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Waldonnis

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Everything posted by Waldonnis

  1. General: Guild tabards appear to be fixed and won't make your character appear topless any more The new calendar feature has a new icon and displays the current day of the month MANY new models have been added (including the mammoths, and they look GREAT), so expect to see less placeholder tags. The Taunka have new models as well!! This was worthy of a noting distinctly A "Low level quests" tracking option has been added to the minimap tracking selector button thingy. Stable masters no longer appear to offer stable slots to non-hunters. Two new purchasable shields are available from the Anthony Durain, the Shield Merchant in Dalaran. They appear to be test items at the moment. Several achievements have been activated and added, including retroactive (within reason) completions for pre-TBC raids, some seasonal events, and additional PvP achievements for killing faction leaders. Formerly "unlearnable" pets can now be learned, including Egbert, Sleepy Willy, Mechanical Squirrel, and Peanut. Dalaran: You can now mount in Dalaran (just don't mount the help). You cannot mount in the sewers, however. Dalaran's overhead map has been improved and should allow for better navigation. The Dalaran sewer map has also been improved, but still does not show landmarks, so it may require a bit of exploration to find what you're looking for. I think there was a robbery attempt because the banks have gotten a new, more secure look Jepetto Joybuzz's toy shop "Wonderworks" has gotten some decoration and he has hired an assistant (or created). He still, however, does not sell anything yet. I must say, it's a cute shop, so stop in and check it out! Abracadabra! now has a solid floor. I guess the Kirin Tor's pranksters had their fun and removed the two reagent vendors (and hapless visitors) from their prison in the sewers. Applebough, the tree fruit vendor, has moved his street cart over near the Alliance area. He claims he didn't see enough business over by the bank, but I think the Alliance bribed him with Miracle-gro... Aerith Primrose has moved her street cart near the Dalaran prison, but I can't figure out what she hopes to gain by doing so. "Accessories and More", the trinket and relic shop, has gotten a facelift. The staff continues to stare blankly at the walls, however. I never noticed if this was the case before, but the tabard vendor now sells all TBC tabards for 95s each, as long as you have the reputation to purchase each of them. The door to the Dalaran Prison now opens and reveals an instance portal. The instance does not appear to be active, however. Portals are finished in the Horde areas and open up to battlegrounds (awww, I was hoping to get portals to Alliance cities ), including the new Sands of Ulduran (80). High Arcanist Savor stands imposingly nearby to make sure no Alliance try to close the portals. Professor Palin (*snickers*), the inscription trainer, no longer stares blankly at the walls and has suddenly figured out that he should be training budding inscriptionists. Professions: Jewelcrafting:Your day has come! Now go see Timothy Jones and get some new cuts! [*]Mining: The following smelting abilities have been added: Smelt Saronite (400) Smelt Hardened Saronite (425) Smelt Titanium (450) Smelt Titansteel (450) [*]Blacksmithing: New patterns have been added to the non-specialist trainers that use titanium and titansteel (some are epic and amazing-looking!) Blacksmiths can now create "items" that add sockets to various armour slots. Could it be that smiths finally get something they can sell?? [*]Cooking: A supposed grandmaster cooking trainer has been added to the Horde-factioned inn in Dalaran, but he doesn't appear to teach anything new (including the grandmaster rank/ability itself) Zones: Zul'drak: Zul'drak now has hostlie raptor riders that patrol some of the roads and they look great, but be careful... Several quests have been added to the zone in the following areas: Light's Breach Amphitheater of Anguish [*]The Storm Peaks: The overhead map has gotten a few more finishing touches, but still is not complete. It is still not a passable zone (NML). [*]Wintergrasp: The overhead map has gotten more finishing touches as well. It is a passable zone, and actively tagged as a combat zone, so unless you're ready for combat, don't go in! Some of the siege and war machinery is in place, although many are still in odd positions rendering them unusable. All Classes: Talent trees updated Talent points were not refunded properly, so be sure to respec before adventuring Death Knight: Runes got new icons that make them easier to see and monitor the cooldown fade effect Runeforging enchants have had their descriptions fixed (FINALLY) to reflect whether they apply to one-handed or two-handed weapons
