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Might (US - Turalyon) je objavio svoj video sa Lich King 10 Man Encounter-om.Ovde čak i vidimo lepo encounter u Frostmourne sobi.


Quote from Blizzard staff
Lovely Charm Bracelet from killing blows only (Source Re: Lovely Charms going to Killing blows?)
You can get these from any mob "of worth" so you can do any sort of kill quest to get these including from killing any mobs involved in daily quests. [...] Yes, it comes from killing blows. On my healing character, I've had no issues with getting these, (other than when I forgot to have empty space in my bags for them.)

[...] I did not get them from instances. It's pretty easy to grab a bunch of mobs and kill them solo and just as easy to get them via daily quests (or even normal questing) that you are working on as you're doing them.

The event just started so, no, there are no current plans to change the functionality of this. Should we feel it's necessary to make a change, we'll let you know. 

Tanking Cooldowns (Source Re: Explain why Dru hp was fine but not pally)
One caution is you have to be really careful in how you factor in cooldowns to estimates or simulations of tank survivability. Some attempts just assume that e.g. Barkskin is responsible for X% of damage not done over the course of the encounter. That might be true on some encounters, but it definitely is not on others. When you can or need to use those abilities makes a big difference. On some fights, those cooldowns just give you a little slop room if the healers have a lot on their plate or have to move or something. On others you just aren't going to survive without a cooldown. 

Dispells in Cataclysm (Source Re: Dispels in Cataclysm PvP)
We'll talk more about the Cataclysm dispel design when we get a little closer. Overall the philosophy is that a dispel should be a counter. That means, to us, that you should have to consider when it makes sense to use. Dispels shouldn't be a test of how quickly you can mash that key when you see the icon pop up. Dispelling at the wrong time should cost you. We also don't want to see such extremely different outcomes depending on the class of dispeller you have with you. 

Itemization in Cataclysm (Source Re: Cata changes with itemization.
Actually, we aren't trying to make gear choices easier. We like when it's a hard call on whether to upgrade vs. stick with what you have, etc. In designer parlance terms, that is an "interesting decision." Non-interesting decisions are typically no-brainers.

We want to remove some of the confusion over a complicated stat system, which we think we can do without reducing the system's depth. In fact, the other motivation for the stats overhaul was to solve some of the problems where a certain stat trumps all or a certain stat is always junk. If we nail that, then gear choices will actually be harder in Cataclysm, not easier.

As an example, when you aren't close to a crit cap and when buffs don't provide so much crit and talents don't provide so much crit, then haste vs. crit can be a pretty interesting choice. Haste lets you cast spells faster, but crit makes those spells you cast hit harder. At a very basic level you are choosing more spells vs. bigger spells, but because of a number of other factors, it's not that cut and dried. Haste may provide a dps increase for a caster according to a spreadsheet, but it depends and it might cause you to change your rotation. If you have spell A that hits so hard that you need to use it on cooldown, and spell B gets boosted by haste, then you can run into the situation where more haste on B isn't an improvement because you can't squeeze in another B before it's time to use A again. If you aren't able to capitalize on the extra haste, then more isn't always good for you. (That's in an ideal world. The way stats work in Icecrown, if you like haste, it's nearly always a no-brainer stat for you.)

Comparing armor pen vs. say attack power is much mathier, because they really just both buff melee damage in pretty much the same way. The only time it matters is when you're near a cap or if you're a spec that does a lot of spell damage. But you learn pretty quickly for your spec whether armor pen is an awesome stat for you or just an okay stat.

Many of your gear choices in Cataclysm should come down to haste vs. crit vs. mastery. You may still have one of those you like the most, but it shouldn't be double the value of the other stats, so you may have to look at the total package of stats on that item (Do I need more hit? If I take that hit, can I swap it out somewhere else?) Add in set bonuses and procs, and I'm not sure the gear choice will be all that easy, but it should be easier to understand. 

Rogue
Vanish
We tried a different approach to fix Vanish in a recent patch while it was up on the PTR. It didn't fix the problem (which has everything to do with spells already being in the air) and let rogues use Vanish as a second Cloak, which wasn't the intent. When we backed out that change, we said we were going to try a different approach where we calculate when spells are launched on the server side. Nothing has changed since then and I really can't give you any more information than that. Making more "Lol Vanish doesn't work" threads isn't going to speed that process along, and will just continue to annoy other forum participants.
Recent In-Game Fixes - February 2010 - 02/05Listed below are recent fixes we have applied to the game. Keep in mind that some of these changes may not be active until after the realm has been restarted.

