Can you respost the URL please!Syl wrote:Changed the permissions on The Watch board. Removed all the usergroups (ranks). Now, any registered member has access to most forums on the board, the exceptions being The Wardroom and The Command Tent. Those, someone will have to give you permissions for.
World of Warcraft
Moderators: Cagliostro, lucimay, Creator, Sorus
- I'm Murrin
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Anyway, we wiped on the Twin Emperors in AQ-40, though we did get them to about 30%. If we'd had a couple more people we would have downed them.
And the mobs that drop the mounts respawn really fast.
And the mobs that drop the mounts respawn really fast.

Oh, a change is coming, feel these doors now closing
Is there no world for tomorrow, if we wait for today?
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Hmm... they respawned for us, and we did kill the whole group. Though they may have stopped spawning after we killed the first boss.
We had some issues with the first boss. Some mind-controlled warlock set the healer on fire.
We had some issues with the first boss. Some mind-controlled warlock set the healer on fire.

Oh, a change is coming, feel these doors now closing
Is there no world for tomorrow, if we wait for today?
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Cool, I signed up for everything I was invited to. I also whispered Kelleta to let her know that if she needed to give Ulduar priority to a Legacy member, that I would understood. But I am eager to break into it! =)Sorus wrote:We're going to try some Ulduar this week, and 25-Naxx if we can get enough people, so please don't get locked. We will do 10 if we can't get enough for 25.
'You can never step in the same river twice'
West of House.
You are standing in an open field west of a white house, with a boarded front door.
There is a small mailbox here.
West of House.
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There is a small mailbox here.
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Holy crap this next patch will be amazing.
Seriously, that first change turns AD into nothing more than a flat 15% effective health boost for Paladins, and reducing damage is far stronger than boosting health numbers (because of the ratio of damage to healing!). Incredibly overpowered, and I expect to see some change there (perhaps in amount of damage reduced).
Rather than add a new ability that felt like a clone of another class’s ability, we decided to buff an existing talent that was no longer cutting it. Ardent Defender has two important changes. The first is that the damage can no longer “skip over” the 35% health level – it will always be reduced. Secondly, it has a new effect that if a blow would kill you, it instead sets you to 30% health. This portion of the ability cannot occur more than once every 2 minutes. Think of it as a Last Stand that you don’t have to push.

