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 les news de BC ..

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KOLOSS
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Date d'inscription : 22/03/2006

MessageSujet: Re: les news de BC ..   Mer 11 Avr 2007, 18:26

Alchemy: Elixir Changes



Nethaera
just posted some new informations regarding the elixir changes in the upcoming patch 2.1.0:

In an upcoming patch we will be changing the way elixirs function, allowing a player to only have two elixirs on them at any one time. The change will allow you to use one offensive elixir, and one defensive elixir. All elixirs will be set into one of these two categories. This also means that although elixirs of the same type cannot be used at the same time, they will now stack with class buffs.

We’re making this change for a number of reasons.



- By allowing players to use any number of elixirs it was necessary that we balance raid and dungeon encounters with the idea that all players in the group had the potential of having all available elixirs on them. In many cases this resulted in the spectrum of elixirs being necessary for dungeon and raid attempts as they were balanced to be more difficult. This put a large strain on guild alchemists and their need of materials for the elixirs they would then distribute throughout the guild. With fewer elixirs being allowed, fewer elixirs will be expected on raids, and less herb and material collection will be needed when attempting raid or dungeon encounters. In turn this change allows us to design and balance encounters around it, keeping the difficulty in line with a clearer limitation of what each group member has at their disposal.

- Since the number of elixirs is now limited, we can also now allow them to stack with class buffs, so intellect elixirs will actually matter since they will now stack with arcane intellect. As mentioned previously we’ll be introducing some new recipes that would have simply been left unused before as they wouldn’t have been allowed to stack with class buffs.

- We’ve seen many requests for new recipes, and to some extent it was necessary that we limit how and when we introduce new recipes as any new elixir added in-turn resulted in a potential power increase for every member of a raid or group. With the number of elixirs on any one player now limited we can add more recipes than we would have been able to in the past.

- Flasks will work in this new system by taking up both the offensive and defensive elixir slots. We of course recognize this as a reduction of total effect of flasks, but as mentioned we will be balancing to take into account the use of a single flask on each player in an encounter.

- Potions (rather than elixirs) will not be affected at all by this system.



This change will generally not impact solo players who currently already only use one or two elixirs at a time, but will certainly be a restriction for players who tend to use a lot of elixirs simultaneously. In the case of raid and small group parties the change is a clear benefit. The need for herbs and materials, and thus the strain on a guild or individual alchemist to collect these items is lowered substantially, in combination with the encounters being tuned with the limitation in mind. This change to elixirs and flasks also allows us to improve and expand the alchemy profession in new ways, and removes the need to design and balance encounters around the potential use of all possible elixirs. We’re currently planning to implement this change in a future patch and we’ll release further details as well as information on the new recipes as soon as we’re able.

Source: http://forums.worldofwarcraft....401&sid=1#0
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KOLOSS
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MessageSujet: Re: les news de BC ..   Jeu 12 Avr 2007, 06:43

en francais ^^

Blizzard a posté un message à propos des modifications qui seront apportées sous peu aux élixirs d'alchimie.

Comme vous le savez déjà si vous avez lu les news ce mardi, les élixirs seront bientôt divisés en deux groupes : défensif ou offensif, et les joueurs ne pourront avoir qu'un élixir de chaque type actif au même moment. Ceci limitera donc à deux la quantité d'élixirs que vous pouvez utiliser pour un combat. Les développeurs expliquent qu'ils ont opéré ce changement pour plusieurs raisons :

  • Cela va simplifier les choses au niveau des raids. Jusque là, le panel d'élixirs utilisés était plutôt large et la demande auprès des alchimistes était très importante. En limitant à deux le nombre d'élixirs utilisables, le besoin en herbes sera bien moins élevé et cela facilitera grandement les choses quand il faudra fournir tous les joueurs d'un groupe. Les développeurs pourront de plus équilibrer les combats sur base de cette limitation, ce qui devrait faire le bonheur de pas mal de joueurs.
  • Les élixirs étant limités en nombre, ils pourront s'empiler avec les buffs des joueurs. Il sera donc possible de boire un élixir qui améliore l'intelligence et de profiter aussi du buff Intelligence des Arcanes. Ce changement permettra à Blizzard d'ajouter de nouvelles formules qui auraient été délaissées sans cette possibilité d'empiler les buffs et les élixirs.
  • Cette limitation permettra aux développeurs d'ajouter des formules bien plus facilement. Jusqu'à maintenant, l'ajout d'un nouvel élixir pouvait grandement modifier la puissance d'un groupe ou d'un raid. Avec la limitation à un élixir offensif et un élixir défensif, l'ajout de nouvelle formule sera facilitée.
  • Les flacons entreront en ligne de compte dans la limitation des élixirs. En gros, en prenant un flacon offensif, vous ne pourrez pas prendre un élixir offensif.
  • Les potions ne seront pas affectées par les changements effectués pour les élixirs.

Ces changements ne devraient pas trop modifier les habitudes des joueurs solo, mais changera certainement beaucoup de choses du côté des raids. La demande en compos sera moins importante, les alchimistes pourront donc souffler un peu s'ils ne parviennent pas à fournir une guilde entière pour l'instant ^^

Bien entendu, les développeurs tiendront compte de cette limitation des élixirs et certains boss seront certainement modifiés pour prendre en compte ce changement. Plus besoin d'imaginer des combinaisons où les joueurs utilisent de très nombreux élixirs, maintenant ce sera un offensif et un défensif.

Ce nouveau système et les nouvelles recettes seront implantés dans un futur patch, dont la date de sortie n'a bien sûr pas encore été dévoilée Wink
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Olok
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MessageSujet: Re: les news de BC ..   Jeu 12 Avr 2007, 12:15

J’espère qu’ils vont nous permettre de changer de spécialisation ! car il est clair que la spé élixir devient totalement useless :cherry:


Olok

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nikitta
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MessageSujet: Re: les news de BC ..   Jeu 12 Avr 2007, 13:59

Bon ce n'est pas sur le craft des potions, mais sur l'utilisation il me semble, donc tu as les memes proc pour le craft de potion quelquesoit le type d'elixir que tu vas crafter.

Bon c'est sur que sur l'utilisation ca va mettre pas mal de restriction, et qu'il faudra bien choisir ce que tu prends comme elixir selon ce que tu fais.

