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    • By Whitedagger
      Im playing rogue assa in cata classic and after read some guide I don't understand some things about stats. 
      I know as a rogue assa I have to priories hit rating until the spell hit cap of 17% (1332 if I remember) but i dont understand how to manage other stats like mastery and haste/crit or expertise. 
      Did I have to put full mastery ? and reforge all the crit chance, expertise and reforge haste at least ? Or did I have to balance mastery and haste ?
      Can someone help me to understand in wich ordre and priority I have to manage stats as Assa Rogue in wow cata classic ?
    • By Gianeezy
      Hi, i need help with my race as a UH DK. I've been raiding with my guild and realize that the other UH DK (an orc) is topping DPS and me as a blood elf just suck. I've been looking at wcLogs and found that i got 2k strenght less than him, looking at the top UH DPS the first 20 or 30 are orcs.
      I just wanna know if as an orc i had that 2k extra str. I've been looking for an answer since last week, just cant believe i got 2k str less than any other DK just for my race.
      Thanks for your time guys.
    • By Staff
      The next stage of Cataclysm Classic arrives at the end of the month, as Blizzard announced the Rise of the Zandalari patch! The two Zuls return in 5-player dungeon form, with new mounts to go with them! 
      (Source)
      Just when you thought you’d take the advice to “Stay away from da voodoo” a new temptation arises, beckoning you to take the risk, enter Zul’Gurub and Zul’Aman, thwart the machinations of the Zandalari and their brethren, and collect the rewards for your efforts. 
      A Threat Fought in Secret
      Using a great deal of discretion, Vol’jin has dispatched Darkspear delegates to the capital cities of Stormwind and Orgrimmar calling for all able-bodied adventurers to investigate recent threats that have risen in the jungles of Stranglethorn.
      The outlook isn't good. The Gurubashi tribe, their strength renewed, is running rampant throughout Stranglethorn. Players will have a chance to embark on all-new level-85 solo quests in Stranglethorn and will discover exactly what tribulations lie ahead -- Gurubashi leadership is still largely intact and rehabilitated through the new union with the Zandalari. Along the way, players will assist a sassy, headstrong Darkspear spirit-talker named Bwemba, they'll track down the elusive Hemet Nesingwary, and they'll encounter many of the new Zul'Gurub bosses throughout the steaming jungles of Stranglethorn.
      Rewards for addressing the issues in Stranglethorn include an adorable panther pet of your own to care for. Players should seek out Vol'jin's representatives in Orgrimmar or Stormwind Harbor to begin their adventure.
      Return to Zul'Gurub
      This ancient city has once again become the staging grounds for an empowered Gurubashi people to strike against those who they perceive to be invading their ancestral lands. Now backed by the Zandalari, the Gurubashi present all-new challenges for players in this level-85 5-player Heroic dungeon. While players may see some familiar faces in this dungeon, the encounters and fight mechanics have been considerably updated. For allying yourself with the Darkspears, High Priest Venoxis, Broodlord Mandokir, High Priestess Kilnara, Zanzil, and Jin'do the Godbreaker would like to make one thing clear -- your intrusion will cost you. Take their heads and you’ll be presented with a treasure map. You’ll want to seek out its precious booty, including an account-bound ring with a gem so big it’s visible when worn!
      Also, for those with a high enough Archaeology skill, an additional boss can be unlocked in Zul’Gurub. Gri'lek, Renataki, Hazza'rah, and Wushoolay will be randomly selected to put an end to those who dig too deep for greater riches. Should your group survive the challenge, you'll unearth a selection of rewards available from any of the four bosses, as well as loot unique to each boss.
      The Amani Regrouped
      With the aid of the Zandalari, the remaining Amani have reassembled under new, sturdy leadership in Daakara. Zul'Aman has been converted into a challenging level-85 5-player Heroic dungeon. For those who fought Zul'jin back during The Burning Crusade, much of the dungeon will feel similar, but the mechanics have been updated to suit a 5-player group. Akil'zon, Nalorakk, Jan'alai, Halazzi, Hex Lord Malacrass, and Daakara look to bring their tribe out of hiding and into the spotlight as a force to be reckoned with. Challengers beware.
      Both Zul'Aman and Zul'Gurub will require players to have a minimum average item level of 346 before they can enter. These two Heroic dungeons will exist in a separate Heroic difficulty tier in the Dungeon Finder, above the current Cataclysm Heroic dungeons. In return, they will offer players item level 353 epic-quality loot. Players can expect to find items for nearly every gear slot available in these two dungeons, though much focus has been placed on offering players itemization for hard-to-fill slots or specializations, such as bracers, helms, shoulders, guns, and wands.
