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Old 05-09-2008, 06:02 AM   #31 (permalink)
Zerai
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Originally Posted by Darkreapr View Post
Whats the point of doing 25mans though, if you can see all content in 10mans?
Better loot, more complex encounters.
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Old 05-09-2008, 06:04 AM   #32 (permalink)
column
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e peen lewt
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Originally Posted by kegkilla on Superman
WHY THE FUCK DIDN"T JOR-EL MAKE THE KRYPTON SPACESHIP BIG ENOUGH FOR THE WHOLE FAMILY?!?!?! FUCK SUPERMAN WHAT A BULLSHIT STORY!!! REDO IT FOR THE NEW MOVIE!!!

HOW THE FUCK DID KRYPTON BLOWING UP MAKE ROCK INTO KRYPTONITE?!?!? WTF IS THAT BULLSHIT?!?!?!?! URANIUM MAKES MORE SENSE IN 2008 LAWL!!
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Old 05-09-2008, 06:08 AM   #33 (permalink)
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10 mans = raids for casuals and PUG's.

Since I hold random gaming hours these days and can't commit to a schedule I wholeheartedly agree with this change.
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Old 05-09-2008, 06:12 AM   #34 (permalink)
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I for one, welcome our new Death Knight overlords.
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I hear that to celebrate the 20th anniversary of R.C. Pro Am nintendo is making a dancing game / farming simulator hybrid.
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Old 05-09-2008, 06:18 AM   #35 (permalink)
Havelock
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The 10-man raid thing is likely to drag me back in. Damn you, Blizzard!
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Old 05-09-2008, 06:20 AM   #36 (permalink)
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Right now, every race in the game can be a Death Knight -- producer J. Allen Brack swears there's a good lore explanation.
i'd love to hear this explanation.
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Old 05-09-2008, 06:21 AM   #37 (permalink)
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i'd love to hear this explanation.
Fuck that, I wanna see 15 DK vs 15 DK BG's, I don't care how they do it.
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Old 05-09-2008, 06:23 AM   #38 (permalink)
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A tanking/dps hybrid with ae agro abilities of a paladin? Sign me up! I'd actually be playing a feral now if my guild wasn't chocked full of them already.
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Old 05-09-2008, 06:29 AM   #39 (permalink)
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Nice timing on the release of info and AOC is coming around the corner. I havn't played WOW in over a week.
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Old 05-09-2008, 06:36 AM   #40 (permalink)
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This little tidbit seems... interesting. It is apparently from CURSE (actually quoted from Nihilum news page)

Quote:
Death Grip -- This is the Death Knight's "taunt" ability. It also pulls the target to the Death Knight, forcing them to attack the Death Knight for a short amount of time. Yes, I said pulls the target; Blizzard is going to allow players to move mobs in the expansion both with Death Grip, and other knockback/pull abilities. This works on players too, so PvP balance ahoy!
I guess with PvP balance so perfect now, its time to throw in some new mechanics!
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Old 05-09-2008, 06:42 AM   #41 (permalink)
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So what will make the best raicals for DK's for each side?

Alliance Racials
Spoiler Alert, click show to read:

Dwarf

Stoneform
Activate to gain immunity to poison, disease, and bleed; +10% Armor; Lasts 8 seconds. 3 minute cooldown.

Gun Specialization
increases chance to critically hit with Guns by 1% as of Patch 2.3 (was increase Gun Skill by 5).

Frost Resistance

Increase Cold Resistance by 10.

Find Treasure
Activate to see treasure chests on mini map - lasts until canceled - no cooldown.

* Treasure finding also marks many "node-type" quest items on the mini map.

Gnome

Escape Artist
Escape the effects of any immobilization or movement speed reduction effect. Instant cast. 1 min, 45 sec cooldown as of Patch 2.3 (was 1 min).

Expansive Mind
Increase Intellect by 5%.

Arcane Resistance

Increase Arcane Resistance by 10.

Engineering Specialist
15 point skill bonus to Engineering (note, this also raises the cap by 15 at each level of Engineering).

Human

Perception
Activate to increase stealth detection radius. Lasts 20 seconds, 3 minute cooldown.

The Human Spirit
Increase spirit by 10%.

Diplomacy
10% bonus to faction point gain.

Sword and Mace Specialization
Increases expertise with maces, two-handed maces, swords, and two-handed swords by 5.

Night elf

Shadowmeld

Activate while immobile and out of combat to enter stealth mode. Movement or damage cancels Shadowmeld.
Passively boosts stealth mode of rogues and druids.

Quickness

Dodge chance increased by 1%.

Wisp Spirit
Become a wisp when dead with 50% movement speed increase.

Nature Resistance
Increase Nature Resistance by 10.

Draenei

Gift of the Naaru

Activate to heal your target for 35 + 15 per Level over 15 sec - 40 yd range - 1.5 sec cast - 3 min cooldown. (At level 1 it heals 50 health, and 1085 at level 70)

Heroic Presence
Increases chance to hit by 1% for you and all party members within 30 yards. (Warriors, Paladins, and Hunters)

Inspiring Presence
Increases chance to hit with spells by 1% for you and all party members within 30 yards. (Priests, Mages, and Shaman)

Gemcutting
5 point skill bonus to Jewelcrafting (note, this also raises the cap by 5 at each level of jewelcrafting).