Seriously, that first change turns AD into nothing more than a flat 15% effective health boost for Paladins, and reducing damage is far stronger than boosting health numbers (because of the ratio of damage to healing!). Incredibly overpowered, and I expect to see some change there (perhaps in amount of damage reduced).
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Patch notes!
PTR is going live soon.
(Haven't read them yet, will be back with comment after.)
Edit: Halfway through,some very interesting stuff, but just wanted to cheer yet again: Invisibility is no longer cancelled by damage! Mages now have a reliable aggro dump (though they can still die while it's casting, heh).
Edit2: Running commentary.
-Experience from BGs, and a "turn off all xp" option - twinking just got a helluva lot easier (no more accidental dinging while questing/instancing for gear), and we now have twink-only BGs (players with xp disabled will only fight each other).
-They just killed all their hard work with the badge system. They didn't like people running Heroics for T6 gear in TBC, but not we'll be able to run them for Ulduar gear - all Heroics, Naxx, and Ulduar will drop Conquest badges, with the new tier dropping Emblems of Triumph in all difficulties. They're effectively recreating the problem the tiered badge system was there to solve, though maybe exempting the highest raid tier is supposed to alleviate it.
-Pets scale better, with resilience, spell pen, and hit. Good change.
-DKs - Nerfs to Frost and Unholy's main strikes, and a rebalance to make Blood Strike more appealing to those specs. Frost Presence nerfed but now gives Stamina, which scales with buffs and talents. Stamina in Blood tree nerfed. IBF made 2 minutes, equal to all other tank cooldowns. Frost can now be used as the Dual-wield tree. Interesting stuff, want to see it in action.
-Druids - Innervate gives half the mana twice as often. Nice buff. Eclipse got an interesting change, will make people want to switch between Wrath and Starfire more dynamically, I think.
-Hunters - Already mentioned pet scaling. Hunters now have seperate categories of traps, can lay one of each at any time (three traps at once - can stack frost, viper, and explosive, nice).
Mages - Invis buff woot!
Paladins - BoSanc now gives the same Stam effect as Kings, so we won't miss only having one and not the other.
To make up for the Exorcism nerf (cast time, boo), Paladins' single target taunt now does significant damage when used to taunt off another target! (HoR + Exo was a very common pulling technique to gain and then retain aggro. Now it'll do it in one go.)
Righteous Fury no longer has a duration!
Massive Seal of Vengeance buff, Shield of Righteousness nerf (making up for significant increases in block value), Beacon of Light now transfers overheal (healing anyone for any amount can heal the Beacon for the full size of the heal, woot).
Rogues - Can now use axes. Nice, lets them share more weapons with Shaman.
Shaman - Totem bar is nice, Shock range is nice for Ele. I no longer have to have two seperate binds for remove disease and poison, yay!
-Stat comparison tooltips for items built into the UI, nice.
-More Questhelper-type changes: quest items and mobs are visible on the world map.
-Horde get Ravasaur mounts! (To equalise with Wintersabers?)
Engineering: ALL eng enchants are increased in stats, not just gloves. Mote extractor has built in detector. Ammo cheaper and more plentiful to create. Transporters no longer need to be in trinket slots. Mailbox cooldown reduced. Potion injectors give 25% more effect if you're an engineer. The potion buff combined with glove enchants might make this competitive for PvE at last.
PTR is going live soon.
(Haven't read them yet, will be back with comment after.)
Edit: Halfway through,some very interesting stuff, but just wanted to cheer yet again: Invisibility is no longer cancelled by damage! Mages now have a reliable aggro dump (though they can still die while it's casting, heh).
Edit2: Running commentary.
-Experience from BGs, and a "turn off all xp" option - twinking just got a helluva lot easier (no more accidental dinging while questing/instancing for gear), and we now have twink-only BGs (players with xp disabled will only fight each other).
-They just killed all their hard work with the badge system. They didn't like people running Heroics for T6 gear in TBC, but not we'll be able to run them for Ulduar gear - all Heroics, Naxx, and Ulduar will drop Conquest badges, with the new tier dropping Emblems of Triumph in all difficulties. They're effectively recreating the problem the tiered badge system was there to solve, though maybe exempting the highest raid tier is supposed to alleviate it.
-Pets scale better, with resilience, spell pen, and hit. Good change.
-DKs - Nerfs to Frost and Unholy's main strikes, and a rebalance to make Blood Strike more appealing to those specs. Frost Presence nerfed but now gives Stamina, which scales with buffs and talents. Stamina in Blood tree nerfed. IBF made 2 minutes, equal to all other tank cooldowns. Frost can now be used as the Dual-wield tree. Interesting stuff, want to see it in action.
-Druids - Innervate gives half the mana twice as often. Nice buff. Eclipse got an interesting change, will make people want to switch between Wrath and Starfire more dynamically, I think.
-Hunters - Already mentioned pet scaling. Hunters now have seperate categories of traps, can lay one of each at any time (three traps at once - can stack frost, viper, and explosive, nice).
Mages - Invis buff woot!
Paladins - BoSanc now gives the same Stam effect as Kings, so we won't miss only having one and not the other.
To make up for the Exorcism nerf (cast time, boo), Paladins' single target taunt now does significant damage when used to taunt off another target! (HoR + Exo was a very common pulling technique to gain and then retain aggro. Now it'll do it in one go.)
Righteous Fury no longer has a duration!
Massive Seal of Vengeance buff, Shield of Righteousness nerf (making up for significant increases in block value), Beacon of Light now transfers overheal (healing anyone for any amount can heal the Beacon for the full size of the heal, woot).
Rogues - Can now use axes. Nice, lets them share more weapons with Shaman.
Shaman - Totem bar is nice, Shock range is nice for Ele. I no longer have to have two seperate binds for remove disease and poison, yay!
-Stat comparison tooltips for items built into the UI, nice.
-More Questhelper-type changes: quest items and mobs are visible on the world map.
-Horde get Ravasaur mounts! (To equalise with Wintersabers?)
Engineering: ALL eng enchants are increased in stats, not just gloves. Mote extractor has built in detector. Ammo cheaper and more plentiful to create. Transporters no longer need to be in trinket slots. Mailbox cooldown reduced. Potion injectors give 25% more effect if you're an engineer. The potion buff combined with glove enchants might make this competitive for PvE at last.
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The turning off XP thing is really cool. Naturally because you can still grind for gold with a twink, without accidently leveling.
But more than that, it would be fun to create a level 60 player and experience original content without dinging to 61 etc.
I bet some guilds will pop up with players who do that.
But more than that, it would be fun to create a level 60 player and experience original content without dinging to 61 etc.
I bet some guilds will pop up with players who do that.
'You can never step in the same river twice'
West of House.
You are standing in an open field west of a white house, with a boarded front door.
There is a small mailbox here.
West of House.
You are standing in an open field west of a white house, with a boarded front door.
There is a small mailbox here.
- Web Monkey
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- Joined: Tue Sep 11, 2007 9:15 am
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There is exactly one epic-axe that a level 80 rogue might want to use.Murrin wrote:Patch notes!
Rogues - Can now use axes. Nice, lets them share more weapons with Shaman.
And there are no rogue talents that enchance axe-wielding... whereas there are talents that enchance Swords, Maces and Fists. So I am guessing this will be useful (sorta?) while leveling, just because you will have more choices, but from a level 80 perspective, it is mostly useless.
'You can never step in the same river twice'
West of House.
You are standing in an open field west of a white house, with a boarded front door.
There is a small mailbox here.
West of House.
You are standing in an open field west of a white house, with a boarded front door.
There is a small mailbox here.