roll a Goblin rogue.
    Last edited by Nferno; 31-08-2010 at 08:33 AM.

  14. #14

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    Quote Originally Posted by Nferno View Post
    Pre-launch is awesome. The WotLK launch even was the most fun I've had since playing WoW and I stayed awake until early hours of the morning just zombifying crowds of people. Hopefully Cata's one is equally wicked.

    Can't wait to roll a Goblin rogue.
    With Archeology and Engineering. :P

  15. #15

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    Planning on rolling a worgen druid. I have all my heirloom items ready and waiting for it XD.

  16. #16

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    Quote Originally Posted by KalMaverick View Post
    Say what?

    http://www.gamecards.eu/games/good/134

    World of WarCraft
    60 Days Pre-paid Game Card
    European region
    $25.98

    $25.98 = R191

    I don't know for sure but I think if you paying a subscription then you need a credit card in which case you might as well just buy from gamecards.

    EDIT:
    Take2 = R270
    Rampage Gaming = R275
    Well it all depends on how well the Rand is doing if you have a subscription to determine how much you will pay. Sometimes it's sub-R300, sometimes above it.

    I also prefer to support Blizzard directly, rather than a 3rd party site making a marginal profit selling Blizzard's products.

    anyway, new stealth build was found on the latest Beta patch, though it has yet to be inplemented:

    This build is NOT ON BETA SERVERS, I have no way to confirm strange values by checking in-game and a lot of temporary stuff might be there. I strongly suggest that you don't even try to complain about changes in this build on official forums, and if you plan to do it, you'd better do it in a very nice and constructive way if you don't want to get your ass kicked.
    MMO-Champ

    Lots of class tweaks and updates, including a damn long list of guild achievements and player achievements.

    I would post all the class updates in this build since there's so many of them, so I'll just drop some of the classes I play the most:

    Paladin

    * Divine Plea now let you gain 10% (down from 25%) of your total mana over 15 sec. Cooldown changed to 2 min, up from 1 min.
    * Consecration now scales from 22% of AP and 22% of Spell Power, down from 32%.
    * Exorcism mana cost changed from 20% base mana (up from 8% of base mana). Cooldown removed.
    * Lay on Hands cooldown reduced from 20 min to 10 min.
    * Seal of Righteousness is gone, effect merged in Seal of Justice.
    * Tower of Radiance now procs from Holy Shock, Flash of Light, Holy Light or Divine Light.
    * Blessed Life now has a chance to proc whenever you take direct damage. (Old - "All attacks against you")
    * Illumination is gone.
    * Denounce revamped - Reduces the mana cost of Exorcism by 25/50%. In addition, you have a 50/100% chance when casting Holy Shock to make your next Exorcism spell instant and cost no mana.
    * Enlightened Judgements is now a Tier 4 talent, up from Tier 3. Healing value increased by 30%.
    * Healing Light renamed to Blazing Light - Increases the damage of your Holy Shock and Exorcism by 10/20%. (No longer affects Word of Glory's healing)
    * Arbiter of the Light no longer affects Holy Light.
    * Conviction is back as a Holy Tier 5 talent - Gives you a 1/2/3% bonus to damage and healing for 15 sec after causing a critical effect from a weapon swing, spell, or ability. This effect stacks up to 3 times.
    * Daybreak (Tier 3) *New* - Your Flash of Light, Holy Light and Divine Light have a 15/30% chance of resetting the cooldown on your Holy Shock.


    Protection

    * Seal of Justice now deals [ 0.5% of MWS * AP + 1% of MWS * Spell Power ] additional Holy damage on each hit.
    * Vindication now has a chance to reduce physical damage done by the primary target of the skills. (Old - All targets)
    * Grand Crusader now only procs from damage dealt to your primary target.
    * Sanctuary now also reduces all damage taken by 3/7/10%.


    Retribution

    * Selfless Healer now has a 50/100% chance to proc, up from 30/60%.
    * The Art of War revamped - Your melee attacks have a 7/14/20% chance to reduce the cast time by 100%, reduce mana cost by 60%, and increase damage by 60% of your next Exorcism.
    * Pursuit of Justice additional effect - You have a 50/100% chance to gain a charge of Holy Power when struck by a Stun, Fear or Immobilize effect.

    Shaman

    * Magma Totem base damage increased by 33%.
    * Fire Nova base damage increased by 33%.
    * Rolling Thunder is now a Tier 3 talent, down from Tier 4. Mana regeneration increased from 1% to 2%.
    * Improved Fire Nova moved to Enhancement.
    * Elemental Reach no longer increases the range of Thunderstorm, now affects the range of all your Shock spells. (Old - Just Flame Shock)


    Enhancement


    * Unleash Elements now has a 40 yards range, up from 30 yards.
    * Totemic Vigor is gone.
    * Improved Fire Nova is now a Tier 4 Enhancement Talent - Increases the damage done by your Fire Nova by 10/20% and reduces the cooldown by 2/4 sec.


    Restoration


    * Improved Water Shield now also procs from Greater Healing Wave.
    Really ticked off that they reverted Elemental Reach to a similar model of what it once was, the Thunderstorm gain sounded too good to be true and it would have made kiting melee classes so much easier than the current wait-until-they're-up-in-yo-grill method.

    Improved Fire Nova moving to deep Enhancement is facerape for Elemental Shammies. Not having access to it would mean less DPS on AoE fights and to a certain extent single-target fights too. This is probably to compensate on for the new AoE Earthquake, so Shaman don't do excessive damage in AE encounters.