Faut aussi voir comme va se faire la repartition, a quoi va correspondre elixir magesang par exemple offensif/defensif ? Idem pour l'elixir de maitrise Sad

Sinon bon les elixir de defense seront du defensif, et les autres de l'offensif il me semble.

pour l'instant a part l'elixir de defense majeure, les flacons des titans et les falcons fortifiants, je ne vois pas grand chose d'autre en elixir de defense.

Edit : 13/04
J'avais encore une fois compris de travers, bon c'est null effectivement comme truc


Reste les quelques elixirs qui sont à mon avis à cheval sur les deux types.

Reste le point de l'elixir de vision de reve ? Comment va t'il estre repertorie pour permettre à nos fidele cameram de continuer à nous faire de belle video Smile


Dernière édition par le Ven 13 Avr 2007, 09:17, édité 1 fois
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Darkmage
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MessageSujet: Re: les news de BC ..   Ven 13 Avr 2007, 06:51

PTR patch 2.1.0

pas mal de changement pour certains, à voir s'ils seront la sur les serveurs au final.

- The Black Temple is now available for play and Illidan awaits. Are you prepared?
- The Consortium and Protectorate need your help! Players with Honored or higher reputation with the Consortium should seek out Protectorate Advisor Rahim at the Stormspire in Netherstorm or Commander Ameer at the Protectorate Watch Post in Netherstorm to get a briefing on the most recent nefarious activities of the Ethereum.
- Skettis is now available. Players will need a flying mount to reach this new area.
- Nether Drakes are now in the game and can be gained by continuing the Netherwing faction and quest line.
- Ogri'la is now available. Level 70 players can find this new quest line in Blade's Edge Mountains.
- Glancing Blows have significantly less of a chance to occur during a player’s melee attacks when targets are near the player’s level.
- Magtheridon and Kael'thas now drop items that may be turned in for rewards.
- Spell Haste: The amount of spell haste rating needed per percentage of haste has been increased substantially. However, spell haste will now affect channeled spells, increasing the rate of their effects and decreasing their total duration. The same amount of damage/healing per casting will occur, but will take less time.
- Chance to break crowd control from damage: The increased chance for a spell to break from taking a critical strike has been removed. Instead, all targets over level 60 have a slightly larger chance to break out of crowd-controlling effects when they take damage.
- Screenshots captured using the Print Screen key are now saved in JPG format.


PvP
- Arenas
The Ruins of Lordaeron Arena is now available for play.
The "Shadow Sight" buff now allows players to see other stealthed players at a greater range.

Druids
- The "Druid Epic Flight Form" is now available through a series of quests.
- "Barkskin" now reduces all damage taken, with its duration reduced to 12 seconds and cooldown reduced to 1 minute. The tooltip has been adjusted to indicate this ability can be used while frozen, incapacitated, or cowering in fear. That functionality was already present, but not listed in the tooltip.
- "Bear Form" and "Dire Bear Form": The bonus health from shapeshifting into these forms will again be removed correctly when shifting out of these forms.
- "Cyclone": This ability will no longer work on hunters with "The Beast Within" active or hunter pets with "Bestial Wrath" active.
- "Feral Charge" now suppresses all Slowing effects while charging the target.
- Fixed a data error that caused "Swiftmend" to generate more threat than intended.
- "Force of Nature": These pets will now come into the game with full health, including that gained from a percentage of their master's stamina.
- "Gift of the Wild", ranks 1 and 2, are now available on trainers.
- "Gift of the Wild": Rank 3 of this ability now has the same range as ranks 1 and 2.
- "Improved Leader of the Pack": This ability will no longer generate threat.
- "Lacerate": The tooltip has been adjusted to indicate it does initial bleed damage when the ability first lands.
- "Lifebloom": Each additional application of this spell will now include the full bonus from effects which increase healing. The final heal, however, is still unaffected by stacking multiple applications of this spell.
- "Mangle(Bear)": Damage increased by 15%, but bonus threat reduced so that overall threat generation will be unchanged.
- "Nature's Grace": This talent is now triggered by "Swiftmend" and "Lifebloom", and is triggered by and affects "Cyclone".
- "Nature's Grasp": The mana cost has been removed from all ranks as intended.
- "Omen of Clarity": This spell is no longer castable in "Tree of Life Form" or "Moonkin Form".
- "Prowl"will now be broken correctly by damage shields such as "Oil of Immolation".
- "Rake": The tooltip has been adjusted to indicate the initial damage done is bleed damage. In addition, "Rake" can now always be re-applied, even when "Mangle" is active.
- "Shapeshifting" will no longer remove the "Rotting Putrescence" creature debuff.
- "Subtlety" (Restoration Talent) now applies to all spells, not just healing spells.
- "Swiftmend": This ability will now be correctly penalized for casting low rank "Rejuvenations" and "Regrowths" just as other healing spells are penalized.
- "Teleport: Moonglade": This spell is no longer castable in "Tree of Life Form".
- "Tree of Life Form": The tooltip has been corrected to indicate "Nature's Swiftness" and "Rebirth" are castable in this form.

Hunters
- A new "Avoidance" ability can now be taught to hunter pets. This
effect reduces the damage they take from area of effect spells and
abilities.
- A new "Cobra Reflexes" ability can now be taught to hunter pets. This
effect increases attack speed but reduces damage.
- "Arcane Shot": Casting lower ranks of "Arcane Shot" than your maximum
rank will now reduce the bonus you receive from attack power.
- "Aspect of the Cheetah/Pack": Wand damage will again correctly daze
players with this effect active.
- "Clever Traps" now affects "Snake Trap".
- "Entrapment" (Survival): Effect duration reduced to 4 seconds and is
now subject to diminishing returns in PvP.
- "Entrapment": The tooltip has been corrected to indicate it works on
"Snake Trap".
- "Expose Weakness": The chance for this talent to trigger has
increased to 33/66/100% chance at 1/2/3 talent points.
- "Ferocious Inspiration": This ability will now trigger "Kill Command"
correctly.
- "Flare" cooldown increased to 20 seconds, and duration reduced to 20
seconds.
- "Frenzy": This talent can now trigger from "Kill Command".
- "Frost Trap": This trap no longer breaks stealth from its slowing
effect.
- "Go for the Throat" no longer causes additional threat.
- "Hunter's Mark": This ability now becomes stronger each time the
target is struck by a ranged attack.
- "Improved Hunter's Mark": Adjusted the tooltip to indicate this
talent only grants melee attack power equal to the base ranged attack
power on the "Hunter's Mark".
- "Kill Command" has been removed from the global cooldown. The shout
animation has been removed.
- "Readiness": Now resets the cooldown on "Misdirection".
- "Revive Pet": The tooltip has been adjusted to indicate the pet
returns with a percentage of its base health. It will not get an
increased percentage of the bonus health it receives from a
percentage of its master's stamina.
- "Scatter Shot": This ability will now trigger "Kill Command" when
it critically strikes.
- "Survival Instincts" now also increase attack power by 2/4%.
- The quest creature, Death Ravager, is no longer able to be tamed.
- The Razorfang Ravager can now be tamed.
- Hunter "Mend Pet"/"Improved Mend" Pet Changes:
Replaced the current "Mend Pet" channel spell with an instant cast
heal over time.
No combat reset, resets global cooldown
The mana cost has been reduced and the heal value increased.
Duration on Heal Over Time increased to 15 seconds in 3 second
increments.
Changed the graphic to better represent the Heal Over Time effect
on the pet.
The "Mend Pet" heal over time buff is now able to be dispelled.
Bonus healing gear will no longer effect "Mend Pet".
Added a 10% and 20% reduction to the mana cost of "Mend Pet" in
"Improved Mend Pet" talent (Beast Mastery).

