![]() |
Цитата:
а вот на щёт палов это ты промахнулся ест ьшансы и не маленькие... убивают вары и опытных палов токо если пал полностью без кд это сделать очень сложно... P.S. на щёт стана это всего лиш слухи... да и факты небольшие есть такшто это не точно но если это будет то вары в отсосе :( |
Вот еще инфа... Перевода не видел, так что выложу только на английском (инфа о пвп, реидах, легендарках и тд)
PvP Panel Lake Wintergrasp PvE elements are being added to this PvP Zone, for example the equivalent of Elemental Plateau in Outland is in Lake Wintergrasp. Siege Combat will be in both Lake Wintergrasp and the new Battleground (see below) Siege vehicles incude air combat with flying vehicles. You can destroy the buildings within Lake Wintergrasp and in the Battleground. Lake Wintergrasp will feature an attack/defend game type. Just like the Auchindoun Spirit Towers, when your faction holds a tower it will keep it for a certain amount of time and retain all the advantage for a few hours. Northrend "Spirit Shards" will be used to reward players. When your faction controls Lake Wintergrasp all the bosses in Northrend will start dropping them. You can then use these shards to buy rewards from a merchant, they won't be more powerful any other reward but just an alternative to other sources of equipement (like gearing up for PvP very quickly). "Wintergrasp Marks of Honor" will drop as well and will be redeemable for items through the honor system and other NPCs. Bridges will be used as "choke point" in the map, siege vehicles can't travel through water. The goal of Lake Wintergrasp is to capture the "Wintergrasp Keep", everything in that keep is destructable and you will have to break into the keep to capture the point. Players will be able to control stationnary cannons on each tower to defend the keep. Bridges are very large and very tall, players should be able to see them from anywhere in the map. They're also totally destructable as well. Siege Vehicles The Demolisher The Demolisher has both short and long range attacks It is meant to bombard players and buildings from a long distance, it's also equipped with a ram to siege buildings. It can hold up to 3 passengers, passengers are exposed and can be targeted individually. However, players can cast while the vehicle is moving if they're in it. Forsaken Catapult The catapult is faster than the demolisher but its range is slightly lower. It does slightly less damage. It cannot hold any pessenger. The Siege Engine This is the siege weapon with the longest range. The gunner is sitting in the turrent and has full control of the turret. The driver is only moving the vehicle. The passengers in this vehicle are fully protected but can't shoot other enemies. It's also got a very powerful ramming attack Flying machine Flying Machines can bomb enemies, they're swift but very vulnerable to anti-air attacks. Goblin Shredder The shredder is an anti-air vehicle. It will use anti-air rockets, they're long range homing missiles. This is a personal armor suit, if the vehicle is destroyed the player just jumps out and keep fighting on his own. You can use your sawblade as close range melee attacks. The shredder can jump into the air just like rocket boots for players. This can also be used to jump over walls. The shredder is very vulnerable to siege damage. Arenas The point is to keep arenas simple, while leaving room to innovate. Stream lost at this point, will update later. Dalaran Arena The arena is fairly small and mounts won't be allowed here. Arenas will introduce new "movable" objects, changing the line of sight of the battlefield every few seconds in the arena. For instance pillars might go up and down randomly, on a timer, etc ... There is a pipe coming from the ceilling, every once in a while a column of water will start dropping from this pipe. Each team will start in a pipe on one side of the map, as the match begins a column of water will "push" the teams out of their pipes to prevent camping. Orgrimmar Arena There might have objects dealing damage to players, pillars moving up and down based on a timer. There will be visual signs on the battleground to warn players before something happens. Triggered objects will deal damage to players, for example when the pillars go down spikes will come up. Teams will be very close to each other at the beginning of the match. Players will start in elevators rising from the ground and will start 10 yards away from the enemy team. Mounts will be allowed in this arena. If you stay on a pillar when it rises up you go up with it. There will be spikes around the elevators, they will go down a few seconds after you reached the fighting area to let you the time to check what classes you're facing. Northrend Battleground This battleground is located on an island south of Dragonblight This is also an attack/defend game type battleground. One team will attack and the other one defend, you will have a specific amount of time to succeed. After the end of the round teams will switch sides. Attackers will come from boats and defenders will start in the middle of the beach. There are 3 sections of walls in the Area, after each wall there are capture points and graveyards to make the attack on the next points faster. Attackers will get more siege vehicles depending on their progression throughout the siege. The battleground will be either 10vs10 or 15vs15, this isn't decided yet. Q&A The battleground reporting system is being tuned to let player police themselves easier. A spectator mode is planned, but devs keep in mind that some players won't want to have other players spectacting them. Everything is done to make outdoor PvP more pleasant and prevent server crashes. All objectives in Wintergrasp are all spaced appart to prevent players from gathering at the same point, that's also why there are a lot of rivers in the zone. There isn't any plan to add racial abilities to each race. PvP rewards won't be changed, you will still be able to get some of the best item for some slots from the honor system, and the 5-part set from the Arenas. Battlegrounds starting without even teams is definitely a problem. Some changes will be made to the queue system to prevent the overlapping between the queues of each battleground and make sure that matches start with the same amount of players on each side. Raids & Dungeons Panel Raids & Dungeons There will be 8 Level Up dungeons and 4 Max Level Dungeons. There will be a 10/25 players mode for each raid dungeon. Heroic dungeons will be made slightly easier, at least devs are going to make sure you don't necessarily need a specific class like a prot warrior to complete it. Some dungeons were too long in Burning Crusade and completing a dungeon shouldn't take more than an hour. Quests didn't feel as connected as they should and dungeons quest should implicate a bit more in the background of the instance. Killing bosses might even have an impact on the world. Gun'drak will be a level 80 Dungeon and the