Do you, like me, think that the 1 week timer on Kara is too long? Well don't hold your breath for a change... Blizzard have no such plans! We don't have any plans to shorten the Karazhan timer at this point in time. We're comfortable with how it is and so far, people seem to be getting good advantage out of the badge rewards from there.
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Here's a story you probably know all too well - staying up quite late to just finish an instance - only to find that it takes you numerous wipes and several hours just to get through... and because it's in the wee hours it is all the more frustrating!
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What are you favorite boss fights? Here's one example: But by far it has to be Mr. Aran, the fact that he has low armor and only one AoE makes it the best melee oriented fight in kara. BTW, if you enjoy Pre-BC fights more; you can also state which ones and why
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What do you think is the most viable class and spec for both PVE and PVP? I have to say afflication Locks... just like everyone else. Although demo Locks could probably be the same too.
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Void Reaver was downed in 53 seconds thanks to a mind control bug.... pretty sweet! Blizzard will be fixing it of course - http://www.worldofraids.com/news/november/void-reaver-53secs.jpg
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Kind of a redundant question, but interesting nonetheless... what's your least favorite instance? 1 word: Gnomer!
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Is PVE being phased out in favor of the Arenas? HAHA Yeah Right! We are going to continue to develop both PvP and PvE content. PvE isn't being phased out for Arenas.
These sorts of debates between PvP and PvE are inevitable given the nature of trying to balance two aspects of the game that some people feel conflict with each other. Some people don't care for PvP and some don't care for PvE but the availability of both is still there for everyone.
We try to cater gear for PvP or PvE as we feel is most beneficial as well. While there are some pieces of gear that people may find in PvE encounters that are viable for PvP, we don't want to make it so that people that don't wish to PvE don't have to do it in order to be competitive. We want to continue to make it beneficial for people to do what they enjoy (either PvP or PvE) in order to get the gear they want/need to continue enjoying themselves and being competitive.
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We've got some nice eye candy from Zul'Aman for you, including some images of the animal aspect bosses Nalorakk, Akil'Zon (above) and Halazzi. We had a chance to stealth into the instance earlier in the press room, and our initial visual impression of the dungeon can be described in two words: Indiana Jones. Or rather, a cross between Indiana Jones and Zul'Gurub on steroids.
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We’re looking for some of your feedback on heroic dungeons since patch 2.1, specifically regarding difficulty. What heroic dungeons do you feel are too hard? What heroic dungeons are too easy? List some examples, provide info on specific mobs or pulls that give your trouble, tell us about the heroic dungeon you avoid and why, or give us a complete review of every heroic dungeon in the game if you want. Anything that helps us get feedback on your feelings of how fun, hard, easy, or rewarding they are.
Since a large amount o
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I think this is a first... Blizzard posters on the forums giving tips on how to defeat mob bosses. Malchezaar Assuming that you're using a warrior to tank the fight, since you didn't specify, I will provide these tips, which you might find helpful.
It's important for your tank to use shield block as often as possible during this entire encounter. Also, ideally shield wall is being saved for specific points where emergencies are likely to occur (i.e. having to move during phase 2).
Demoralizing shout should be the preferred shout. As a matter of fact, any spell or ability from anyone in the raid that grants the tank additional damage mitigation should be used.
During phase 2, all healers should be spamming the tank, keeping him/her topped off completely. Everyone else should be mindful of their own health during this phase. Outside of keeping the tank alive, this fight is about watching the environment. Do not wait until you're already boxed in to move the raid. If you look around and there is a place that an infernal could potentially drop that would block you in, move accordingly at that time.
Tanking him by the entrance to wall near the left works well. Raid marking one ranged player for the rest of the ranged (including healers) to follow when that portion of the raid has to move can be helpful. It's always important that your raid leader is helping others to watch the environment. The designated raid leader should be paying attention for others, and providing instructions during the course of this fight.
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PHPRaider has been released, here's the details: - Support for any number of classes, races, and class/race combinations.
- Support for any MMORPG game.
- Support for any number of attributes assigned to character profiles such as resistances, damage abilities, talents, and more!
- Raids are arranged in an easy to view calendar format showing only pertinent information. When clicked, a detailed list of class signups and raid information become available.
- Post announcements for your members to see.
- Create any number of characters for each user profile.
- Extensive permission settings allow you to customize who has access to what features of phpRaider.
- Ability to signup for multiple raids and create recurring raids.
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Here's a godo question - is anyone doing the high level 60 instances like MC and Naxx anymore? I remember fondly the first time my guild managed to take out Ragnaros in Molten Core. It had taken a lot of planning to make a serious attempt at it, and when everything finally came together just right it was a huge thrill. Or the first time we took out Nefarian in Blackwing Lair or Princess Huhurahn in Ahn'Qiraj or... any of a dozen other boss first kills. It may have taken countless frustrating wipes to learn the perfect strategy, but when things finally come together, it's a great feeling.
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Want to know how they design the dungeons and what factors/things they take into consideration? Someone recently asked in the forums and got an excellent response. Of course there is some sort of “minimum tolerance” limit somewhere that needs to be reached before you will be able to succeed in clearing certain dungeons, which means that at some point in time your gear will quite likely not be sufficient for certain raids, and you therefore need to spend some time and resources improving your gear before you can progress any further. But the actual limitation by “minimum tolerance” of gear is a very elusive and indefinable thing, because there are so many variables or factors that come into play when raiding.
Things like gear, skill, experience, raid composition and class combinations, talent builds, etc. and so forth all have an influence on how well a raid will do, and that is why you see no clear definitions of these things. Some raidgroups manages to do well with relatively little +healing on their healers, whereas other raidgroups for various reasons might require better or more +healing gear for their healers. The gear quality of the tank for an example will often also have a direct influence on the +healing gear required by the healer.
But what I am puzzled about is this: If your guild was able to clear Gruul's lair sufficiently with less +healing gear than you have now, then I don’t really see why this discussion started in the first place :-)
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Are the top PVE guilds like Death and Taxes, with all their sick gear, accepting payments from other players to get them into the top Arena PVP rankings to get the rewards? It's enough that you made tier 3 blacksmithing weapons so easy for raiders to get there hands on and let them use them in arena. You have just took the skill element out of the arena. I play on Vengeance and my 3v3 got up to 2372. I check out the armory daily and all the sudden out of no where this team Anujits Magic Carpet is number 1 with 2411. I check out their team and of course their warrior has the tier 3 blacksmithing hammer Stormherald. This isn't all though. These guys are Death and Taxes one of the most infamous PvE guilds across all the servers. The next day I check armory again to look at their team and I find they have all left it. They have left 1 other guy who has played the 20% just to get the rewards. They are now on a team Return of the Carpet They had 3 of their guildies play 50 games. Their record was 29-21 starting at 1500 with their gear so they are obviously not good at pvp. The original Anujits Magic Carpet team jumps on this team after they play 50 games and pull them up the ladder to 2380 and then leave that team to later help more hard core raiders who don't pvp earn a title and get a free armor nether drake. Something needs to be done about this and if these guys get rewards over the other people on the bracket that are getting pushed out and have worked hard to earn their spots I'm sure alot of people will quit this game.
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Three brand new PVE videos from Nihilium: - Kael'thas
- Shade of Akama
- Teron Gorefiend
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