Mages
- Added a new rank of "Ice Barrier" to mage trainers.
- "Arcane Brilliance", rank 1, is now available from trainers.
- "Arcane Brilliance": Rank 2 of this ability now has the same range
as rank 1.
- "Arcane Missiles": Rank 3-11 will now consistently pulse 5 shots of
arcane damage.
- "Arcane Missiles": This spell is now affected by "Spell Haste".
- "Arcane Missiles": This spell will now obey line of sight
restrictions during its entire casting.
- "Arctic Winds" (Frost Talent) now also increases all Frost damage
caused by 1-5%.
- "Cold Snap": The tooltip has been adjusted to indicate it only resets
cooldowns caused by "Frost spells". e.g.: "Cold Snap" will not reset
the cooldown caused by "Dragon's Breath".
- "Conjure Mana Emerald": This spell now triggers a global cooldown as
intended.
- "Counterspell" duration reduced to 8 seconds, and the cooldown reduced to
24 seconds.
- Fixed some data errors that caused "Arcane Blast", "Ice Lance" and
"Molten Armor" to generate more threat than intended.
- "Frostbite" effect is now subject to diminishing returns in PvP.
- "Frostbolt": Damage on rank 12 has been increased slightly to ensure
it did more damage than rank 11 at all levels.
- "Ice Armor": Rank 5 will now still trigger when all
damage received is prevented by a damage shield, such as "Mana
Shield".
- "Ice Block": This ability no longer makes mages immune to "Weakened
Soul" from "Power Word: Shield". However, using this ability now
causes "Hypothermia", making the mage unable to cast "Ice Block"
again for 30 sec.
- "Improved Fire Ward": This talent will now work correctly with rank
6 of "Fire Ward".
- "Invisibility": Clarified the tooltip on this ability to indicate
any action breaks the invisibility affect.
- "Molten Armor": This ability will no longer be triggered erroneously
by some non-melee attacks, such as "Feral Faerie Fire". It will also
no longer break crowd controlling affects such as "Polymorph".
- "Spell Steal": Stolen buffs that affect specific spells from the
original target's class will no longer have any effect for the mage.
- The "Arcane Blast" debuff can no longer be dispelled.
- "Water Elemental": This pet will now come into the game with full
health and mana, including that gained from a percentage of its
master's stamina and intellect.

Paladins
- "Ardent Defender" (Protection Talent) now reduces damage taken by
6-30% when below 35% health.
- "Avenger's Shield" no longer has a minimum range. It may be used on
any target within 30 yards.
- "Avenger's Shield": The damage portion of this ability will now be
applied even if the victim is immune to snare.
- "Divine Shield": This ability no longer removes or prevents the
"Weakened Soul" debuff.
- "Eye for an Eye": Some spells did not trigger "Eye for an Eye"
correctly. That has been fixed.
- Fixed some data errors that caused "Seal of Command" and "Seal of
Blood" to generate more threat than intended.
- "Forbearance": It is no longer possible to use a macro to gain the
benefit of "Avenging Wrath" and "Divine Shield" at the same time.
- "Greater Blessing of Kings": The cost for this blessing is now twice
the cost of "Blessing of Kings", instead of a fixed cost of 150.
- "Greater Blessing of Sanctuary 2": The range on this spell was
incorrectly set to 30 yards. It has been changed to 40 yards.
- "Greater Blessing of Wisdom 3": The range on this spell was
incorrectly set to 30 yards. It has been changed to 40 yards.
- "Hammer of Wrath": Rank 4, damage increased.
- "Holy Concentration": This talent now affects "Binding Heal".
- "Illumination": This talent now only gives 50% of the mana cost of
the critical heal. It also now returns the correct amount of mana
when used with ranks 4 and 5 of "Holy Shock".
- "Improved Seal of Righteousness": The percentage increase in damage
from this talent is now applied after all bonuses from items and
effects which increase your spell damage.
- New Protection Talent added: "Improved Holy Shield", 2 ranks:
Increases damage caused by "Holy Shield" by 10/20% and increases the
number of charges of "Holy Shield" by 2/4.
- "One-Handed Weapon Specialization" (Protection): Now increases
all damage caused by the paladin by 1-5% while a one-handed weapon is
equipped.
- "Seal of Blood": This seal will no longer cause additional chances
for weapon procs to trigger.
- "Seal of Righteousness": This seal will no longer cause additional
chances for weapon procs to trigger.
- "Seal of the Crusader": The rank 7 tooltip has been fixed to read
the same as other ranks of this spell.
- "Spiritual Attunement": First-aid generated healing will no longer
trigger this ability. However, "Lifebloom", "Earth Shield", and
"Improved Leader of the Pack" will now trigger it correctly. The
tooltip has been adjusted to indicate it only works on healing from
spells.
- "Spiritual Attunement": Mana is no longer healed if the paladin is
at full health.
- "Stoicism" (Protection) should now properly affect all magic effects cast by the
Paladin and no longer applies double its intended benefit to
"Blessing of Might" and "Blessing of Wisdom".
- "Vengeance" (Retribution Talent) now increases Holy and Physical damage
by 1/2/3/4/5% for 15 seconds following a critical hit, but the effect
now stacks up to 3 times.
- Vindicator Aesom at Blood Watch will now correctly train a full range of paladin
spells.