last objective of a huge questline going through the whole zone (Zul'Drak). Black Temple and Hyjal Summit were released too early, on a second thought it would probably have been better to release Zul'aman first instead of postponing it for more than a year. Developpers are going to make sure that Arthas is and feels like the final boss of Wrath of the Lich King. Attunements to enter Heroic instances will be removed. Reputation You will be able to earn reputation toward a specific faction by becoming its "champion", for example by wearing a Cenarion Circle tabard while running Hellfire Ramparts you will earn reputation for both Honor Hold/Thrallmar and Cenarion Circle. Obviously tabards reputation requirements will be changed to something like friendly/honored. Itemization More PvP gear will be delivered through the PvE system, it won't be the best gear but it will give you a chance to get started. More PvP gear will be added as reputation rewards. More items will drop from 25-man dungeons. Items will be changed by removing "unecessary" stats to make them usable by more classes at the same time. More recipes and plans will be added to the game, with a better representation between professions. Even if some recipes will still drop from a specific boss in a dungeon like in BC, devs will try to make some of them easier to obtain. Death Knights Death Knights will be able to tank 5-man, heroics, raids dungeons, but in a "different" way. It will also fill a few more roles and won't be here just to tank. The Oculus (LVL 80 Dungeon - Borean Tundra) The dungeon will allow players to use flying mounts, parts of the dungeon will allow you to get a drake and combat while mounted by using different abilities of each drake. Some drakes will be able to tank, some will heal, others will DPS. Halls of Stone (LVL 77-79 - Storm Peaks) Halls of Stone will be located in Ulduar in Storm Peaks. All the dungeons in Ulduar were built by Titans and will really feel huge, however devs didn't want players to need a mount or anything like that to go through it and tried to keep it small. The storyline of Uldaman will continue in Ulduar. Caverns of Time: Stratholme (LVL 80 - Tanaris) The faction requirement on the Caverns of Time teleport will be removed. The dungeon is fully scripted just like Old Hillsbrad. There are a couple of timed encounters, it will be non-linear and you will be able to choose your encounters. Players will be fighting alongside Prince Arthas before he falls to the Lich King. The same voice acting as Warcraft 3 will be used in the instance. (Jaina / Arthas / Uthar) The Infinite Dragonflight storyline will continue here. Q&A Whenever it's possible, devs would prefer to deliver legendary items through quests like Atiesh instead of having them just drop from Bosses. There won't be any attunement for heroic or entry level raid instances. The remaining attunements will be very simple to understand. "Wipe management" is a very important part of the design and developpers are doing their best to make sure that corpse run in dungeons aren't too long. Titles might be added for kills, entering a specific area, etc ... More tokens will drop to minimize the impact of randomization, sometimes increasing the amount of items dropping from a boss isn't enough. Dungeons aren't going to be overall easier, but will be more accessible. Bosses might not be easier to kill but will be easier to understand for new players. |
ну кидай по русски, или ссылку на рускую версию етова тектса)
|
Я написал, что не нашл русской версии. Может на гохе появится позже...
|
The dungeon will allow players to use flying mounts, parts of the dungeon will allow you to get a drake and combat while mounted by using different abilities of each drake. Some drakes will be able to tank, some will heal, others will DPS.
Ого... Драться врехом на драконах - давно хотелось :) |
Интересно, какие новые спелы появятся у рог!?!?!?!?!?!?:drinkin:
|
Цитата:
|
|
Цитата:
|
может кто не видел : http://media.academ.org/media_show_p...=games&id=1358
|
То, что я писал выше, только с переводом:
Wintergrasp • Первая открытая зона, полностью отведённая под PvP. • Лишь несколько PvE элементов. • Отсутствие контроля численности войск. Поддерживает бои крупного и мелкого масштаба. • Осадные орудия на земле и в небе. • Разрушаемые здания. • Контроль над Wintergrasp даёт фракции лут, аналогичный Spirit Shards, за каждого босса в Northrend. • Наградами станут уникальные версии других предметов. • Слава и Marks of Honor. • Река, которую осадные орудия не могут пересечь. • Разрушаемые широкие мосты. • Кладбища можно захватывать, что помогает продвижению атаки. • Цель - захватить огромную крепость. Каждая стена крепости разрушаема. • За стенами установлены неподвижные пушки, защищающие крепость от осадных орудий. • Игроки могут определить, какой процент разрушаемых элементов уничтожен. Осадные орудия • The Demolisher: одно из главных осадных средств. Может атаковать с короткой и длинной дистанции и может служить тараном (имеет лобовую атаку). Может бомбить игроков и строения. Вмещает водителя, который также управляет оружиями, и трёх других игроков, которые могут сражаться с помощью своих заклинаний, как будто они стоят неподвижно. • Forsaken Catapult: быстрее, чем The Demolisher. Самое подвижное из всех осадных орудий. Небольшая дальность стрельбы, но всё ещё больше той, на которой могут вести бой игроки. Более низкий урон, способна выпускать пламя в качестве фронтовой атаки. Вмещает двух дополнительных пассажиров. Стоит меньше ресурсов в мастерской осадных орудий, чем другие устройства. • Siege Engine: бьёт сильнее всех, но имеет самую низкую дальность стрельбы. Водитель контролирует лобовую атаку, а в турели находится независимый стрелок. Дополнительные пассажиры защищены. • Fighter: очень скоростное воздушное судно. Используется для транспортировок. Уязвимо к противовоздушному оружию. • Bomber: быстрое воздушное судно. Вмещает пилота и штурмана, управляющего бомбами. • Goblin Shredder: противовоздушное устройство с ракетами "земля-воздух" дальнего действия. Также служит персональным "скафандром" - когда шредера уничтожают, игрок может вылезти и продолжить сражаться. Сильная "рукопашная" атака. Способен высоко прыгать, чтобы сбивать входящие ракеты, и перепрыгивать через стены. Уязвим к атакм наземных осадных орудий. Арены • Новые арены - простые, но оригинальные. • Двигающиеся объекты и динамическая линия обзора. Объекты могут двигаться хаотично, а могут - и по расписанию. • Уникальные стартовые зоны, которые могут располагаться очень близко друг к другу. • Новых арен будет две: одна - в Dalaran, вторая - в Orgrimmar. Арена в Dalaran • Связана с новой историей города. • Находится в канализации воздушной столицы континента Northrend. • Использование маунтов запрещено. • Размер сопоставим с размером Blade's Edge Arena. • Динамическим элементом служит труба, которая иногда выпускает мощную струю воды, заграждающую всё поле видимости. • Содержит несколько пандусов в центре