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 Post subject: Re: ZOMG 3.2
PostPosted: Wed Jun 24, 2009 6:37 am 
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TOloseGT wrote:
oh man, lemme tell u guys about ele shaman/destro lock, we lost against the same team twice tonight. the most insane amount of burst you can imagine. i deathgrip shaman after we knock his grounding totem down and i set up amz while he's under coi. holy then stuns him, we beat him down again, then i strangulate him. all the while we can't do nething about the lock because that ele shaman had to go down. i blow all my CDs and shaman then thunderstorms me and i'm los of the healer, then i die 2 secs later from their pew pew.

that's ridiculous

Hold on, I'll go get my sarcasm detector.

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 Post subject: Re: ZOMG 3.2
PostPosted: Wed Jun 24, 2009 7:15 am 
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Gah, extended maintenance..

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 Post subject: Re: ZOMG 3.2
PostPosted: Tue Jul 07, 2009 1:32 am 
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Anyone saw the Sunreaver Dragonhawk mount? I'm glad I farmed those dailies for the seals.

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 Post subject: Re: ZOMG 3.2
PostPosted: Tue Jul 07, 2009 3:52 am 
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Quote:
Protection
Ardent Defender: Redesigned. Any damage that takes the paladin below 35% health or below is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum.

*Drool*

and this is cool:
Quote:
New Dungeon Loot Feature
Players will now be able to trade soulbound items with other raid or group members that were eligible for the loot. This system will work like the Item Buy Back system and allow 2 hours for players to trade an item after it has been looted. Players who choose to enchant or add gems to the item will get one last confirmation before losing the ability to trade the item.

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 Post subject: Re: ZOMG 3.2
PostPosted: Tue Jul 07, 2009 11:02 am 
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Not only cool, greatly in demand.

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 Post subject: Re: ZOMG 3.2
PostPosted: Tue Jul 07, 2009 12:33 pm 
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Aren't we forgetting about Lay on Hands?

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 Post subject: Re: ZOMG 3.2
PostPosted: Tue Jul 07, 2009 1:36 pm 
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piootr wrote:
and this is cool:
Quote:
New Dungeon Loot Feature
Players will now be able to trade soulbound items with other raid or group members that were eligible for the loot. This system will work like the Item Buy Back system and allow 2 hours for players to trade an item after it has been looted. Players who choose to enchant or add gems to the item will get one last confirmation before losing the ability to trade the item.
Only thing I see wrong with that is that people who already have an item will need on it, hoping to get it, and then try to sell it to the person who really needs it. Maybe not in your server, but our server has a bad reputation for people being total dicks in raids. I can see this being a huge problem in VOA where ppl are getting furious gear. I personally don't want to do a raid and then have to pay some asshat for an item.

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 Post subject: Re: ZOMG 3.2
PostPosted: Tue Jul 07, 2009 9:33 pm 
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Think it would be opposite.

Other players in the raid might offer money to the winner.

I suppose it could cause drama if you don't run a tight ship.


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 Post subject: Re: ZOMG 3.2
PostPosted: Wed Jul 08, 2009 12:32 am 
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WTFFFFFFFFFFFFFFFFFF FROST MAGE BUFFS!

  • Ice Barrier mana cost has been reduced from 25% of base mana to 21% of base mana.
  • Cone of Cold mana cost has been reduced from 29% of base mana to 25% of base mana.
  • Frost Ward mana cost has been reduced from 16% of base mana to 14% of base mana.
  • Frostbolt mana cost has been reduced from 13% of base mana to 11% of base mana.
  • Ice Armor mana cost has been reduced from 28% of base mana to 24% of base mana.
  • Ice Lance mana cost has been reduced from 7% of base mana to 6% of base mana.
  • Frost Nova mana cost has been reduced from 8% of base mana to 7% of base mana.
  • Empowered Frostbolt now reduces the cast time of your Frostbolt by 0.1/0.2sec instead of increasing its critical strike chance by 2/4%.
  • Permafrost now also reduces the target's healing received by 7/13/20%.

CASTER MS! CASTER MS!!!!! WIZARD CLEAVEEEEEEEE!!!111one1

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 Post subject: Re: ZOMG 3.2
PostPosted: Wed Jul 08, 2009 7:56 am 
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FInally.

Perhaps i'll consider respeccing my pvp spec from arcane to frost now.

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 Post subject: Re: ZOMG 3.2
PostPosted: Wed Jul 08, 2009 8:13 am 
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Priam wrote:
FInally.

Perhaps i'll consider respeccing my pvp spec from arcane to frost now.


Why the hell weren't you frost in the first place?

A good frost mage will wreck a lot of people's shit

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 Post subject: Re: ZOMG 3.2
PostPosted: Wed Jul 08, 2009 8:18 am 
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I wish I was a Troll now. Berserk + IV + new Empowered Frostbolt + 500ish haste with 2p T7.5 + WG haste trinket = 1 second Frostbolt missiles?