    Warlock

    * Seed of Corruption base AE damage increased by 33%.
    * Drain Mana mana cost reduced from 17% of base mana to 12% of base mana.
    * Drain Life now restores 5% total health to the caster every 1 sec regardless of damage done. Soulburn now reduces cast time by 50%, down from 60%. Mana cost reduced from 17% of base mana to 12% of base mana.
    * Life Tap changed to - You Life Tap for 20% of your total health, converting 75% of that into mana.
    * Corruption now has a 40 yards range, up from 30 yards.
    * Haunt now has a 40 yards range, up from 30 yards.
    * Soul Swap now has a 40 yards range, up from 30 yards.
    * And I think Dark Pact is gone, but since I also screwed up with Soul Link last time, I strongly suggest that you assume I'm stupid until it's confirmed.


    Demonology


    * Soulburn now lasts 20 sec, up from 15 sec.
    * Unending Breath is back.
    * Nemesis is gone.
    * Hand of Gul'dan's range increased from 30 yards to 40 yards and revamped - Summons a falling meteor down upon the enemy target, dealing 1597.26 to 1886.4 Shadow damage and erupts an aura of magic within 4 yards, causing all targets within it to have an increased 10% chance to be critically hit by any of your demons for 15 sec.
    * Ancient Grimoire is now a Tier 5 talent, up from Tier 4.
    * Demonic Rebirth has a 2 minute cooldown.
    * Aura of Foreboding (Tier 4) *New* - When your Hand of Gul'dan lands, all enemies within 4 yards will be rooted for 2/3 sec and stunned for the same duration if they are still within the Curse of Gul'dan aura 6 sec afterword.


    Destruction

    * Shadowflame no longer fears the targets.
    * Hellfire base damage increased by 33%.
    * Rain of Fire base damage increased by 33%. Range increased from 30 yards to 35 yards.
    * Immolate range increased from 30 to 40 yards.
    * Chaos Bolt range increased from 30 to 40 yards.
    * Empowered Imp now has a 2/4% chance to proc from your Imp's Firebolt.
    * Soul Leech now restores 1/2% of your total health and mana, down from 5/10%.
    * Backdraft now reduces the casting time of Shadow Bolt, Incinerate, and Shadow Bolt by 10/20/30% for 15 sec. No longer has 3 charges.

    * Hand of Gul'dan's range increased from 30 yards to 40 yards and revamped - Summons a falling meteor down upon the enemy target, dealing 1597.26 to 1886.4 Shadow damage and erupts an aura of magic within 4 yards, causing all targets within it to have an increased 10% chance to be critically hit by any of your demons for 15 sec.


    combined with:

    * Aura of Foreboding (Tier 4) *New* - When your Hand of Gul'dan lands, all enemies within 4 yards will be rooted for 2/3 sec and stunned for the same duration if they are still within the Curse of Gul'dan aura 6 sec afterword.

    would finally give us Demolocks that much needed CC for PVP. A bit skeptical as to wether this new talent will see a nerf or not, seeing as how you could use it to exploit Battlegrounds much like the Earthbind totem did in Alterac Valley (Field of Strife? :P)

    Overall, some cool changes I hope to see make it in to the expansion. :)
    Last edited by Nferno; 31-08-2010 at 04:08 PM.

  17. #17

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    Quote Originally Posted by Nferno View Post
    Well it all depends on how well the Rand is doing if you have a subscription to determine how much you will pay. Sometimes it's sub-R300, sometimes above it.

    I also prefer to support Blizzard directly, rather than a 3rd party site making a marginal profit selling Blizzard's products.
    I'm sorry but why should I pay anywhere near R300? When I can get it for 90% of the time under R200?

    I support Blizzard by giving people cheaper ways to buy gamecards so that they ACTUALLY buy them and not think omg it's over R300...

    And sorry whether you pay R300 or R200 you still supporting Blizzard, just with the former price you supporting their ridiculous mark up too.

  18. #18

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    Quote Originally Posted by KalMaverick View Post
    I'm sorry but why should I pay anywhere near R300? When I can get it for 90% of the time under R200?

    I support Blizzard by giving people cheaper ways to buy gamecards so that they ACTUALLY buy them and not think omg it's over R300...

    And sorry whether you pay R300 or R200 you still supporting Blizzard, just with the former price you supporting their ridiculous mark up too.
    Apologies, I got confused with my billing. Just checked my billing info now and it's roughly about R350 for a 3-Month sub :)

    35.97 EUR Three-Month Subscription
    Let's not derail this further, though. Got anything to add in regards to Cataclysm?
    Last edited by Nferno; 31-08-2010 at 05:04 PM.

  19. #19

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    Im actually looking forward to rated BGs. I dont foresee needing a premade to be a problem, sure right now on live premade's dont come along too often, but in Cata when you can obtain the best gear from them? Im pretty sure you will have guilds for the sole purpose of rated BGs. And of course there will still be normal BGs for those who just wanna blow off some steam.

    One problem i think might come along, is certain class/specs being completely sidelined. For example I roll an enhance shammy, considered by many to be one of the weakest pvp specs in game, though Im more than happy with my performance in BGs. Though lets face it, range classes have the advantage in BGs, and I dont really see that changing in Cata.

    Time will tell of course, but for those who chose to pvp with specs that arent current fotm, might struggle to get into rated BGs.

  20. #20

    Default Re: World of Warcraft: Cataclysm megathread of OHNOES, THEY NERFED MY CLASS!

    Though lets face it, range classes have the advantage in BGs, and I dont really see that changing in Cata
    Actually I think they are trying to change that.

    Paladins seem as they have been given some help in that department with a talent that gives a 45% speed increase if they cast a judgement and the target is a certain distance away.

    So ja I think they are trying to balance it a little bit, ofcourse it is still going to be a lot of trial and error (and a lot of complaining ofcourse) but I think good things are going to come out of it.

    @Nferno
    Now that is decent pricing :)

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