Dernière édition par le Ven 13 Avr 2007, 07:10, édité 1 fois
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Darkmage
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MessageSujet: Re: les news de BC ..   Ven 13 Avr 2007, 07:06

Priests
- "Binding Heal": The mana cost has been reduced by 32%. The tooltip
has been adjusted to indicate it is a low threat spell, which was
already the case.
- "Circle of Healing" (Holy) effect increased.
- "Empowered Healing" and "Holy Concentration" now affect "Binding
Heal".
- "Holy Fire": The rank 9 tooltip has been corrected to indicate it
does Holy damage.
- "Holy Nova": Rank 2 will no longer receive double the
intended increase in range from "Holy Reach".
- "Mind control" no longer has a 100 yard range limitation in instances.
- "Pain Suppression" now reduces damage taken by 65% and increases
resistance to Dispel mechanics by 65% for the duration.
- "Power Word: Shield": The "Weakened Soul" effect will no longer
sometimes be re-applied while zoning with this buff on.
- "Prayer of Fortitude": The range on rank 3 has been changed to match
all other ranks of this spell.
- "Prayer of Fortitude", ranks 1 and 2, are now available on trainers.
- "Prayer of Mending": This spell is now affected by "Silent Resolve",
"Amplify Magic", and "Dampen Magic".
- "Prayer of Shadow Protection", rank 1, is now available on trainers.
- "Reflective Shield": When this effect is triggered, the priest will
no longer be forced to stand up.
- "Sanctity Aura" now increases all damage caused by affected targets
by 1/2% and no longer increases healing done to affected targets.
- "Shadowfiend": This pet will now come into the game with full health
and mana, including that gained from a percentage of its master's
stamina and intellect.
- "Shadow Weaving" (Shadow): Effect reduced by 1% per rank.
- "Shadow Word: Death": Cooldown increased to 12 sec.
- "Silent Resolve": Some priest spells were unaffected by this talent.
They should now all be affected.
- "Spirit of Redemption" and "Spiritual Guidance" now work while the
priest is in "Shadowform".
- "Spirit Tap": This ability will no longer be triggered by killing
some creature-cast totems.
- "Surge of Light": "Smite" spells triggered by this talent will no
longer sometimes critically strike. In addition, the free "Smite"
granted will not consume the effect of "Inner Focus". "Holy Nova"
heals can now trigger "Surge of Light" as well.
- "Symbol of Hope": amount of mana regained increased.
- "Touch of Weakness": This spell can now activate "Surge of Light".
- "Vampiric Touch": This spell now consumes the "Inner Focus buff".

Rogues
- Added a new double-attack animation for "Mutilate".
- "Cloak of Shadows": The tooltip has been adjusted to indicate this
ability removes hostile effects, rather than dispels them. "Cloak
of Shadows" does not count as a dispel, and will not interact with
dispel resistance or effects triggered by dispelling. This ability
no longer removes the "Weakened Soul" debuff.
- "Deadly Throw": This ability will now damage hunters and their pets
when they are affected by "The Beast Within" or "Bestial Wrath".
Those targets will still be immune to the movement impairing portion
of "Deadly Throw".
- Fixed a data error that caused "Ghostly Strike" and "Riposte" to
generate more threat than intended.
- Fixed a bug where the "Silence" effect on "Garrote" was getting
resisted too often.
- "Insignia of the Alliance/Horde" and "Medallion of the
Alliance/Horde" now remove "Fear", "Stun" and "Polymorph" effects
and no longer remove "Charm" effects.
- "Improved Sap" (Subtlety) renamed "Dirty Tricks": Increases the
range of your "Sap" and "Blind" abilities by 2/4 yards and reduces
the energy cost of your "Sap" and "Blind" abilities by 25/50%.
- Increased the frequency and amount of "Blinding Powder" found in
pickpocketed junk boxes.
- "Mutilate": This ability will now always consume the "Cold Blood"
buff when it strikes an opponent.
- Poisons: The difficulty of dispelling these is now based off the
level of the player, not the level of the weapon the poison is
applied to.
- Reduced the reagents required to create most poisons.
- "Remorseless Attacks"(Assassination): "Hemorrhage" added to the buff
tooltip. This ability will no longer trigger from killing totems.
- Rogue poisons no longer have charges.
- "Sap" now automatically gains the full benefit of "Improved Sap".
- "Shadowstep" (Subtlety): The cooldown has been reduced to 15 seconds.
- "Stealth"will now be broken correctly by damage shield such as "Oil
of Immolation".
- "Surprise Attacks" (Combat): This talent now correctly prevents
"Envenom" from being dodged.

Shaman
- "Ancestral Healing"(Restoration): This talent will now trigger when
you critically heal yourself with "Earth Shield".
- "Earth Elemental Totem": This pet will now come into the game with
full health, including that gained from a percentage of its master's
stamina.
- "Earth Shield": Adjusted the tooltip to indicate this ability works
against all types of attacks, not just melee. This ability will also
now properly trigger only from taking direct damage effects.
- "Elemental Focus": This talent now reduces the cost of the next
damage spell by 60%. It will also now trigger from bonus spells cast
by "Lightning Overload".
- "Eye of the Storm" (Elemental): Clarified the tooltip on this talent
to indicate it only works with Shaman spells.
- "Fire Elemental Totem": This pet will now come into the game with
full health and mana, including that gained from a percentage of its
master's stamina and intellect. It will also now properly get
increased stamina from a percentage of its master's stamina.
- "Flametongue Weapon": This effect will no longer trigger while you
are disarmed.
- "Frostbrand Weapon": Rank 6 now properly receives increased
effect from spell damage bonuses.
- "Healing Focus": The tooltip has been adjusted to indicate it only
works with Shaman spells. e.g.: Does not work with "Gift of the
Naaru".
- "Heroism": Training cost increased to match the cost of "Bloodlust".
- "Lightning Shield": Ranks 8 and 9 of this spell now trigger correctly
while mounted.
- "Magma Totem": This totem will now correctly do damage on its 10th
tick, right before despawning.
- "Mana Spring Totem": Duration increased to 2 minutes.
- "Mana Tide Totem": This totem will no longer sometimes grant mana
after it has been destroyed. It will also consistently grant mana 4
times instead of sometimes 3 and sometimes 5.
- "Healing Stream Totem": Duration increased to 2 minutes.
- "Mental Quickness": This talent now correctly reduces the cost of
"Purge", "Flame Shock", "Frost Shock", "Earth Shock", "Bloodlust",
"Heroism", "Lightning Shield", "Cure Poison", and "Cure Disease".
- "Nature's Guardian" (Restoration): Some spells and abilities did not
trigger this talent. That has been fixed.
- "Restorative Totems" (Restoration): This talent no longer gives a
bonus to a variety of jewelcrafting items.
- "Shadowguard": The rank 7 tooltip is now consistent with all other
ranks of "Shadowguard".
- Trainer Animations: All new Shaman abilities will now correctly play
the training animation when learned.
- "Water Shield": When a Shaman with this spell active is afflicted
with "Cyclone", the charge burned will now grant mana.
- "Windfury Weapon": Mixing two different ranks of "Windfury Weapon"
while dual-wielding will no longer increase the number of "Windfury
Weapon" procs.