арены с небольшими лестницами по бокам. • Вода выталкивает игроков из стартовой зоны, после чего они не могут туда вернуться. Арена в Orgrimmar • Новое место в старом мире. • Динамические объекты (шипы) наносят повреждения игрокам. • Другие динамические объекты - столбы - двигаются по таймеру; движению предшествует вращение колеса, которое могут заметить игроки. • Почти что смежные стартовые зоны - лифты доставляют игроков к центру арены всего лишь в 10 ярдах друг от друга. Затем убираются шипы и начинается бой. • Маунты запрещены. • Размер превышает размер арены в Dalaran. • Оркам нравится смотреть бои, поэтому за схватками будут следить NPC. • Игроки могут вставать на столбы, которые иногда поднимаются, но при этом оставаться уязвимыми к дистанционным атакам. • Когда столбы начинают подниматься, из земли вылезают шипы, и игрокам приходится решать, что делать дальше: двигаться ли по арене, получая урон, или оставаться отделёнными от группы. • Игрокам даётся несколько секунд, чтобы оценить оппонентов до того, как шипы спрячутся в землю и начнётся бой. Бэтлграунд • Расположен на острове в Dragonblight, который раньше служил тренировочным пунктом титанов. • Во время боя каждая сторона по очереди атакует-защищается: когда одна атакует, другая защищается. Когда время одной фазы истекает, победившая фракция получает контроль над ресурсами. Если атака проваливается, атакующая сторона получает ресурсное преимущество, что помогает ей в следующей фазе. • Стены и здания разрушаемы. • Имеются осадные орудия и мастерские. • Атакующие начинают на воде на двух паровых боевых кораблях и прорываются к вершине долины. • Обороняющиеся начинают на пляже радом с доком и стараются защитить захватываемые пункты на вершине. • 3 секции разрушаемых стен в долине. • За стенами находится осадная мастерская, которой может воспользоваться контролирующая её сторона. • Количество участников боя - 10 на 10 или 15 на 15 - пока не определено. • Размер совпадает с размером других бэтлграундов. Вопросы и ответы • Некоторые игроки специально проигрывают бэтлграунд, чтобы получить значки (marks) быстрее... Они (разработчики) работают над наградами за выигрыш/проигрыш, чтобы решить эту проблему, и рассматривают жалобы по этому поводу. • Зрительский режим на аренах? Всё ещё в планах, но некоторые игроки не хотят, чтобы их бой смотрели, поэтому зрительский режим - сложная дилемма. Они также подумывают о зрительском режиме для рейдов. • Рейды городов приводят к падению серверов. Что будет происходить в Wintergrasp? Они работают над технической стороной. При большом количестве игроков, возможно, будет урезаться дальность обзора, чтобы помочь производительности серверов и компьютеров. Кроме того, цели в Wintergrasp разбросаны по зоне, поэтому игроки не будут скапливаться в одном месте. • Будут ли награды за БГ а арены отделены друг от друга? Структура PvP лута останется прежней. Арена позволяет вам заполнить 5 слотов и слот для оружия, а слава - все остальные. • Одни способности некоторых классов по контролю толпы лучше в PvP, а другие - в PvE. Они не видят в этом проблемы. Они стараются их сбалансировать. • Запланированы ли какие-нибудь изменения resilience и AoE-урона у петов Колдуна в соответствии с характеристиками игрока? Нет, они довольны тем, как у петов сейчас обстоят дела. • Несбалансированность фракций на бэтлграундах? Это результат возможности вставать сразу в несколько очередей на бэтлграунды. Связанные с этой возможностью алгоритмы будут изменены. http://forums.goha.ru/showthread.php?t=204612 |
Лист грядущих изменений в WotLK, из беты, следовательно на этот раз изменений вероятно больше не будет.
World of Warcraft: Wrath of the Lich King: Beta Welcome to the World of Warcraft: Wrath of the Lich King Beta Test. The list below contains information on the current available content for testing and general information. This information is subject to change. Alpha testers should note that your characters have been temporarily locked out. In a few weeks time, we will unlock these characters and you will be able to continue to level them. Please visit the Beta forums to submit feedback and discuss the expansion development with others. General The continent of Northrend is now available! To travel there, visit one of four transportation masters in either Orgrimmar, Undercity, Stormwind Harbor,or Menethil Harbor. The floating magical city of Dalaran is now available! The Barber Shop has been implemented and you can now visit one of the Barber Shops in the major cities to change your appearance. The all new Achievement System has been implemented. Transportation between Howling Fjord and Borean Tundra can be found at the Tuskarr villages in those zones. The level cap is currently set to 77. Hit Rating, Critical Strike Rating, and Haste Rating now modify both melee attacks and spells. Spellpower: All items and effects which grant bonuses to spell damage and spell healing are being consolidated into a single stat, Spellpower. This stat will appear with the same values found on items which grant “increased spell damage and healing” such as on typical Mage and Warlock itemization. For classes which do not heal, they should see no change in the character sheet other than new tooltip wording. Healing characters will see their bonus healing numbers on the character sheet decrease, however, all healing spells have been modified to receive more benefit from spellpower than they received from bonus healing, with a net effect of no change to the amount healed by their spells. Some talents have had to be rebalanced to accommodate this change, but the amount healed will remain roughly the same. In addition, some talents will provide only healing spell power. NPC Transportation Locations Horde: Undercity to Vengeance Landing (Howling Fjord) Orgrimmar to Warsong Hold (Borean Tundra) Alliance: Menethil Harbor to Valgarde (Howling Fjord) Stormwind Harbor to Valiance Keep (Borean Tundra) Known Issues The current patch notes are incomplete, but will be more progressively more comprehensive in each patch. World Environment Zones The following zones are available for testing: Howling Fjord, Borean Tundra, Dragonblight, and Grizzly Hills, Sholazar Basin, and Zul'Drak. Dungeons The following dungeons are available for testing: Howling Fjord: Utgarde Keep (70-72) Borean Tundra: The Nexus (70-72) Dragonblight: Azjol-Nerub (72-74) Grizzly Hills: Drak’Tharon Keep (74-76) Storm Peaks: The Halls of Stone (77-79) Classes All Classes are available for play. Spells and talents will be available for testing past 70. The Death Knight Hero class is now available for play. Death Knights will now start with 0 talent points at level 55. Creating a new Death Knight will start you at level 55 in Eastern Plaguelands. The Death Knight start zone, Acherus, the Ebon Hold, is fully implemented and is located in the Eastern area of Eastern Plaguelands. Druid Brambles (Balance): Now increases the damage done by your Treants, and also damage caused from your Treants and Barkskin has