  2. General: You cannot mount in any of the current capital cities (Orgrimmar, Undercity, Thunder Bluff, or Silvermoon City), so bring comfy shoes if you visit any of them. This includes parts of Shattrath as well. The Cenarion War Hippogryph flyng mount summons a brown elekk ground mount and, no, it does not fly Male tauren hairstyles don't seem to be working properly and show up as green blobs on their heads! This effect is also present with their tail and hoof graphics elements as well. Battleground objective and win/loss announcements are enabled by default in the General chatframe. They can be disabled, but it's annoying and was a bit surprising. Dalaran: There are a series of holes in the Dalaran sewers. Beware when you're trudging through them. The barber shop has a hole as well...and it's a deadly one. Don't go in or you will fall completely out of Dalaran and crater. Breanni's shop also has a hole on the front doorstep. Again, don't go in or you will fall to your doom. You can mount up and jump over the hole, if you're really eager to hug the gnome and see the new decorations she has added to her shop. The guild banks and all mailboxes don't appear to work at this time in Dalaran, nor do they show a tooltip. The forge and anvil are still not tagged or functional as such. Death Knight: Winged Steed of the Ebon Blade is still not learnable as a mount Auras are extending to anyone in range, even if they're not in your party/raid (not intended) Any talent points invested in Ravenous Dead (unholy) are uninvested and refunded every play session (very irritating) Ghouls aren't expiring at all and are disappearing/reappearing when mounting/dismounting, like normal pets (also irritating, but interesting) Ghouls are being raised with the name "RandomPetName"; two (or MANY more) graphical effects are also appearing per raising in some locations Ghouls cannot be raised in certain areas of cities. Existing death knights are still unable to alter their appearances at barber shops. New death knights have new skin colouring sets, but they're not applied to the whole body for certain races, leading to a colour mismatch from the neck down. Some questions around whether or not Crypt Fever or Ebon Plague are working at all currently (I'm not seeing the effects, despite the debuff being present) Some mobs seem to be silently immune to death grip. I need more time to test this, but it's only worked on a handful of the mobs I fought (usually the larger ones didn't react at all nor were they pulled to my location). Ghoul pet bars (for those with Master of Ghouls) no longer show ghoul-specific abilities at all and instead reflect standard pet abilities such as attack and "posture" changes. Casting Raise Dead with no humanoid corpses nearby or targetted does not consume a corpse dust. Related note: attempting to cast Raise Dead without corpse dust in my inventory properly did not allow the spell to be cast in the same situation...so it's not using it, but requires it *boggles* Mage: Top-rank food and water conjuring spells still conjure lesser-rank food/water for an increased mana cost and decreased stack size. Improved Water Elemental isn't regenerating mana (not surprised, it didn't heal when it was supposed to before either). Jewelcrafting: Cutting one of the new gem cuts requires that you target something (*boggles*)
  3. This wasn't always so, but appears to be now. Either way, all ranks other than maybe the lowest should have access to the guild bank. I don't care aesthetically about the titles, only the capabilities and functionality.
  4. Fixed. Kailand keeps forgetting to log out and back in to WWS when he posts reports
  5. Any way that we can allow the existing beta tester rank to promote others to the same rank? I tried hopping onto Tyrandius and promoting Verissi, but couldn't get her up to the same rank. Related problem: I have no access to the guild bank as a non-"Beta Tester" rank and have to mail ore and stuff to Tyr for deposit (I can't even see the contents as a lower rank). The same problem will happen with Waldy when I get him guilded.