Warlocks
- "Amplify Curse": This ability is now consumed correctly by a
"Curse of Doom" casting.
- "Create Healthstone": These abilities will now be sorted in rank
order in your spellbook.
- "Create Spellstone": These abilities will now be sorted in rank order
in your spellbook.
- "Curse of the Elements" and "Curse of Shadow" now have a duration of
2 minutes when used on PvP targets.
- "Curse of Tongues" now has a 12 second duration when used on PvP
targets.
- "Demonic Knowledge": This ability will now work with enslaved demons.
- "Enslave Demon": The health bar and mana bar for enslaved demons will
no longer appear to go down when they become enslaved.
- Fixed some data errors that caused "Soul Leech" and "Conflagrate" to
generate more threat than intended.
- "Improved Drain Soul": This talent will no longer trigger when a
creature other than the one you are draining dies.
- "Insignia of the Alliance/Horde" and "Medallion of the
Alliance/Horde" now remove "Fear", "Stun" and "Slowing" effects and
no longer remove "Charm" and "Polymorph" effects.
- New art added for "Ritual of Souls" channeling focus and "Soulwell"
created by the spell.
- "Ritual of Souls" no longer consumes a "Soul Shard" when cast in
arenas.
- "Shadowfury" now properly benefits from the Intensity talent.
- "Spell Lock" (Felhunter) duration reduced to 5 seconds (rank 1) and 6
seconds (rank 2), and cooldown reduced to 24 seconds.
- "Soulwell" now plays a sound and visual effect when you create a
"Healthstone" through using it.
- "Soul Link": Adjusted tooltip to explain that the damage transferred
to the pet cannot be prevented. The functionality remains unchanged.
This ability will now work with enslaved demons.
- "Unholy Power": The tooltip has been corrected to indicate it works
with the Imp's "Firebolt".

Warriors
- "Charge", "Intercept" and "Intervene" now suppress all Slowing
effects while charging the target.
- "Commanding Shout": This ability now increases your max health, but
keeps your percentage health constant.
- "Death Wish" and "Enrage" effects no longer stack.
- "Devastate": This talent will now strike with both weapons when dual-wielding.
- "Execute": When used with "Sweeping Strikes", ranks 6 and 7 of this
ability will no longer cause full damage to secondary targets who are
not wounded.
- "Heroic Strike": The rank 10 tooltip now includes specific
values for the bonus damage against dazed targets.
- "Improved Revenge": Reduced the delay on the stun landing from a
successful "Revenge".
- "Insignia of the Alliance/Horde" and "Medallion of the
Alliance/Horde" now removes "Immobilizing", "Stun" and "Polymorph"
effects and no longer remove "Slowing" effects.
- "Shield Slam": Rank 3 of this ability no longer gets its cost reduced
twice by the "Focused Rage" talent (Protection).
- "Spell Reflection" no longer has a global cooldown.
- "Victory Rush": The tooltip has been adjusted to calculate the damage
it deals correctly, 45% of Attack Power, not 35%.
- "Flurry", Fury Talent, now increases attack speed by 5/10/15/20/25%,
reduced from 10/15/20/25/30.

Pets
- Abilities and items that are triggered when you kill a target are
also now triggered when your pet kills a target.
- Fixed the amount of happiness lost when you dismiss a Nether Ray pet.
- Voidwalkers will stop while they are consuming shadows.
- Warlock and Hunter pets will now be automatically dismissed when
you summon a mount. These pets will return on dismount. This does
not affect pet happiness for Hunters.
- Warlock and Hunter pets will now be automatically dismissed when you
untalent.
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Darkmage
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Date d'inscription : 30/08/2005