a 5/10/15% chance to Daze the target for 3 sec. Celestial Focus (Balance): The stun proc now works with Starfall. Entangling Roots: Can now be used indoors. Faerie Fire (Feral): Now an 11-point talent, down from being a 21-point talent. Feral Charge (Feral) is now a 21-point talent, up from being a 11-point talent. Feral Charge (Feral): Can now be used in Cat form. Feral Instinct (Feral) no longer increases threat generated in Bear form, but now increases damage done by your Swipe ability by 5/10/15%. Focused Starlight (Balance): Now also works with Starfall. Force of Nature (Balance): Cooldown reduced to 2 minutes, down from 3. Hurricane: No longer has a cooldown (was 1 minute). Improved Faerie Fire (Feral): Now also works with spell hit, in addition to ranged and melee hit %. Improved Mark of the Wild (Restoration): Now a 2-point talent, down from a 5-point talent. Improved Tranquility (Restoration): Now also reduces the cooldown of your Tranquility spell by 25/50%. Mangle (Feral): Now increases the damage done by Maul in addition to Shred. Moonglow (Balance): Now also works with Starfall. Moonkin Form (Balance) no longer increases your attack power or causes you to regenerate mana off melee attacks, but now has a chance to cause you to instantly regenerate 2% of your total mana every time you critically hit with a spell. Nature's Focus (Restoration): Now a 3 point talent, down from a 5-point talent. Also moved to Tier 1, up from Tier 2. Now also includes Nourish. Nature's Grace (Balance): Now also reduces the global cooldown of your Wrath spell by 50% while in effect. Nature's Grasp (Balance): Can now be used and can proc indoors. Nature's Reach (Balance): Now also reduces threat generated by Balance spells by 15/30%. New Spell: Revive - Returns the spirit to the body, restoring a dead target to life with health and mana. Cannot be cast when in combat. (Ranks 1-7 added) Omen of Clarity (Restoration): Now a passive spell. Now also works for spells (healing and damage). Proc rate is roughly 6% with a 10 second internal cooldown. Primal Tenacity (Feral) now reduces damage while stunned by 5/10/15%, and reduces the duration of fear effects by 5/10/15%. Remove Curse can now be used in Tree of Life form. Soothe Animal can now be used on Dragonkin as well as Beasts. Soothe Animal is now instant cast. Subtlety (Restoration): Now a 3-point talent, down from a 5-point talent. Also moved to Tier 2, up from Tier 3. Also now only reduced threat for Restoration spells, and reduces the chance that your healing over time spells (Lifebloom, Regrowth and Rejuvenation) will be dispelled, rather than all Druid spells. Threat management for Balance can now be found in the Balance tree, within Nature's Reach. Survival of the Fittest (Feral): Increased to 2/4/6%, up from 1/2/3%. The mana regeneration penalty when in Bear Form, Dire Bear Form and Cat Form has been removed. Tranquil Spirit (Restoration) now also includes Nourish. Tree of Life (Restoration): 30% snare penalty has been removed. Tree of Life (Restoration): Can now cast Dispel Curse. Tree of Life (Restoration): You can now cast all Restoration spells (Healing Touch) in the form, but Tree of Life now only reduces the mana cost of your healing over time spells (Rejuvenation, Lifebloom, Regrowth and Flourish) by 20%. Vengeance (Balance): Now also works with Starfall. Hunter All pet families now have one unique ability. New abilities have been added for families such as bears and sporebats. Aspects now no longer cost mana. Avoidance, Dash / Dive and Cobra Reflexes are now pet talents instead of pet skills. Bite now has no cooldown, does the same damage and costs the same Focus as Claw, so works as a Focus dump. Clever Traps (Survival) has been renamed "Trap Mastery." Concussive Barrage (Marksmanship) - Can now proc from Volley attacks. Deterrence (Survival) - Cooldown reduced to 3 minutes, and now also increases your chance to resist spells by 60%. Now has a new spell effect. Every hunter pet can learn Growl, Cower and either Bite or Claw (never both). Hunter pets can now learn talents in one of three trees depending on family. Pets gain talent points starting at level 20 and earn an extra talent point every 4 levels. If a hunter tames a pet that is more than five levels beneath than the hunter's level, then the pet jumps to five levels beneath than the hunter's level. Improved Feign Death (Survival): Now also reduces damage taken during Feign Death by 15/30%. Loyalty, Training Points and the hunter Beast Training button no longer exist. Hunter pets can now learn all skills at their level. They will get new ranks automatically as they gain levels. Master Tactician (Survival) - Chance to proc increased to 10%, up from 6%. Monster Slaying (Survival) and Humanoid Slaying (Survival) has been combined into "Improved Tracking". New Talent - Improved Tracking (Survival) - Increases all damage done to targets that are being tracked 1/2/3/4/5%. Steady Shot now uses ammo. In result, its bonus damage has been slightly reduced. Players can notice a damage increase based upon what ammo they use. Surefooted (Survival) now reduces the duration of movement impairing effects by 10/20/30% (instead of resist % chance). Trap Mastery (Survival) has been removed. Mage Arcane Focus (Arcane) is now 3 ranks and increases chance to hit and reduces mana cost of Arcane spells by 1/2/3%. Counterspell now costs 9% of base mana. Frost Armor, Ice Armor, Mage Armor and Molten Armor are no longer Magic effects and cannot be dispelled. Invisibility now makes the caster invisible after 3 seconds, reduced from 5 seconds. Magic Attunement (Arcane) now also increases the range of your Arcane spells by 3/6 yards. Polymorph now costs 12% of base mana. Portal spells now cost 18% of base mana. Prismatic Cloak (Arcane) now also reduces the fade time of Invisibility by 1/2 seconds. Slow Fall now costs 6% of base mana. Teleport spells now cost 9% of base mana. Paladin All Auras now affect all party and raid members within the area of effect. Anticipation (Protection) moved to tier 1, now increases chance to dodge by 1/2/3/4/5%. Avenger's Shield (Protection) cast time reduced to .5 seconds, duration increased to 10 seconds. Avenging Wrath no longer causes Forebearance, damage increase reduced to 20%, now increases healing done by 20%. Blessing of Freedom renamed Hand of Freedom. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana. Blessing of Light and Greater Blessing of Light removed. Their effects have been folded into all relevant abilities. Blessing of Protection renamed Hand of Protection. Only one Hand spell can be on the target per paladin at any one time. All ranks now cost 6% of base mana. Blessing of Sacrifice renamed Hand of Sacrifice, is now only 1 rank and transfers 20% of the damage taken to the caster, duration reduced to 12 seconds, cooldown increased to 2 minutes. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana. Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana. Conviction (Retribution) now increases critical chance with all spells and melee attacks. Divine Intellect (Holy) moved to tier 2, increases total Intellect by 3/6/9/12/15%. Divine Intervention cooldown reduced to 20 minutes. Divine Protection and Divine Shield now cost 3% of base mana. Divine Purpose (Retribution) now reduces chance to be hit by spells and ranged attacks by 1/2/3%. Divine Strength (Holy) moved to tier 1 in the Protection tree. Greater Blessing of Salvation removed. Hammer of Justice now costs 3% of base mana. Hammer of Wrath is now considered a Retribution spell, moved from Holy, mana cost reduced, missile speed increased, now usable on targets below 35% health. Healing Light (Holy) moved to tier 2. Holy Shield (Protection) cooldown reduced to 8 seconds. Holy Shock (Holy) range changed to 20/40 yards when used on enemies/friends respectively, cooldown reduced to 6 seconds. Holy Wrath is now instant cast, causes a 3 second stun, cooldown reduced to 30 seconds, radius reduced to 10 yards. Illumination (Holy) moved to tier 3. Improved Concentration Aura (Protection) moved to the Holy tree. Improved Concentration Aura moved from the Protection tree to tier 4 in the Holy tree. Improved Devotion Aura (Protection) moved to tier 4, reduced to 3 ranks, now increases armor of Devotion Aura by 17/34/50% and increases all healing done to units affected by Devotion Aura by 1/2/3%. Improved Hammer of Justice (Protection) now reduces cooldwon by 10/20/30 secs. Improved Righteous Fury (Protection) threat bonus folded into base spell, talent still reduces all damage taken by 2/4/6%. Improved Sanctity Aura (Retribution) renamed Sanctified Retribution, now causes all units affected by Retribution Aura to cause 2% more damage. Improved Seal of Righteousness (Holy) moved to tier 1, renamed XXX, now affects Seal of Righteousness, Seal of Vengeance and Seal of Corruption. Improved Seal of the Crusader (Retribution) renamed Heart of the Crusader and the effects now apply to all Judgement spells. Judgement of Justice will no longer prevent Fear effects, only prevent NPCs from fleeing (e.g. at low health). Lay on Hands no longer drains all mana, cooldown reduced to 20 minutes. Pure of Heart (Holy) reduced to 2 ranks, now reduces duration of Curse and Disease effects by 25/50%. Redoubt (Protection) moved to tier 2. Repentance (Retribution) mana cost changed to 9% of base, duration increased to 1 minute (10 second PvP duration), now usable against Demons, Dragonkin, Giants, Humanoids and Undead. Retribution Aura damage increased and now gains damage based on Holy spell power. Righteous Fury now increases threat caused by Holy damage by 90%. Sanctified Light (Holy) now also increases the critical chance of Holy Shock. Sanctity Aura (Retribution) removed. Seal of Justice/Judgement reduced to 1 rank with all the effects of the previous rank 2, the Judgement effect no longer prevents Fear. Seal of the Crusader has been removed. The effects of Judgement of the Crusader have been folded into all relevant abilities. Seal of Vengeance damage over time effect duration increased to 18 seconds. Spiritual Focus (Holy) moved to tier 1. Stoicism (Protection) moved to tier 2, now reduces duration of Stun effects by 10/20/30% and reduces chance your spells will be resisted by 10/20/30%. Toughness (Protection) moved to tier 3. Turn Undead (ranks 1 and 2) removed. Turn Evil now granted at level 24, mana cost changed to 9% of base. Unyielding Faith (Holy) moved to tier 2. Priest Circle of Healing (Holy): Now works on any targets in the caster's raid, and is now a "smart" heal and chooses the lowest health targets to heal first within it's range. Also now has a 6 second cooldown. Also no longer will heal summoned Snakes from Hunter's Snake Trap. Enlightenment (Discipline): Now also gives 1% spell damage and 1% heal per point. Focused Will (Discipline): Now increases healing effects on you by 3/4/5%, down from 4/7/10%. Force of Will (Discipline): This talent now increases your spell damage by a flat amount, rather than increasing your spells by a %. (Now increases school %, rather than selected spells damage %). In other words, your spell damage gained from this talent is now reflected on your character sheet, rather than the skill tool-tips. Holy Fire: Cast time reduced to to 2 seconds, down from 3.5. Damage increased roughly 60%. Duration for the damage over time effect reduced to 7 seconds, down from 10. Holy Fire now has a 10 second cooldown. Improved Inner Fire (Discipline) - Now also increases the bonus healing on your Inner Fire spell by 10/20/30%. Improved Shadow Word: Pain (Shadow) - Now increases damage done by your Shadow Word: Pain by 5/10%, but no longer increases the duration of your Shadow Word: Pain. Levitate now costs 3% of base mana. Lightwell (Holy): Cast time reduced to .5 sec, down from 1.5 sec. Charges increased to 10, up from 5. Now breaks from any attack that hits you for 30% or more of your total health. Cooldown reduced to 3 minutes, down from 5. Mind Control now has only one rank and costs 12% of base mana. Mind Soothe now has only one rank, costs 6% of base mana and has no max target level. Mind Vision now costs 3% of base mana. New Talent: Improved Spirit Tap (Shadow) - Gives you a 50/100% chance to gain a 50% bonus to your Spirit after gaining a critical effect chance from your Mind Blast or Shadow Word: Death spells. For the duration, your mana will regenreate at a 25% rate while casting. Lasts 8 sec. New Talent: Twin Faiths (Discipline) - Increases your damage and healing by 1/2/3/4/5%. Pain Suppression (Discipline): Cooldown increased to 3 minutes, up from 2. Power Infusion (Discipline): Cooldown reduced to 2 minutes, down from 3. Psychic Scream now costs 15% of base mana. Searing Light (Holy): Now also increases the damage of your Holy Nova and Penance spells. Shackle Undead now costs 9% of base mana. Shadow Focus (Shadow): Now a 3 point talent, down from 5. Now also reduces the mana cost of your Shadow spells by 2/4/6%. Shadow Resilience (Shadow): Now reduces physical damage taken by 2/4%, but no longer reduces the chance to be critically hit by spells. Shadowform (Shadow): Now has an innate 30% threat reduction. Now has a shapeshift UI. Silent Resolve (Discipline): Now a 3 point talent, down from 5 points. Spirit Tap (Shadow) - Talent reduced to 3 points, down from 5. Now also leads into "Improved Spirit Tap" Wand Specialization (Discipline) has been removed. Rogue Blade Twisting (Combat) now cause all damaging melee attacks to have a 10% chance to daze for 4/8 seconds. Deadened Nerves (Assassination) now reduces all damage taken by 1/2/3/4/5%. Fleet Footed (Assassination) now reduces duration of movement impairing effects by 25/50% rather than increasing resist chance. Gouge is now only 1 rank and causes damage based on attack power. Kick is now only 1 rank and no longer causes damage. Nerves of Steel (Combat) now reduces the duration of all Stun and Fear effects by 15/30%. Pick Lock and Disarm