  6. General: Token pane is still not working properly Talent calculator updated on the Blizzard site does NOT match this build, so use another site for the time being if you want to plan Companion pets that were unlearnable previously remain unlearnable still MANY areas remain tagged as not flyable (almost half of Borean Tundra, for example), so expect to crater a bunch if you're using your flying mount there PvP minibar button calls the old honour pane instead of the token pane (the honour pane is disconnected from other UI elements, so it feels out of place when it's called) The experimental shadows features still don't properly detect walls or obstacles, so you will see shadows from things flying outside despite being indoors (it's very creepy at times) Dalaran: There's still a hole in Dalaran that you can fall through and get stuck. DO NOT go into the "Abracadabra!" shop or risk being imprisoned until you can hearth One specific tunnel in the sewers remains uncapped, allowing you to walk "out" of Dalaran and fall to your death (funny, but geez). A funny side effect of this is that you can fly into the tunnel (and Dalaran) using a flying mount, but will have difficulty mounting when trying to fly back out using this tunnel unless you stand on the absolute edge of the tunnel. Death Knight: Several runeforging runes are still not differentiated properly in their descriptions between two-handed and one-handed weapons Winged Steed of the Ebon Blade is still unlearnable, but usable as an item (I want my bag slot back, dammit) Raise dead while having a ghoul out still doesn't despawn/kill any current ghoul Raise dead using a corpse target shows the buff timer, but does not when using corpse dust (long-standing bug) Corpse explosion won't auto-select a nearby corpse to asplode Casting bone armor grants an increasing amount of runic power over the course of a session (starts at 10, then 20, then 30, etc) Mage: Rank 10 of the Conjure Water spell currently conjures rank 9 water, but less of them and at a greater mana cost Rank 9 of the Conjure Food spell currently conjures rank 8 food, but less of them and at a greater mana cost Several frost talents aren't functional or only partially working (notably Fingers of Frost) Improved water elemental talent does not actually produce a healing effect UI and Macros: Several events seem not to be firing in certain circumstances; this is likely related to the self parameter changes that are ongoing (Not really a bug, but worth noting) Buttons no longer have their own font objects contained within, so add-ons that try to set button text colour in the same way that they do on live servers will cause some strange results at times
  7. Mostly a client UI update from what I've noticed so far, but I'm still finding stuff. General: Pet sheet no longer displays if you're not a pet class, and all tabs within it are hidden if you don't have things there (if you have no companion pets, it won't show the companion tab, for instance) Mount/Companion tabs now switch pages properly (Yay!) Several mobs have had their models associated, so say goodbye to being chased by tiny/large cubes Stable masters now have two additional pet slots available and for sale for 50g/150g respectively Visiting a stable master (currently) allows you to recover pets that have been deleted Several quests that swapped your toolbar will no longer display the bright green blotches around the toolbar that obscured some of the buttons The channel commands seem to be fixed and working again; /chatlist and several other commands no longer cause an error message Dalaran: More "decor" added to Dalaran shops, and the streets generally look more colourful and "fully decorated" Street signs are now visible and lights appear to have gotten their final models connected New portals seem to have been added in the Horde-only section. While they're inactive currently, the graphics imply that they lead to some interesting places...like Stormwind, Ironforge, Darnassus, and Theramore *cackles* Other: Deathchargers now have a name and ID programmatically, and show up in the mount preview pane The chatbox parameter change to slash command handlers is reverted again *whacks Blizz in the noggin for changing it before* More add-ons that had problems with slash commands should work again...or at least should work a little better.
  8. New build is hitting the beta servers tonight. I've unpinned the prior build notes and bugs and will make new posts for the new build. They've only mentioned that there will be a client update, but no details on what's coming down in it.
  9. I've seen a few people running around with devilsaurs now and it's pretty funny. Watching them grow is just comical. Doesn't seem like most of the hunters keep them around as their main pet, though. There are quite a few new pets to tame, not necessarily just the exotics. Personally, I found the Imperial Eagle model to be quite well done, for those who like to keep a bird in the stables (I may snag one for Kelani...the look would suit her well). The usual assortment of worgs and bears are also around, as are a few pigs that still have placeholder models. It's obvious that not all of the art assets are in yet (TONS of PH tags), so expect to see more new skins/models for pets coming out.
  10. Moo! Happy Birthday! Happy Birthday!
  11. I was looking at those the other day...I may try out a little tanking once I figure out the new talent changes well enough to put together a spec. I'll keep ya posted and already have quite a bit of ore laying around.
  12. Nothing new on the jewelcrafting trainers for you yet, Holyssa There are two new rings on the jewelry vendor in Dalaran, so if you happen to be in the area, check them out...
  13. Mail to/from the same account seems to be fine, but I haven't opened mail from anyone else yet (need...bag...space!). I'll see if I can free up some room and try to open some herbs that Kadi sent me.