MessageSujet: Re: les news de BC ..   Ven 13 Avr 2007, 07:08

Professions
- Alchemy
The chance of a discovery occurring while making potions has been
substantially increased.
Elixirs now stack in two categories, Battle (Offensive) and Guardian
(Defensive) Elixirs. You can only have one of each type of Elixir up
at a time. As a result Elixirs now stack with class abilities such as
"Arcane Intellect."
Elixirs now stack to 20.
Four new defensive elixirs have been added. Two are on trainers, one
is in Halaa and one is in Cenarion Expedition.
"Flask of Petrification" can no longer be turned off during its
duration, but it now will clear all threat from all monsters for
the duration of the effect. Though monsters may reacquire you after
the effect ends.
Cooldown time on "Earthstorm" and "Skyfire Diamond" transmutes has
been reduced to 1 day.
"Invulnerability" potions now stop the first 120 damage per hit for
8 seconds, rather than making the imbiber physically immune.
The major protection potions made by Alchemy now require more "Mana
Thistle" and vials, but create 5 potions instead of just one.
"Fel Strength" elixirs now work correctly with elixir mastery.
"Elemental Absorption" potions now have a 2 minute duration rather
than the 60 min duration they used to have.
Alchemy transmute of "Heart of Fire" to "Elemental Fire" changed to
15 minute cooldown.
Reagent costs and potency of all flasks has been reduced.
The cost of "Imbued Vials" has been reduced.
The chance to find a "Fel Lotus" while picking an herb has been
increased.
"Juju Chill" and "Juju Ember" are now considered Guardian Elixirs and
do not stack with other resistance buffs.
"Juju Flurry" is now considered a Battle Elixir and has been converted
from haste to haste rating.
"Ground Scorpok Assay","Juju Might","Juju Power", "Lung Juice
Cocktail", and R.O.I.D.S are now considered Battle Elixirs.
"Crystal Force", "Crystal Ward","Gizzard Gum", "Infallible Mind",
"Juju Escape", "Juju Guile", "Sheen of Zanza" and Swiftness of Zanza
are all now considered Guardian Elixirs.
"Sheen of Zanza" is now considered a Guardian Elixir. Stamina and
Spirit bonuses have been reduced to 25.
"Elixir of Fortitude" now correctly displays its name in its buff
tooltip.
The "Alchemist's Stone" bonus now works on potions that restore both
health and mana.
- Enchanting
Enchant Bracer-Spellpower had its primal costs reduced slightly.
Enchanting recipes that increase spell damage now also increase
healing as well.
The "Major Defense Bracer" enchantment has been moved from Ethereum
Researchers to Ethereum Nullifiers.
- Engineering
A recipe for "Frost Grenades" and the "Icy Blasting Primers" needed
to make them are now on engineering trainers.
Engineering recipes can now be placed in engineering bags, as can
engineer made fireworks.
Many engineering recipes will now give skillups for longer than the
previously did.
An engineering recipe to make "Fused Wiring" can be found in both
Everlook and Shattrath.
Engineering Skill required to make the "Felsteel Stabilizer",
"Hardened Adamantite Tube" and "Khorium Power Core" have been reduced
slightly.
"Adamantite Shells" now require less adamantite and do slightly more
damage.
The recipe for "Elemental Blasting Powder" now gives 4 powder when
creating it, though it now requires an additional mote of earth.
Engineers now make 3 "Smoke Flares" instead of just one when they
create them. Also "Smoke Flares" now have a buy/sell price.
"Seaforium" now opens locked chests as well as locked doors.
The Consortium Vendor Karaaz now sells the engineering recipe for an
"Elemental Seaforium Charge" if you are revered with them.
The "Poultryizer" has a smaller chance of getting malfunction effects
and is now a superior quality item.
The "Nigh Invulnerability Belt" now has a smaller chance of failure.
"Healing Potion Injectors" and "Mana Potion Injectors" created by
engineers now have new icons.
"Goblin Rocket Launcher" now has a 2 minute cooldown, and had its
casting time reduced to 3.5 sec.
- Fishing
The fishing timer has been reduced from 30 to 20 seconds and it now
takes less time to fish.
The fishing timer can no longer run through its duration without a
fish biting.
Fishing has been removed from Arathi Basin and Alterac Valley.
You can now fish in Underbog.
- Jewelcrafting
The jewelcrafting UI now has gems split up by color so it is easier
to find gems of a specific color to create.
A new set of more powerful gems can be found by raiding Hyjal and
Black Temple. Their stats exceed those of previous gems that could
be found.
A number new gem cuts to existing gems have been added to the game.
Included among them are a spell hit gem and more multi-stat gems that
have attack power on them.
Jewelcrafters can make two new melee oriented meta gems. One is found
randomly as a world drop and the other sold by the reputation vendor.
Thorium Setting only requires 2 thorium bars now
Many Jewelcrafting recipes that required 200-280 skill to learn now
have changed/reduced materials required to make them
Mithril filigree has a slightly reduced range that it gives skillups.
A number of jewelcrafting gems now give skill increases for slightly
longer than they used to.
"Pendant of Blasting" and "Necklace of Battle" will now grant their
click effects to players correctly, previously they only worked on
characters higher than level 47.
Jewelcrafting Onslaught ring thorium cost reduced
The vendor value for the raw green gems have been reduced. This will
also make these gems cheaper to put up on the auction house (Blood
Garnet, Golden Draenite, etc...)
Prospecting now always yields at least 1 gem.
Grand Master Jewelcrafters Hamanar (Shattrath City), Jazdalaad (The
Stormspire), Kalaen (Thrallmar) and Tatiana (Honor Hold) may teach
all levels of Jewelcrafting.
The recipe for "Figurine - Golden Hare" no longer requires a
"Cut Citrine". It now requires copper bars.
- Leatherworking
Skinning higher level creatures will give more leather; you will no
longer get a single leather scrap.
"Knothide Armor" kits now require less leather to make and give
skill increases for longer.
Leatherworking made primalstrike set now has an attack power set
bonus rather than a strength set bonus.
Additional snakes that drop cobra scales are in the highlands of
nagrand as well as in shadowmoon valley.
Leatherworker made "Drums of Restoration" had their health/mana
effects reduced slightly.
"Nethercobra Leg Armor" and "Nethercleft Leg Armor" have been
slightly improved.
Added Warped Flesh to high level warpstalkers.
"Heavy Clefthoof Boots", "Heavy Clefthoof Leggings",and "Heavy
Clefthoof Vest" have had their armor increased at the expense of
some stamina and defense rating.
- Additional Profession Changes
Gathering skills no longer fail when you have reached the maximum
skill possible.
The "Stoneforged Claymore" model has been updated.
"Fel Iron Bars" now have an icon unique from "Felsteel Bars".
"Felsteel Bars" are now good quality (green items).
The Tailoring recipe "Ebon Shadowbag" no longer drops on Spirit
Walkers.
Profession recipes that had 24 hour or longer cooldowns, have had
their cooldowns reduced by 1 hour.
Alliance Cooks can now purchase the "Mok'Nathal Shortrib" and
"Crunchy Serpent" recipes at Toshley's Station.
Monsters will now attack players who are mining mineral nodes near
to them, even if they didn't notice them previously.
Golden Spellthread and Runic Spellthread have been slightly improved.
Enchant Weapon- "Major Spellpower" enchant has been stolen from the
Razaani spell thieves by the Bash'ir spell thieves. The Bash'ir are
more likely to have the recipe than the Razaani previously did,
however.
"Imbued Netherweave Tunic" and robe recipes are vendor purchased so
are now white instead of blue.
"Nightmare Seed" found with herbalism now requires level 60 to use.
The location of many of the Outland mineral nodes have been adjusted
both to put them in locations that are more traveled and to make them
more likely to be near creatures.
Essences (Earth, Fire, Air, Water, Living) have had their drop rates
significantly increased. Also Outland creatures that dropped motes
will now have a chance of dropping essences as well.
Materials required to make the Blacksmithing Adamantite plate armor
have been reduced.
The Epic bind on equip Blacksmith weapon recipes now require more
materials to make.