Trap no longer require Thieve's Tools. Premeditation (Subtlety) duration increased to 20 seconds. Riposte (Combat) now slows the target's melee attacks by 20% instead of disarming them. Setup (Subtlety) chance to gain a combo point increased to 33/66/100%. Vanish no longer requires the reagent Flash Powder. Vile Poisons (Assassination) reduced to 3 ranks, now increases damage of poisons and Eviscerate by 7/14/20% and increases dispel resistance by 10/20/30%. Shaman All totems are now considered on the "Physical" school, and no longer magical spells. Ancestral Knowledge (Enhancement): Now increases your Intellect by 2/4/6%, instead of increasing your total Mana by 2/4/6/8/10%. Call of Flame (Elemental): Now also increases the damage of your Lava Burst spell by 2/4/6%. Call of Thunder (Elemental) now also increases the critical strike chance of your Thunder spell. Concussion (Elemental) now increases the damage of your Thunder and Lava Burst spells. Convection (Elemental) is now a 3-point talent, down from a 5-point talent. Now lowers the mana cost of Thunder and Lava Burst. Earth's Grasp (Elemental) is now a tier-1 talent, up from tier-2. Elemental Detestation (Elemental) is now a tier-2 talent, up from tier-4. Elemental Focus (Restoration): Now also can proc off Lesser Healing Wave and Healing Wave, and can be used on all healing spells. Elemental Fury (Elemental) now requires Elemental Focus as a pre-requisite Elemental Precision (Elemental): Chance to hit reduced to 1/2/3% from 2/4/6%, but threat reduction increased to 10/20/30% up from 4/7/10%. Enhancing (Enhancement) Totems is now a Tier 1 talent, up from Tier-2. Flametongue Totem is now a flat spell damage totem. All ranks have been modified. Frostbrand's snare effect has been increased to 50%, up from 25%. Ghost Wolf's mana cost is now 13% base. Grace of Air Totem has been removed. (Agility has been rolled over into Strength of Earth Totem) Improved Fire Totems (Elemental) is now (again) Improved Fire Nova Totem. It now has a 50/100% chance to stun all targets for 2 sec. Improved Lightning Shield (Enhancement) is now Elemental Shields, and is in Tier-1. New ranks have been added of Water Shield, starting at level 20. (Level 20, 27, 34, 41, 48, 55, 62, 69) New Spell: Earthliving Weapon - Imbue the Shaman's weapon with earthen life. Increases healing done by x and each heal has a 20% chance to proc Earthliving on the target, healing an additionaly over 12 sec. Lasts 30 minutes. New Talent: Cleanse Spirit (Restoration) - Cleanse the spirit of a friendly target, removing 1 poison effect, 1 disease effect, and 1 curse effect. New Talent: Elemental Shields (Enhancement): Increases the damage done by your Lightning Shield orbs by 5/10/15%, increases the amount of mana gained from your Mana Shield orbs by 5/10/15% and increases the amount of healing done by your Earth Shield orbs by 5/10/15%. New Talent: Mental Dexterity (Enhancement) - Increases your Attack Power by 33/66/100% of your Intellect. Rockbiter ranks 5 through 9 have been removed. Windfury Weapon is intended to replace Rockbiter at level 30. Shapeshifting will no longer cancel Water Walking. Shield Specialization (Enhancement) - Now a 2-point talent, and increases the chance to block with attacks by 10/20%, and increases the amount blocked by 5/10%. Stoneskin Totem now increases armor instead of reducing physical damage. Storm Reach (Elemental): Now also increases the radius of your Thunder spell by 10/20%. Strength of Earth Totem now also increases agility. Tranquil Air Totem has been removed. (Threat is being addressed by modifications to the base threat of players and/or "baked" into tanking abilities.) Unleashed Rage is now raid wide. Windfury Totem is now a flat 20% melee haste totem. All ranks have been modified. Windwall Totem has been removed. Wrath of Air is now a flat 10% spell haste totem. Warlock Aftermath (Destruction) - Now a 2-point talent, down from 5. All demon abilities and spells will automatically be learned as pets gain levels. Demon Master trainers will be removed. Blood Pact now works raid-wide (not just in party). Cataclysm (Destruction) - Now also increases your chance to hit with Destruction spells by 1% per point. Curse of Recklessness will no longer prevent Fear effects, only prevent NPCs from fleeing (e.g. at low health). Dark Pact: Tooltip updated to be more consistent with other similar effects. Demon Armor - Now increases healing done by spells and effects by 20%, but no longer has in-combat health regeneration. Demon Skin, Demon Armor and Fel Armor are no longer Magic effects and cannot be dispelled. Fel Armor - Now increases your spell damage equal to 30% of your total Spirit, but no longer increases healing done by spells and effects by 20%. Fel Stamina (Demonology) has been merged with Fel Intellect into Fel Vitality. Howl of Terror now costs 15% of base mana. Improved Curse of Weakness (Affliction) is now "Frailty" - Increases the amount of attack power reduced by your Curse of Weakness spell by 10/20%, and increases the amount of armor reduced by your Curse of Recklessness by 10/20%. Improved Enslave Demon (Demonology) is now a Tier 5 talent, up from Tier 4. Improved Lash of Pain (Destruction) and Improved Firebolt (Destruction) have been merged into one talent, Demonic Power. Improved Shadow Bolt (Destruction) - Now increases damage by your next Shadow damage spells by 3/6/9/12/15%, down from 4/8/12/16/20%. Mana Feed: Tooltip updated to be more consistent with other similar effects. Master Demonologist – Felguard (Demonology) - Now increases all damage by 1/2/3/4/5%, and reduces all damage done to you by 1/2/3/4/5%. Master Demonologist – Imp (Demonology) - Now increases Fire damage by 1/2/3/4/5%, and critical hit chance with Fire spells by 1/2/3/4/5%. Master Demonologist – Succubus (Demonology) - Now increases Shadow damage by 1/2/3/4/5%, and critical hit chance with Shadow spells by 1/2/3/4/5%. Master Demonologist (Demonology) - Most effects have been altered. New Talent: Demonic Empowerment (Demonology) - Grants your Summoned Demon power for a short time. New Talent: Eradication (Affliction) - Your Corruption, Siphon Life and Curse of Agony ticks have a 5/10/15% chance to increase your spell haste by 20% for 8 sec. This effect has a 10 second cooldown. New Talent: Molten Core (Destruction) - Your Shadow spells and damage over time effects have a 5/10/15% chance to increase the damage of your Fire spells by 10% for 6 sec. Pyroclasm (Destruction) - Now also includes Conflagrate. Shadowfury (Destruction) - Can now be cast while moving. Stun duration increased to 3 seconds, up from 2. Soul Link (Demonology) is now an 11-point talent (used to be a 31-point talent), but the 5% bonus damage from this talent has been removed. In addition, the damage absorbed by Soul Link is now 15%, down from 20%. Soul Siphon (Affliction): Now also increases the damage of your Drain Soul. Suppression (Affliction) is now a 3-point talent, down from 5. Now increases