  14. Bugs: As noted above, existing mounts cannot be learned at this time, but newly purchased ones can. You have to buy a new one and use that if you want to have a usable mount before this is fixed. This is fixed, but a few issues remain. Childrens' Week pets still appear to be unlearnable Mob armour values appear to have been accidentally reduced to 0, as reported by several people and even I'm noticing a rather large change myself. Enjoy the big numbers Can create a new death knight, but cannot log into it. I tried this to test some UI code that I'm working on against a freshly-obtained deathcharger and was stuck at the "blue bar of death". This was also reported by several others. This has been fixed. Newly created death knights or those still doing the starter quests can once again access their characters. Death knight appearance choices appear to be fixed at "one set per race", so you're unable to change your appearance on character creation or at barber shops. This may be related to the addition of the glowing blue eyes, but who knows. Death knight runic power isn't decaying at all when out of combat. *VISUAL BUG* It's decaying, but I can't tell if it's at the normal rate (seems slower than it used to) because the RP value/bar isn't being updated properly. This is likely the result of some rage display changes for warriors, but we'll see how it works out. Death knight rune display and use is bugged. I can't figure out an exact way to reproduce it reliably, but I often show certain runes as being off cooldown, but they aren't. Oddly enough, the spells on my toolbar even think there's a rune available (no cooldown indication), but attempting to use them tosses a "no runes available" message. Rune of Spellbreaking has an incorrect description (indicates that it's for 2-handed weapons, but isn't). The teleporter crystal for Dalaran won't work unless you've done the quest relating to it *in* Dalaran. The workaround currently is to fly there from Wyrmrest Temple in Dragonblight, which works even if you never got the Dalaran flight point in the past. If you do the quest and are still unable to use the crystal below, please submit a bug for it (I already did the quest pre-patch, so I can't test it now). Death knight riding skill remains fixed at 1. Until this is corrected, death knights cannot learn the skill required for a flying mount (or even purchase a different ground mount). Doubtful that they will correct this until the final model is in place for the DK-specific flying mount, but who knows. OMG Fixed! Adding a note about the new DK-only flying mount in the build info post. Under certain circumstances, visual barriers will appear in the major cities at geometry boundaries (look like opaque walls of either a solid colour or a sky texture). They are passable, but make it difficult to navigate places like Undercity at times. Certain companion pets (mini-pets) aren't learnable at this time. The ones that I've noted so far include the Children's Week reward pets (only from the Outland quests: Willy, Peanut, and Egbert), Mechanical Squirrel, and the Clockwork Rocket Bot. Also, any pet that requires an item to summon (Winter Veil pets) cannot be learned at this time. The Death Knight-only mount is not learnable at this time, so it's not included in the new mount panel. It does, however, work as an item just fine (much like a mount on live servers). Programmatically, the learned "Deathcharger" mount on the mount panel has no name at all and its "mount ID" seems to be set to 0. I'm hoping this will change since no other mount has these problems (forces us to use more code to check for this condition so we can avoid errors).
  15. Added a Bugs section to my post... I'll check again once I'm done working on some mount-related UI code changes, but I don't remember seeing anything when I glanced through each. I believe the plan is to give them a more palid appearance, but I'm not sure the artwork is finished. The bugs noted above relating to DK appearance may be the precursor for such a change.