Toutes les autres modifications: http://boards.worldofraids.com/topic-3331-1.html
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Sigg
Guild leader
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Nombre de messages : 244
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Date d'inscription : 14/09/2005

MessageSujet: Re: les news de BC ..   Ven 13 Avr 2007, 07:54

Citation :
- "Binding Heal": The mana cost has been reduced by 32%. The tooltip has been adjusted to indicate it is a low threat spell, which was
already the case.
- "Circle of Healing" (Holy) effect increased.

LOL blizzard a enfin compris que le sort Binding Heal était trop chère, on va peut être pouvoir l'utiliser maintenant. C'est un FH qui soigne la cible et le caster. Ca va être énorme pour gruul, pour les soigneurs sur le MT.

Après avoir diminuer le coût de cercle de soin, blizzard augmente maintenant son efficacité !!! Il va y avoir du respé cercle de soin pour tous les prêtres dans l'air.

c cool

Sigg
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Karamon
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Date d'inscription : 09/09/2005

MessageSujet: Re: les news de BC ..   Ven 13 Avr 2007, 11:30

Darkmage a écrit:
- "Vampiric Touch": This spell now consumes the "Inner Focus buff".


Trop nimp, maintenant quand on castera notre dot qui regen la mana (toucher vampirique) on perdra le buff feu intérieur.................... n'importe quoi sérieu, pourquoi on perdrais pas tous nos buffs dés qu'on cast une attaque aussi? Suspect
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Ramonis
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MessageSujet: Re: les news de BC ..   Ven 13 Avr 2007, 11:52

Karamon a écrit:
Darkmage a écrit:
- "Vampiric Touch": This spell now consumes the "Inner Focus buff".


Trop nimp, maintenant quand on castera notre dot qui regen la mana (toucher vampirique) on perdra le buff feu intérieur.................... n'importe quoi sérieu, pourquoi on perdrais pas tous nos buffs dés qu'on cast une attaque aussi? Suspect

j'avoue que c'est nimporte quoi ca.... en gros en pvp tu n'utilisera plus ce sort vs cacs. en pve on s'en fiche.
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nikitta
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Nombre de messages : 936
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Date d'inscription : 12/12/2005

MessageSujet: Re: les news de BC ..   Ven 13 Avr 2007, 12:01

Ben non en Pve c'est important le feu interieur.
+1 kara, n'importe quoi ce truc
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KOLOSS
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MessageSujet: Re: les news de BC ..   Ven 13 Avr 2007, 12:11

2.1.0 Patch is now live on PTR: Official Patch Notes, Screenshots, Changes






This news will be updated every hour with additional infos.

Patch 2.1.0 went live on PTR, the patch notes are really long, you can read them here (formating in progress): PTR Patch Notes 2.1.0

Screenshots:
- New Mobs (Illidan, New Bosses etc..)
- Tier 6 Armor Sets
- New Weapons and Shields

New Faction Rewards:





T5 Changes:
- Druid
- Mage
- Paladin
- Rogue

Class trinkets
Druid - Mangle has a 40% chance to grant 125 Strength for 8 seconds, Starfire has a 25% chance to grant up to 135 spell damage for 8 seconds, and Rejuvenation has a 25% chance to grant up to 190 healing for 8 seconds.
Hunter - Your Steady Shot has a 15% chance to grant you 250 attack power for 8 seconds.
Mage - Your spell critical strikes have a 50% chance to grant you 130 spell damage for 5 seconds.
Paladin - Flash of Light and Holy Light have a 10% chance to grant your target 130 healing over 12 seconds, and your Judgements have a 50% chance to inflict 115 damage on their target over 12 seconds.
Priest - Each time your Shadow Word: Pain deals damage, it has a 10% chance to grant you 200 spell damage for 5 seconds and each time your Renew heals, it has a 10% chance to grant you 200 healing for 5 seconds.
Rogue - 20% chance per combo point for your finishing moves to grant 132 critical strike rating for 12 seconds.
Shaman - Lesser Healing Wave has a 10% chance to grant 100 mana, Lightning Bolt has a 15% chance to grant up to 100 mana, and Stormstrike has a 50% chance to grant up to 250 attack power for 10 seconds.
Warlock - Each time your Corruption deals damage, it has a 20% chance to grant you 200 spell damage for 5 seconds.
Warrior - Your Mortal Strike, Bloodthirst, and Shield Slam attacks have a 25% chance to heal you for 300 and grant 50 Strength for 12 seconds.


New Flasks Stats:

- Flask of Fortification 500 HP and 10 Defense Rating
- Flask of Mighty Restoration 25 MP / 5sec
- Flask of Relentless Assault 120 AP
- Flask of Arcane Fortification 35 Arcane Resist 20 HP / 5sec
- Flask of Shadow Fortification 35 Arcane Resist 20 HP / 5sec
- Flask of Titans 400 HP
- Distilled Wisdom 65 Intellect
- Supreme Power 70 Spell Damage
- Chromatic Resistance 25 Resist All

The drop rate for Fel Lotus is also being increased by approximately 15%

New Elixirs:

- Elixir of Draenic Wisdom: Intellect and Spirit are increased by 25.
- Earthen Elixir: Reduces both spell and physical damage taken by 20.
- Elixir of Ironskin: Resilience is raised by 30.
- Elixir of Major Fortification: Increases health by 250 and provides 10 health every 5 seconds.

Elixir Categories
- Battle elixirs: Elixir of Major Shadow Power, Fel Strength Elixir, Elixir of Major Agility, Elixir of Major Fire Power, Elixir of Major Frost Power, Elixir of Mastery, Elixir of Healing Power, Elixir of Major Strength, Adept's Elixir, Onslaught Elixir
- Guardian elixirs: Elixir of Major Defense, Elixir of Draenic Wisdom, Earthen Elixir, Elixir of Major Fortitude, Elixir of Ironskin

Source: http://elitistjerks.com/showthread.php?t=10978


Dernière édition par le Ven 13 Avr 2007, 13:15, édité 1 fois
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Carkass
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Nombre de messages : 834
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Date d'inscription : 07/10/2005

MessageSujet: Re: les news de BC ..   Ven 13 Avr 2007, 13:04

Karamon a écrit:
Darkmage a écrit:
- "Vampiric Touch": This spell now consumes the "Inner Focus buff".