I bet Houndus is laughing at all the Undeads now.

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 Post subject: Re: ZOMG 3.2
PostPosted: Wed Jul 08, 2009 8:25 am 
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that's just OP

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 Post subject: Re: ZOMG 3.2
PostPosted: Wed Jul 08, 2009 8:50 am 
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cuchulainn wrote:
Priam wrote:
FInally.

Perhaps i'll consider respeccing my pvp spec from arcane to frost now.


Why the hell weren't you frost in the first place?

A good frost mage will wreck a lot of people's shit


Simply because I rarely pvp, and when I do, I can't stand not having barrage ;)

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 Post subject: Re: ZOMG 3.2
PostPosted: Thu Jul 09, 2009 3:13 am 
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Quote:
Quick Trial of the Crusader FAQ:

Q) Where's all the trash?
A) There isn't any in this raid zone. Really.

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 Post subject: Re: ZOMG 3.2
PostPosted: Thu Jul 09, 2009 10:38 am 
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bakafish wrote:
Quote:
Quick Trial of the Crusader FAQ:

Q) Where's all the trash?
A) There isn't any in this raid zone. Really.

good stuff.

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 Post subject: Re: ZOMG 3.2
PostPosted: Thu Jul 09, 2009 11:09 pm 
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piootr wrote:
bakafish wrote:
Quote:
Quick Trial of the Crusader FAQ:

Q) Where's all the trash?
A) There isn't any in this raid zone. Really.

good stuff.


disagree, although no one 'likes' trash having a challenge set of mobs before a boss like in tbc was a good idea if you didnt know how to properly CC or broke the CC the raid would be hard hit or wipe, now in Wotlk it shows that they have played down trash to just a interplay before the boss but now this is just taking the piss its just boss after boss i dont like that.

Im clasified as a casual gamer/hard gaming depending on whether i have the time but making it this easy is insane even creating content for the sol purpose of helping casual gamers is stupid.

I dont raid because i want loot, i raid because i want a challenge what point is there if all the boss are easy trash is easy and a raid takes 10mins before you know its end game geared with nothing else to do and no real achievement to show for your efforts.

Raids like Temple of Ahn'Qiraj & Sunwell Plateau are end game i just hope for the sake of this game the final raid is a real challenge i dont feel i could play to the next expansion if it carrys on down this route.

I understand they need to give casual gamers something they can get gear from and enjoy but i also feel they should have the major raids tuned for skilled players naxx was a piss take, ulduar is more of a challenge but come 3.2 will then be a utter piss taker.

Raids with a crital role in the story development such as ulduar, naxx, citadel should be challenge more so then they are now. i dont much care about os or eoe they play no role in the main story line voa plays no part in the story these type of raids are what should be for casual gamers

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 Post subject: Re: ZOMG 3.2
PostPosted: Fri Jul 10, 2009 2:33 pm 
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If ulduar is so damn easy why haven't any of the hardcore raiding guilds on my server cleared it on hardmode yet?? Just sayin, I think people just like to whine for the sake of whining.

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 Post subject: Re: ZOMG 3.2
PostPosted: Fri Jul 10, 2009 2:59 pm 
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lavapockets wrote:
If ulduar is so damn easy why haven't any of the hardcore raiding guilds on my server cleared it on hardmode yet?? Just sayin, I think people just like to whine for the sake of whining.


State of mind.

Some people believe hardmodes and achievements are just something you do for fun and kill time on. If the "base" content non-hardmode is easy, some are discontent.

Ulduar 25 isnt a cake walk on normal mode. What happens is, after wiping on something countless times, and downing an encounter weekly, people forget all about when they wiped on it countless times, and have this perception its "easy".

We one shot mimiron all the time. I could claim its easy, andybody can do it. But I remember how many times I died in that room from every way possible and how frustrated I was watching healers eat rockets in the Farking face

I remember how much it sucked to tank; since he'd do a laser barrage + shock blast combo all the time, costing the lives of melee and myself many times. Our first kill pre-nerf there was.... 5 people left alive?

I remember how rockets didn't have a red pillar of light, and if the tank got picked, you wouldnt see it because your underneath the boss because of his improper hitbox size.

And when they nerfed it so that he cant barrage+blast at the same time, and added the red pillar of light to rockets, I said THANK GOD.

"Challenge" should never be:

Extreme RNG you can't control
Getting gayed by things like rockets the tank cannot see
Challenging because its bugged to shit
Challenging because of terrible design


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 Post subject: Re: ZOMG 3.2
PostPosted: Fri Jul 10, 2009 4:12 pm 
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Ryoko wrote:
"Challenge" should never be:

Extreme RNG you can't control
Getting gayed by things like rockets the tank cannot see
Challenging because its bugged to shit
Challenging because of terrible design
Reminds me of the "dungeons" in Warhammer, which I played previously. They were only hard as hell because the bosses would bug out or the events would bug out. Some of my favorite bugs were bosses ignoring the armor on your tank and one shotting him. Hearing other people call you a noob because you had a tough time getting stuff done while the content was buggy gets old real quick.