  16. Worth noting that the patch notes generally won't change much, so you really have to hunt for new info, but it's in there. I'll keep updating this post with things that I've found. I won't cover the individual talent and spell changes, as these are covered in much more detail on other sites (that and I don't play every class nor can copy all of mine over). General: Mini-pet and Mount changes are in! Check the pet tab under your character sheet to see/use them. The interface is still rudimentary, but it's quite nice. Also, existing mounts and pets seem to not have converted properly and cannot be stored yet, but if you buy new ones, they will be "learned" properly. Any class with a mount spell is automatically learned (warlock, death knight, and paladin class-specific mount spells). The overhead map appears to have been completed or at least moreso for Crystalsong Forest. Talent points have been refunded for many (all?) classes due to the talent tree changes across the board. Don't leave home...or the inn...without spec'ing! The mini-map tracking selector's amensia seems to have been cured. It still has amnesia *sighs* Ebon Hold: Ebon Hold has been redone! It retains much of the same layout but doesn't seem to be nearly as geometrically busted as the old version. The portal to the second level is now not in the centre, but more towards the overlook platform. Several camera and lighting issues remain, but overall, I like this version better. A flightmaster has been added (thankfully). The "windriders" are skeletal birds, which look pretty funny (think Karazhan). The connecting flightpoint is (obviously) Light's Hope in EPL. A death knight specific flying mount has been added to a new vendor in Ebon Hold. Check out Dread Commander Thalinor in Ebon Hold (near the new flight master) to check out the item. Current cost is 950g at my rep level. An interesting note is on the tooltip: despite it requiring only 225 riding skill, it states "Speed scales to riding skill". So yes, you'll still be spending the chunk o' coin on 300 flying if you want it to be fast, but won't have to buy a new mount to achieve the speed boost! Nice perk, if you ask me. And yes, it is the "skeletal gryphon", aka Skeleychicken! Supposedly it's a placeholder model, but I picked one up so we'll see how it develops. Dalaran: The barber shop works now! Stop in for a new hair cut, colour, or change of features! It's a bit pricy and I haven't seen any new options amongst the styles yet, but it's fun. Note: does not work on death knights currently (sad panda). The Kirin Tor apparently hired some interiour decorators for the buildings in Dalaran. They now have an appropriate theme of decorations in each and I must say, they look really nice now. Profession specialty trainers have been added to Dalaran as well, such as shadoweave specialty (tailoring), gnome engineering, weaponsmithing (blacksmith), and dragonscale leatherworking. Gardeners have apparently done some work on the portal area in Dalaran, although they've replaced the lovely pool of water with a grate (maybe some hapless orphan drowned in there). Dalaran has a sewer now, which appears to be where the battlemasters will live (arena vendors and arena battlemaster is there now). There's an inn down there as well (odd, but true). If you want to explore the sewers, bring a snack...it will take awhile. Mailboxes and guild vaults got a new look, and nice ones at that. Noted three new vendors (all inactive) for trinkets, relics, and "odds and ends"...we'll have to see what's carried on them, but I'd suspect that they'll carry similar-quality items to the armour/weapon vendors. A "toymaker" gnome was added as well, but he's still inactive. Some lighting has been added to the Horde-factioned inn. It's still a bit bleak in there decor-wise, but at least you can see your own feet now. Flying out of Dalaran no longer puts you in "No Man's Land" while on the flight path! Death Knight: Death knight appearance changes are starting to creep in: we now have glowing blue eyes across all races Rune of Cinderglacier has been added. Has a chance to increase the damage by 20% of your next 3 spells that deal frost or shadow damage (lasts 30sec). One-handed weapon versions of several runeforging enchants have also been added. Summon Deathcharger has a new icon; no longer shares the same one as the Forsaken mounts. The "On a Pale Horse" talent has the new one as well.
  17. These won't change much from build to build. See my notes in the first reply for changes that I've noticed. 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. Challenging Roar now has a 3 minute cooldown, reduced from 10 minutes. 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 their own level, the pet will then have their level increased to five levels beneath the hunter's own 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 New Calendar feature: Players will be able to access the new Calendar feature by clicking on the new icon located in the top right corner of their mini map. The calendar will track in game events, allow raid scheduling, and more. New Vanity Pet and Mount changes: Players will now be able to access their non-combat pets and mounts by clicking on the pets tab in the Character Info panel. These pets and mounts will be now learnable much like spells or abilities. Once a vanity pet or mount is learned, the icon will disappear from within a player's inventory andreappear in the appropriate tab under the pet tab under Character Info. Say goodbye to your vanity pets and mounts taking up bag and bank slots! 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.
  18. My DK hit 71 last night and, with a little respec'ing, could easily be up for instances. Right now, itemisation just isn't there for tanking properly (and we don't get the main skills for caster tanking until 80, if I remember correctly), so I couldn't try it even if I wanted to. My spec currently is also more solo-oriented and takes advantage of the DnD bug, so I'd probably want to go with a more blood-heavy spec if we decide to drag him anywhere...would make healing a bit easier and my damage output on single targets would be fairly decent for an undergeared party member. I made an entry in my blog about Northrend from a newly 68-69 perspective, not necessarily DK-specific (I look at all of the quest rewards). In short, some Kara-level stuff will be replaced fairly early, while T5-6 will take awhile. Anyone pre-T4 will likely see upgrades almost immediately, so your hunter should enjoy it. Oh, small plug for starting in Borean Tundra. Having done Howling Fjord twice now, I decided to send the DK "the other way" to check for bugs over that way. I've run into less elite/multi-person quests AND the quests are far more entertaining (tank driving, murloc suits, and some really cool scenery/events). If you get a chance, swing over to Borean Tundra and check the place out...it's not quite as "BC-similar" in appearance as Howling Fjord either. That and the area around The Nexus is just unreal to behold. They did a top-notch job on that area specifically (despite one very annoying quest bug in that area).