      Rare Mounts and More
      As with the original iterations of Zul'Gurub and Zul'Aman, players will have a chance to obtain updated rare mounts. The Swift Zulian Panther and Armored Razzashi Raptor are obtained in Zul'Gurub, while the Amani Battle Bear can be earned by killing the first four bosses of Zul'Aman in a limited amount of time.
      Play with the Blues Friday, July 19
      Please join us for a Play with the Blues event on Friday, July 19 at 1:00 p.m. PDT (4:00 p.m. EDT).
      We’ll have the Cataclysm Classic PTR (Public Test Realm) open for testing the Rise of the Zandalari content, with a focus on the new Troll dungeons. Queue up for the Zul’Aman or Zul’Gurub dungeons on Classic PTR Realm 1, and you just might be partnered with members of the WoW Team.
      Vol'jin needs your help to stop this play for power. Will you rise to the challenge? Step back in time and watch the original Rise of the Zandalari official trailer.
    • By Starym
      No Dragonflight in today's hotfix batch, as we get Remix and Cata improvements only! A TBC tier set bonus gets removed and Priests and Shamans get some adjustments, with some pretty interesting changes in there.
       June 21 (Source)
      WoW Remix: Mists of Pandaria
      Fixed an issue causing Echo of Light from Holy Priest to scale incorrectly when there’s a level disparity. Cataclysm Classic
      Shaman Fire Elementals will now prefer targets that have their master’s Flameshock active on them, and will switch to those targets over targets without their master’s Flameshock. This check occurs only once every several seconds, so may take a little time to occur. Temporarily removed the Elemental Shaman (2) Set Bonus on the Burning Crusade Tier 4 set. Developer’s note: The 2 Piece Elemental Shaman Tier 4 bonus has a bug that existed in original Cataclysm, but was found later on in Warlords of Draenor. If this bonus were to remain in its bugged state, it would cause Elemental Shamans to wear 2 Pieces of The Burning Crusade tier for the entire expansion and we kind of like it when people have to progress their gear. Because the real fix we wish to do requires server restarts, we are removing the 2-set bonus off of the set for the weekend, and then placing it back after server restarts in its fixed state.
    • By Staff
      Blizzard will be changing the way Moonkin plays in Cataclysm Classic, as they were seen players heavily favor the Solar end of the balance and changed things up last week. Today they have changed things once more, as Insect Swarm is now Spellstorm damage, so that going into Lunar Eclipse is more appealing.
      Balance (Source)
      Greetings Moonkins.
      We noticed that Balance druid gameplay was seeing a trend towards sitting in Solar and trying not to leave it, especially in Multi-DoT situations. Not engaging with a decent chunk of your core rotation to stay in Solar Eclipse is not a playstyle that we nor the original developers had intended, so we released a change last week that was aimed at preventing mastery snapshotting pre-pull by resetting Eclipse when engaging a boss.
      Having your Eclipse state reset on boss pull does a few things:
      It lets Balance druids start pulls on a relatively even playing field (even after wiping) It makes you less reluctant to participate in trash pulls instead of saving an Eclipse state, and It also doesn’t punish a player who was recently in Solar, and starts a boss with their bar pushing towards Lunar Eclipse We acknowledge this change required breaking a few Moonkin eggs and understand this could be a damage reduction in many scenarios. As a result, we went looking for a lightweight change to bring back the DPS lost from not being able to start in a specific Eclipse state, and to attack the core problem that Moonkins were facing that made them want to play ‘Sunkin’ in the first place–it feels bad to leave Solar Eclipse.
      To address this, we recently deployed a hotfix that changes Insect Swarm to now deal Spellstorm (Arcane/Nature) damage so it can now benefit from Lunar Eclipse. This means that when you end up in Lunar Eclipse, you will still be buffing your two core DoTs. We estimate this change to be about a 15% damage increase to Insect Swarm, which is typically a Balance Druid’s second most damaging ability on non-single target encounters. There may still be situations where staying in Solar Eclipse is ideal, and that’s totally fine, we just don’t think it’s healthy for that to be every situation and on every pull.
      We recognize that the lack of communication when the first change went live was frustrating, but we wanted to get the initial change out quickly so that the gearing meta did not settle in a specific way for Balance Druids, only to have that change a few weeks later while we continued to iterate on this set of changes. We look forward to seeing your Lunar Eclipsed swarms in action and will continue to monitor druid performance after this change.
      Thank you!
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