your chance to hit with Affliction spells by 1/2/3%, down from 1/2/3/4/5%. Unstable Affliction (Affliction): Silence effect reduced to 3 seconds, down from 5. Warrior Anticipation (Protection) now increases chance to dodge by 1/2/3/4/5%, moved to tier 2. Challenging Shout cooldown reduced to 3 minutes. Death Wish (Fury) no longer makes you immune to Fear effects. Death Wish and Sweeping Strikes have swapped locations in their respective talent trees. Defensive Stance now increases threat by 45%. Defiance (Protection) removed, replaced by Incite and moved to a new location on tier 2. Hamstring now only has one rank and no longer causes damage. Improved Bloodrage (Protection) now increases rage generation of both the instant and over-time effects by 25/50%. Improved Disarm (Protection) now reduces the cooldown of Disarm and Shield Break by 5/10/15 seconds and increases damage taken by disarmed targets by 4/7/10%. Improved Shield Block (Protection) now has 2 ranks and reduces cooldown of Shield Block by 5/10 secs. It no longer increases the number of blocks. Iron Will (Arms) now has only 3 ranks, reducing the duration of Stun and Charm effects by 10/20/30%. Last Stand (Protection) cooldown reduced to 6 minutes. Mace Specialization (Arms) can no longer trigger more than once per 6 seconds. Mocking Blow now only has one rank and causes weapon damage, cooldown reduced to 1 min and can now be used in Defensive Stance. Overpower now only has one rank and no longer causes any bonus damage (i.e. weapon damage only). Poleaxe Specialization (Arms) now also increases critical damage done by Axes and Polearms by 1/2/3/4/5%. Pummel now only has one rank and no longer causes damage. Shield Bash now only has one rank and will cause damage based on a % of AP. Shield Block now increases chance to block and amount blocked by 100% for the next attack. Cooldown increased to 30 seconds. Shield Slam is now available to all warriors, starting at level 40. Shield Specialization (Protection) moved to Tier 1, now increases rage by 2 on a successful block. Sword Specialization (Arms) can no longer trigger more than once per 6 seconds. Toughness (Protection) moved to tier 3. Professions The following tradeskills are available to train up to 425: First Aid, Herbalism, Mining, Skinning, Enchanting, and Leatherworking. User Interface The /cower emote now has an animation. Macros and key bindings are now saved server-side so there is no longer a need to reconfigure them when logging in using another computer. Shift-clicking to loot mail: You can now hold Shift and click on mail in your inbox to automatically loot any items and gold without opening the mail. This default behavior can be changed via Auto Loot Mail in the Interface Options (Controls). Combat Log Changes: The combat log now differentiates between a spell failure due to resistance and spell failure due to missing the target. Where once both events reported as a resist; a spell missing the target is now reported as a miss. Overhealing is now reported in the combat log. When a source of damage is entirely prevented (by a shield block, a full resist, or a damage shield like Power Word:Shield, the prevented amount will now be displayed. |
Эм... Всмысле имеющейся 70 переделают? Нет конечно...
|
Ну так по мере кача будет возможность ходить в новые инсты. Хотя близы сказали, что топ шмот на 70 лвл будет заменятся очень медленно, допустим в инсте на примерно на 78-80 лвлы уже можно будет найти веапоны, которые по дпсу превосходят дропающиеся с боссов в СП.
|
Вложений: 1
Собственно в дополнение к выше сказанному, вот о чем я говорил: BoE (!) даггер (Halls of Stone in Storm Peaks. This instance is tuned for LVL 77 to 79), по дпс превышающий, хотя по топ дамаге конечно нет:confused: http://www.wowhead.com/?item=34329 (дроп с Kil'jaeden).
|
Вот ВоЛК кальк талантов
http://wow-europe.com/ru/info/basics...t/talents.html Хоть очевидных ляпов аля -1000 сек кд штормстрайка нет. Офф все-таки. ЗЫ там все таланты а не тока дескнайт, просто общая ссылка не пашет чего-то. Вдруг не все смотрели, а где смотрели зачастую не для всех классов есть талы, например на вовхеде для хантов небыло вроде ;) |
Если кто не знает еще, в WotLK будет введена сиситема достижений. На мой взгляд забавная вещь...
http://wotlk.wowhead.com/?achievements=92 |
можно поточнее рассказать, а то трафик на Инет кончился)
|
Цитата:
|
..
Цитата:
|
Цитата:
|
Заметно изменились таланты. Советую глянуть сюда:http://talent.mmo-champion.com/
Ресто шамам интересную фичу дали, магов сильно изменили ну и т.д. |
как чел играющий за дисциплин приста в новых талах понравилось замена хорошая для атаки ванда( при 5 очках на 25%) помне всетаки на 5% увелечение бонусов к хилу и дд лучше:yeah:
тал на уменьшение кулдауна 20%(при 2 очках) оч силно понравился :yeah: наконец токи присту дали инстант хил(а то был ток в холи ветке и те масовые) правдо оч похож на паловский инстант хил в холи ветке ):yeah: уменьшение кулдауна щита на 0.5эт несерьезно(даж если щитать что он 4 секунды кулданится в 5% случаях эт может спасти конешно товарища на арене) правдо 2 бонус этого тала оч хороший( если я перевел норм):yeah: все остально мне кажется что толку недаст на нашем ибо не работать будет оч долго все остальные 2 ветки помолчу ибо переводить лень (в шадов ветке абилка на повышение спирита стала помне лучше правдо криты до левола так 40 редко появляются:) ) |
Цитата:
|
3 поста сверху
а причём тут грядущий патч "лич кинг"? |
Цитата:
поскок 2 перс кем я играю эт комбат рога патч эт меня непорадовал комбат роге почти нече недобавили нормально талы как были так и остались нече непоменялось там ток трот специализация эт еще норм штука для комбат роги ток сделали кучу абилок чтоб типо от крита рога хилялся и все фантазия кончилась рога в 3 ветке интересная фича понижение (при 5 ачках на 15 ) стоимости амбуша и бекстапа рогам короче можно спокойно забить будет на синестер страйк к примеру поскок стоить по энергии они буду одинаково непонял последнию аблику вообще че там и кто будет танцивать ток понил что эт подобие ваниша тож уход в стелс и все все остальное относительно понятно как и раньше рога в 3 ветке рулить будет ток после выхода из стелса в течении некоторого времени а потом резко его дамаг спадет :) 1 ветку необсуждаю ибо неразу в ней неиграл кстати помойму эт моя беда я некогда немогу перевести последнюю абилку )) |
Будем надеяться что абилки новые рогам нифига не дадут, поскольку и так... новая чать-новые вещи-новые статы-повышения крита, повера и т.д.-КУДА РОГАМ БОЛЬШИ? ПШЛИ ОНИ ВСЕ В ТОПКУ!
|
Цитата:
|
скоро выйдет то лич кинг*? и скоро его поставят на оуте и собираются ли вообще*?*
|
Цитата:
С другой стороны мое "скоро" может отличаться от твоего. |
ну на оффе волк планируется конец 2008 - начало 2009, у нас хз мб через месяц, а мб через год
|
Цитата:
|
Цитата:
Хотя если учитывать, что на аут в основном не ставят не доработанные пачи, то думаю ждать придётся довольно долго. |
Цитата:
|
1.Зависит это не от наших ГМ , а от разработчикрв мангоса.