Shadow Resistance
Increase Shadow Resistance by 10.


Horde Racials
Spoiler Alert, click show to read:

Orc

Blood Fury
Activate to increase attack power and spell damage/healing by an amount based on level/class for 15 seconds, decreasing healing done to the user by 50% for the duration. 2 minute cooldown.

Hardiness
Increase resistance to stun effects by 15%.

Command
Damage done by Hunter and Warlock pets increased by 5%.

Axe Specialization
Expertise with One- and Two-handed Axes increased by 5.

Tauren

War Stomp
Activate to stun opponents - Stuns up to 5 enemies within 8 yards for 2 seconds. 2 minute cooldown.

Endurance
Hitpoints increased by 5%.

Cultivation
15 point skill bonus to Herbalism (note, this also raises the cap by 15 at each level of herbalism).

Nature Resistance

Increase Nature Resistance by 10.

Troll

Berserking
Activate to increase attack and casting speed for 10 seconds. Speed is raised by 10% at full health, increasing as health is lost to a maximum bonus of 30%. 3 minute cooldown.
Costs 10 Energy, 5 Rage, or 7% of base mana.

Regeneration

Increase health regeneration bonus by 10%. Also allows 10% of normal health regen during combat.

Beast Slaying
5% damage bonus when fighting against Beasts.

Throwing Weapon Specialization

Increases chance to critically hit with Throwing Weapon by 1% as of Patch 2.3 (was increase Throwing Weapon skill by 5).

Bow Specialization
Increase Bow critical strike chance by 1%.

Undead
Will of the Forsaken
Activate to become immune to fear, sleep, and charm effects. Lasts 5 seconds. 2 minute cooldown.

Cannibalize
When activated, regenerates 7% of total health every 2 seconds for 10 seconds. Only works on Humanoid or Undead corpses within 5 yards. Any movement, action, or damage taken while Cannibalizing will cancel the effect.

Underwater Breathing
Underwater breath increased by 300%.

Shadow Resistance
Increase Shadow Resistance by 10.

Blood elf

Mana Tap
Activate to reduce target's mana by (50 + Level) and charge you with arcane energy for 10 min. This effect stacks up to 3 times. 30 yd range - Instant - 30 sec cooldown.

Arcane Torrent
Activate to silence all enemies within 8 yards for 2 seconds. In addition, you gain 10 energy or (5 + Level) mana for each charge of Mana Tap currently affecting you. 2 min. cooldown.

Arcane Affinity

10 point skill bonus to Enchanting (note, this also raises the cap by 10 at each level of enchanting).

Magic Resistance
Increase all Resistances by 5.


For Alliance I'd say Human is a strong choice. Blizzards raging hard-on for faction grinds are very likely to continue in the expansion and +10% to faction grinding is just so beneficial to everything.

For Horde I'd say Orc stackable stun resistance always looks good. Blood elf +5 to all magic resist may be helpful since the DK is a anti-magic tank but +5 is marginal.
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Old 05-09-2008, 06:42 AM   #42 (permalink)
Blackulaa
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Honestly

Best idea ever regarding raids, I will finally get to see Naxx. The revamped level 80 one that is. now if they would just do rank bg's I'd be in heaven.
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Old 05-09-2008, 06:58 AM   #43 (permalink)
rinthea
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Quote:
Originally Posted by whaerf View Post
This little tidbit seems... interesting. It is apparently from CURSE (actually quoted from Nihilum news page)



I guess with PvP balance so perfect now, its time to throw in some new mechanics!
Very similar to a class move from WAR online (not sure if WAR one has a taunt). It looks pretty cool in that game. Reminds me of Scorpian from Mortal Kombat. 'GET OVER HERE' + uppercut.
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Old 05-09-2008, 06:59 AM   #44 (permalink)
Azrayne
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Very happy to hear about the 10/25 man decision. I just don't have the time/schedule/dedication for 25 man raid content anymore, and I've pretty much missed out on all of BC's raid content because of it, glad to hear I can play WoTLK and still get to see all the new zones Blizzard have worked so hard on.
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Old 05-09-2008, 06:59 AM   #45 (permalink)
Wilfan
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Originally Posted by kegkilla View Post
i'd love to hear this explanation.
Arthas is an equal opportunity employer. Tad more srsly, there are gnomes in Scholo studying necromancy, Sylvanas is (night) elf, there's undead trolls all over the place and so on. The only problem are Draenei, which were not on Azeroth when Arthas and plague was going on. So they'll probably make DKs to be freshly converted.
Quote:
Originally Posted by Sharmai View Post
So what will make the best raicals for DK's for each side?
Safe bet is same as (raiding) rogs or wars. Taurens/humans make best tanks anyway, the rest can be best only for for PvP.
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