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 Post subject: Re: ZOMG 3.2
PostPosted: Fri Jul 10, 2009 10:11 pm 
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Now im not talking about hardmodes but i dont feel that adding that will make any difference the idea of someone clearing ulduar casually without much of a challenge is silly, i much rather the elite guilds clear it without hardmode leaving casual players behind then the way it is now. Gear should be earned not given FL can be done by pre naxx geared players thats how easy it is

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 Post subject: Re: ZOMG 3.2
PostPosted: Sat Jul 11, 2009 1:12 am 
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Fuck, they nerfed Shield Slam. Here I am expecting to do 24k crits.

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 Post subject: Re: ZOMG 3.2
PostPosted: Mon Jul 13, 2009 1:02 pm 
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They gotta give paying customers something.

Sure, they handed casuals flame leviathan on a platter.

But, definetly not Yogg. Not everythings a cake walk.

Besides, FL is one of my guilds most enjoyed bosses. Its actually quite hard on +4 tower. Took us a few hours the first night we did +3, then a few more the next week when we got our +4.

Of course, I speak for 25 man.


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 Post subject: Re: ZOMG 3.2
PostPosted: Mon Jul 13, 2009 4:06 pm 
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Ryoko wrote:
They gotta give paying customers something.

Sure, they handed casuals flame leviathan on a platter.

But, definetly not Yogg. Not everythings a cake walk.

Besides, FL is one of my guilds most enjoyed bosses. Its actually quite hard on +4 tower. Took us a few hours the first night we did +3, then a few more the next week when we got our +4.

Of course, I speak for 25 man.


il give them 25man for once the 25man version is not easier then the 10man but stil considering algalon and yogg they could have scaled the rest to difficultys not far off them rather then bosses like XT, Auriya, Razor and so on which tbh are tank n spank with twists not even hard twists

kolgarm is just a piss take as a normal tank and spank

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 Post subject: Re: ZOMG 3.2
PostPosted: Mon Jul 13, 2009 4:08 pm 
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[SD]Master_Wong wrote:
Ryoko wrote:
They gotta give paying customers something.

Sure, they handed casuals flame leviathan on a platter.

But, definetly not Yogg. Not everythings a cake walk.

Besides, FL is one of my guilds most enjoyed bosses. Its actually quite hard on +4 tower. Took us a few hours the first night we did +3, then a few more the next week when we got our +4.

Of course, I speak for 25 man.


il give them 25man for once the 25man version is not easier then the 10man but stil considering algalon and yogg they could have scaled the rest to difficultys not far off them rather then bosses like XT, Auriya, Razor and so on which tbh are tank n spank with twists not even hard twists

kolgarm is just a piss take as a normal tank and spank

Have you done Algalon or Yogg on either 10man or 25man?


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 Post subject: Re: ZOMG 3.2
PostPosted: Mon Jul 13, 2009 5:01 pm 
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I_R_Powerpuff wrote:
[SD]Master_Wong wrote:
Ryoko wrote:
They gotta give paying customers something.

Sure, they handed casuals flame leviathan on a platter.

But, definetly not Yogg. Not everythings a cake walk.

Besides, FL is one of my guilds most enjoyed bosses. Its actually quite hard on +4 tower. Took us a few hours the first night we did +3, then a few more the next week when we got our +4.

Of course, I speak for 25 man.


il give them 25man for once the 25man version is not easier then the 10man but stil considering algalon and yogg they could have scaled the rest to difficultys not far off them rather then bosses like XT, Auriya, Razor and so on which tbh are tank n spank with twists not even hard twists

kolgarm is just a piss take as a normal tank and spank

Have you done Algalon or Yogg on either 10man or 25man?


no i encountered yogg more then once though

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 Post subject: Re: ZOMG 3.2
PostPosted: Fri Jul 17, 2009 12:27 am 
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Seems like it's comming on wednesday :)


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 Post subject: Re: ZOMG 3.2
PostPosted: Fri Jul 17, 2009 3:16 am 
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I_R_Powerpuff wrote:
Seems like it's comming on wednesday :)


What? The patch?

3.2 isn't going live until late august at the earliest. My guess is mid to late September

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 Post subject: Re: ZOMG 3.2
PostPosted: Fri Jul 17, 2009 10:01 am 
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cuchulainn wrote:
I_R_Powerpuff wrote:
Seems like it's comming on wednesday :)


What? The patch?

3.2 isn't going live until late august at the earliest. My guess is mid to late September

Then why is it available for download already?

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 Post subject: Re: ZOMG 3.2
PostPosted: Fri Jul 17, 2009 11:26 am 
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Pre-download.

That not the entire patch.

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