2.Если наша администрация поставит его сразу после выхода его на мангосе , мы скорее всего погибнем в лагах , багах , падениях сервера. |
А вот это зависит от мангосов!:)
|
Upcoming Warrior Update
General Enraged Assault redesigned, now Enraged Regeneration: You regenerate 30% of your total health over 10 sec. This ability consumes all Enrage effects and prevents any from affecting you for the full duration. Must be enraged to use. Cost 15 rage, 3 min cooldown. Slam – We’re working to change this ability to suspend the swing timer when you are using the ability. In other words, if you’re .5 sec away from swinging your weapon when you start using Slam you’ll be .5 sec from swinging your weapon after Slam goes off. Arms Improved Charge now generates 5/10 rage. Mace Specialization now ignores 3/6/9/12/15% of target’s armor. Sudden Death and Trauma swapped locations. Bladestorm now lasts 6 seconds, causing a whirlwind every second. Protection Toughness now also reduces duration of movement slowing effects by 10/20/30/40/50%. Improved Sunder Armor renamed Puncture, reduced to 2 ranks for 1/2 rage cost reduction. Improved Disarm reduced to 2 ranks, now reduces the cooldown of Disarm by 10/20 sec and increases damage taken by disarmed targets by 5/10%. Improved Defensive Stance reduced to 2 ranks, now reduces spell damage taken by 3/6% and any block/parry/dodge has a 50/100% chance to enrage the warrior causing 5/10% more damage for 12 sec. Vigilance will soon transfer the 10% threat lost to the warrior. It will also have 3 charges to curb using it on targets that are being hit constantly. We’re still polishing this element to get it to feel right. (NEW) Warbringer is a new one point talent on Tier 9 that allows Charge to be used in combat. Did I mention the change to Improved Charge? Critical Block now also increases your chance to critically hit with your Shield Slam by 5/10/15%. Sword and Board no longer triggers when Shield Slam is used, but the chance to trigger has increased to 3/6/9/12/15%. Note these are not final numbers. Fury Intensify Rage and Precision swapped locations. Enrage now increases damage done by 3/6/9/12/15%, limitation on number of attacks removed. Improved Whirlwind now increases damage of Whirlwind by 10/20%, no longer reduces cooldown. Furious Attacks changed to use PPM (procs per minute) to make it trigger at the same rate regardless of weapon speed. Note that dual-wielding and haste still improve your chances. Titan’s Grip still needs a counterbalancing element, but what it will entail and how severe it will be is still being evaluated. Upcoming Rogue Update General Cloak of Shadows cooldown changed to 1.5 min. Disarm Trap range increased to 20 yds, cast time reduced to 1 sec, now requires stealth. (NEW – Level 75) Tricks of the Trade: The current party or raid member becomes the target of your Tricks of the Trade. The threat caused by your next attack and all actions taken for 6 sec afterwards will be transferred to the target. In addition, all damage caused by the target is increased by 15% during this time. 30 sec cooldown. (Surprise! Yes, this is the new group/raid utility ability. We haven’t put any stacking protection on it yet but we’ll need one type of solution or other to prevent the need for 5 rogue Trick rotations. Note also that you cannot use this ability on yourself.) Assassination Vigor moved to Tier 3. Relentless Strikes moved to Subtlety Tier 1, made 5 ranks for 4/8/12/16/20% chance. Murder moved to Tier 6, now increases damage by 2/4%. (NEW – Tier 7) Overkill: Abilities used while stealthed and for 6 seconds after breaking stealth cost 10 less energy. Focused Attacks and Turn the Tables have swapped locations. Master Poisoner moved to Tier 9, no longer increases chance to hit with poison attacks, now increases the critical hit chance of all attacks made against any target you have poisoned by 1/2/3% and reduces the duration of all Poison effects applied to you by 17/34/50%. (This does not stack with the Paladin talent Heart of the Crusader.) Hunger for Blood duration increased to 30 seconds. Combat Precision now also increases chance to hit with poison attacks by 1/2/3/4/5%. Nerves of Steel will now reduce damage taken while stunned or feared by 15/30% rather than reducing duration. Improved Sprint moved to Tier 4. Blade Twisting now slows movement speed by 70%. Mace Specialization now ignores 3/6/9/12/15% of target’s armor. Throwing Specialization now also has a chance to interrupt target when Fan of Knives is used. Unfair Advantage: Whenever you dodge an attack you strike back for 50/100% of your main hand weapon’s damage. Stay of Execution removed, replaced with Blood Poisoning. (NEW – Tier 9) Blood Poisoning: All physical damage caused to enemies you have poisoned is increased by 1/2%. Prey on the Weak now increases critical strike damage of all attacks. Killing Spree is the new name for Murder Spree and should be working much better very soon. Subtlety Shadowstep will no longer be usable while rooted. Elusiveness moved to Tier 3, now reduces cooldown of Cloak of Shadows by 15/30 sec. Premeditation cooldown reduced to 20 sec. Preparation no longer refreshes the cooldown to Premeditation. Master of Deception reduced to 3 ranks. Opportunity reduces to 2 ranks for 10/20%. Camouflage reduced to 3 ranks for 5/10/15% speed and 2/4/6 sec off the cooldown of Stealth. Initiative moved to Tier 4, increased to 33/66/100% chance. Improved Ambush moved to Tier 4, reduced to 2 ranks for 25/50%. Serrated Blades moved to Tier 3. Wrongfully Accused replaced with Filthy Tricks. (NEW – Tier 9) Filthy Tricks: Reduces the cooldown of your Tricks of the Trade and Distract abilities by 5/10 sec. Slaughter from the Shadows now also reduces the energy cost of your Hemorrhage ability by 1/2/3/4/5. Shadow Dance redesigned, now allows the use of Sap, Garrote, Ambush, Cheap Shot, Premeditation, Pickpocket and Disarm Trap regardless of being stealthed. Those abilities all gain a cooldown of 2 sec. Lasts 10 sec. :o |
Запостите про магов инфу :) Очень интересно что с ними будет.
|
Последние изменения в WotLK можно узнать здесь: WotLKWiki или mmo-champion
|
на http://worldofwarcraft.ru/ тоже довольно свежая инфа и к тому же на русском языке
|
Часовой пояс GMT +1, время: 00:37. |