Trop nimp, maintenant quand on castera notre dot qui regen la mana (toucher vampirique) on perdra le buff feu intérieur.................... n'importe quoi sérieu, pourquoi on perdrais pas tous nos buffs dés qu'on cast une attaque aussi? Suspect


Inner Focus, c'est pas "Feu intérieur" !!

C'est la Foca Instantannée, je sais plus trop son nom en FR.... Enfin, c'est celui avec les 2 min de CD et qui te met des boules blanches dans les mains tu sais ? drunken

MDR Kara lol!



PS : Si tu veux en être sûr, regarde un template en anglais : http://www.wowhead.com/?talent=dVG0zZsxxcc0qVuV
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KOLOSS
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MessageSujet: Re: les news de BC ..   Ven 13 Avr 2007, 13:07

en french :

"Toucher vampirique" : Ce sort consomme à présent l'amélioration "Focalisation améliorée".




Patch en french :

http://oeil-orgrimmar.bbfr.net/WOW-f5/Patch-note-t2319.htm
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nikitta
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MessageSujet: Re: les news de BC ..   Ven 13 Avr 2007, 13:57

Ben bien moin grave alors Smile
comme ca tu n'auras pas de sort gratuit la prochaine fois Smile
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KOLOSS
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MessageSujet: Re: les news de BC ..   Sam 14 Avr 2007, 08:07

voici la nouvelle monture , trop lol :


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KOLOSS
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MessageSujet: Re: les news de BC ..   Sam 14 Avr 2007, 08:41

Changement que j'ai remarqué qui ne sont pas indiqué :
main gauche arene dps baissé de 0,4 , vitesse passé a 1,50
main droite dps baissé de 0,4 ainsi que les 2h
Armes crafté lié ramassé du forgerons spé mass et autres , baisse de 0,4 dps ainsi que qque armes de haut niveaux.
L'enchant magouste a desormais une aura verte

Nouvelle recompense pour les insignes : un casque epic













a suivre ...
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KOLOSS
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MessageSujet: Re: les news de BC ..   Sam 14 Avr 2007, 16:12

Black Temple Preview


With the next patch patch 2.1.0, Black Temple will be open to players, however you need level 70 and a specific item (more info to come on this subject) to zone in.






Visit Black Temple
BT-1 | BT-2 | BT-3 | BT-4 | BT-5 | BT-6 | BT-7 | BT-8 |
BT-9 | BT-10 | BT-11 | BT-12 | BT-13 | BT-14 | BT-15 | BT-16 | BT-17 | BT-18 | BT-19 | BT-20 | BT-21 | BT-22 | BT-23 |
BT-24 | BT-25 | BT-26
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KOLOSS
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MessageSujet: Re: les news de BC ..   Sam 14 Avr 2007, 21:56

Item Changes and Rewards


A WoR user (Sil) made a compilation of item changes coming from Magtheridon, Gruul, Tempest Keep and Serpentshrine Cavern.

- Item Changes 1
- Item Changes 2
- Item Changes 3
- Item Changes 4

T5 changes: (all classes)
- Druid
- Hunter
- Mage
- Paladin
- Priest
- Rogue
- Shaman
- Warlock
- Warrior

New Heroic Rewards: View

New Mutilate Rogue animation: View
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Gnondpom/Wahaa
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MessageSujet: Re: les news de BC ..   Dim 15 Avr 2007, 07:16

mdr les flacons
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Ramonis
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MessageSujet: Re: les news de BC ..   Dim 15 Avr 2007, 07:56

Comment ca roxx la nouvelle anim d'estropier oO ....
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Karamon
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MessageSujet: Re: les news de BC ..   Dim 15 Avr 2007, 18:49

OMG je viens de voir le nerf des flacons Shocked


Ce patch va faire un malheur je le sens bien What a Face
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Eighty
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MessageSujet: Re: les news de BC ..   Dim 15 Avr 2007, 19:05

Tissage de l'ombre passe de 15 à 10% aussi. :/
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Karamon
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MessageSujet: Re: les news de BC ..   Dim 15 Avr 2007, 20:05

Eighty a écrit:
Tissage de l'ombre passe de 15 à 10% aussi. :/

Je sais je sais Wink

M'enfin ce patch c'est l'apocalypse donc bon si on avait pas eu notre nerf ça aurait été bisard alien
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KOLOSS
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MessageSujet: Re: les news de BC ..   Lun 16 Avr 2007, 08:12

Black Temple Preview 2: Guided Tour












Preface: We are not not making the claim that this is 100% accurate, but its the most logical thing we could come up with after seeing it. Screenshots are linked below, with explanations.

The zone in for the instance is indicated as the green box. From there you proceed underground, presumably clearing trash for a fair amount of time until you get to the next major area.

The red circle denotes an outdoor area with all manner of battle armaments and doodads that looks ripe for a large scripted event before entering the real temple itself. After this comes the major hub of the instance.

The black square indicates an area with 4 wings protruding. Though there is a platform here that could be argued to be placement for a boss, it seems unlikely.

The first and shortest 'wing' is simply a corridor leading to a room (bright green circle).

The next largest wing is the North East which leads to the purple circle. Its a wing that slowly goes upwards until you exit out of the temple onto a terrace of sorts. The entrance to the major room of this 'wing' can be seen here. This is followed by the balcony which is the logical placement for a boss.

The next largest wing is the North West which leads to two large end rooms. If you proceed to the right you get to the darker blue room (awesome looking). If you go left there are two ways to get to the light blue room. This room could of course be gated from one of those sides, but either way, there are two doors.

The last wing is of course the largest and leads to Illidan. Immediately in front of you as soon as you enter the wing is this gorgeous room which likely houses a boss.

You are then greeted by a series of stairs which loop around and get to a balcony. Moving on from the balcony you make it outside to a place that's just amazing looking.

After quite a distance around the outside of the temple you make it to an area with a platform and a door next to it (the brownish looking circle).

Proceeding past this door you go up another series of stairs and eventually make it to a really big room. It's unlikely that Illidan himself is in this room as there really is no focal point for the player's attention. More likely is that you either face some pre-bosses and / or undergo an encounter here and then proceed outside again to..

The final place is this terrace where you will very likely face Illidan Stormrage.

Like we said, this is by no means completely accurate, but its the most logical assortment of bosses. The layout is as described, however.

It's probably a spoiler for some people, but it'll make navigating the place a bit easier on the PTR.
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