  19. I watched a couple of Alliance go after her and she looked nasty enough for me to say to myself "Yeah, maybe another time". I also got annoyed at the quest chains for that area. I felt like I was a yo-yo going in and out of there so often. That and the converging pathers made it a royal pain in the ass...at several points, I was fighting no less than six at a time (often not successfully...warlocks got hit HARD with the nerfbat...er..."adjustments") simply because they all happened to just walk near the same spots. It was nice to see the Scarlets back, though...having persistent themes is something I enjoy.
  20. Just wanted to say that I'm happy that people are enjoying my blog reports about the beta. I'm busting my butt to test things heavily, which isn't always "fun and games", but I know how hard it is to be "on the outside" listening to the rumour mill about what *might* be coming (most of which ends up being very preliminary or just wrong ). Having been a software developer and quality assurance tester in the past professionally, I take this stuff very seriously and always think that I owe it to the end-users to do my best (broken WoW expansions make none of us players happy). My beta blog entries are mostly just to let you all know what's coming and to try to share info about what people enjoy in the world (of Warcraft) as it stands, whether that be companion pets, scenery/exploration, professions, class mechanics, or whatever. Frankly, I've been surprised to hear from so many folks that they're reading and enjoying the reports and screenshots Thanks for the support, everyone, and I'll keep the info coming! We're due for a new build this week, most likely, so I hope to get some info on the new death knight questline changes, a face-lifted Ebon Hold (I knew this was coming, so I didn't bother posting shots of the current, rather broken incarnation), and hopefully we'll see some more of Dalaran and possibly some profession-related additions.
  21. I'm not interested, personally, but I'm sure there will be some that are. Trash is dull, bosses are fun...no boss attempts = no fun for me Plus, doing resets in series for a raid instance is a pain in the rump.
  22. Don't forget his pet too! Soul link with a fel hunter is huge for the warlock tank. If his pet dies, the warlock loses quite a bit, so keep that pet alive (some of the damage to the warlock is diverted to the pet with soul link, so even if it's out of the way, it will still require some healing). Apologies for missing last night. I literally passed out after eating (stupid sugar problems) and didn't wake up until late.
  23. Hahaha, a few of us were talking in general chat today about which races should never be capable of being death knights. EVERYONE in Howling Fjord agreed with me when I said "bouncing, flipping night elf death knights make my eyes bleed". We all blamed it on the Lich King...he was always a sucker for cheerleaders OH! I found a grand master alchemy trainer WITH new recipes, so catch up with me and I'll point out where to find 'em.
  24. I've already submitted quite a few bug reports for things ranging from "textures don't align on minimaps" to "something's downright broken", so they should be getting quite a bit if we're all pretty thorough I'm also testing out stupid things like quests that disguise you to see if they interfere or are interfered with by deviates and such. To those that have never been in alpha or early beta testing phases in games before: it's an over-glamourised experience. Yes, we get lots of playtime in the new content, but along with it comes the price of things not being fully implemented, broken, or horribly unstable. I know that the beta folks so far have noticed that the servers tend to lag out or completely crash at least every two hours (often more frequently). It can be a frustrating experience, but hopefully any feedback we can give will be valuable to producing a less-buggy expansion That being said, if there's anything specific and constructive that people want to test, please let one of us know. By specific, I mean things like "does <ability> still do this?" or "does <spell> work differently? the patch notes indicated..." rather than "what's the best death knight build for pvp?" or the like. I'm doing several "rounds" of testing, like trying out every talent and spell to see if they're working as advertised and scaling properly in one round, quest testing in another, etc...so I hope to cover a lot, but I can't think of everything I'm also posting glimpses of the features and new stuff in my blog almost daily, so feel free to pop over there and take a look...you might find answers to some questions already in there
  25. I just posted a preview of Inscription on my blog. It's still VERY limited as to what's available in the profession, but it does look pretty promising and interesting.
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