To review previous in-game fixes, please visit: http://forums.worldofwarcraft.com/thread.html?topicId=21723843880&sid=1

02/05
  • Rimefang now flies less frequently in all raid formats.
  • Animated Bones summoned by the Anub’ar Necromancers, no longer award experience when defeated.
  • The amount of damage being absorbed by sacred Shield and Power Word: Shield is being reduced by 10% correctly in only battlegrounds, Arenas, and Wintergrasp.
  • The range of the Lich King’s Remorseless Winter aura has been increased in Halls of Reflection.
  • The Val’kyr Shadowguards in the Icecrown Citadel Lich King raid encounter should always properly pick up their target.
  • Deathbringer Saurfang should gain blood power less rapidly in normal 10 and normal 25 player modes and players can also no longer zone in while this encounter is active.
  • Sindragosa’s Backlash ability can no longer crit.
  • The Fountain of Light proc effect can now heal players outside of the caster’s party.

Druid
  • The rejuvenation procs from the Druid Tier 10 will now work better in a raid group and not avoid targets that have any rejuvenation spell on them though it will continue to avoid targets that have the casting druid’s rejuvenation on them.

Warrior
  • The damage bonus done by Devastate has been appropriate increased to be in line with the changes made in patch 3.3.2.
Icecrown Citadel weekly quest-ovi su sada zvanični.
Quote from: Bornakk (Source Icecrown Citadel: Raid Weekly Quests)
Icecrown Citadel: Raid Weekly QuestsNow that Icecrown Citadel has been fully unlocked, allowing players the ability to progress in 10- and 25-player formats to defeat the Lich King, new raid weekly quests have been unlocked! These quests are specific to the Icecrown Citadel raid dungeon and do not correspond with the standard random raid weekly quest offered in Dalaran. Here's an overview of what you need to know.

One of five quests will be randomly available each week in both 10- and 25-player versions of the dungeon. This means each player has the opportunity to complete two Icecrown Citadel raid weekly quests each week if the dungeon is run in both versions, however, these quests have to be completed within the raid version (10- or 25-player) in which they are offered.

If a player obtains one of these quests but does not complete it that week, the quest will automatically be removed from the player's Quest Log the next time Lord Marrowgar is defeated under a new raid ID, or when zoning into an instance with a new raid ID where Lord Marrowgar has already been defeated. This only applies if the random raid weekly offered when the player enters a fresh Icecrown Citadel raid instance happens to be different from the one already in his or her Quest Log. Players can otherwise simultaneously have both the 10- and 25-player raid weekly quests in their Quest Logs and complete either of them at any time during the week in their respective raid versions. The quests given each week in 10- and 25-player versions of Icecrown Citadel will be randomly determined once Lord Morrowgar is killed, or once a player zones into an instance where Lord Morrowgar has already been killed.

The Quests:

  • Deprogramming - Look for a rogue named Infiltrator Minchar outside of Lady Deathwhisper's chamber. He'll speak of a brainwashed operative who needs saving from the lady's powerful means of influence. While engaging Deathwhisper, keep an eye out for a warrior named Darnavan among her minions. He must live if your raid group is to succeed in completing the quest.
  • Securing the Ramparts - After taking the platform up to the ramparts from Lady Deathwhisper's chamber, a lieutenant of your faction will seek your help in slaying the Rotting Frost Giant on the other end of the ramparts terrorizing his troops. Bring the monster down and return to the lieutenant for your reward.
  • Residue Rendezvous - Should you succeed in killing Deathbringer Saurfang, you will soon meet Alchemist Adrianna upon lurking further into the citadel. She will task your group with the unfortunate job of being infected by both a Green Residue from Rotface and an Orange Residue from Festergut. While infected with both residues, at least one player from the raid must speak with Alchemist Adrianna in order for everyone in the group to receive credit.
  • Blood Quickening - Outside the Crimson Hall awaits Alrin the Agile to inform your group that his friend, Infiltrator Minchar, has been captured by the San'layn for interrogation. Should you choose to help in rescuing Minchar, you will have 30 minutes from the moment you step foot in the Crimson Hall to kill Blood-Queen Lana'thel before she executes him. Fortunate enough for you, she will not kill Minchar if she is busy fighting your group.
  • Respite for a Tormented Soul - If your group can successfully free Valithria, she will morph into her humanoid form to offer you a quest in a more approachable manner. Providing each player who accepts the quest with a Pulsating Life Crystal, a channeling device, Valithria will speak of a way to save Sindragosa's spirit. Members of the raid who use these crystals on Sindragosa when she is below 20% health will slowly stack on her the Life Infusion debuff. Reaching 30 stacks (10-player) or 75 stacks (25-player) of Life Infusion before she dies will provide the frost wyrm with an aura of Soul Preservation. If your group manages to give Sindragosa this aura before killing her, a quest item can be obtained from her remains to complete Valithria's task.

The Reward:
Completing any of these quests will reward each member of the group with a Sack of Frosty Treasures and a healthy chunk of gold. The sack will contain Emblems of Frost and other potentially valuable items!
Vodka je prvi guild koji je ubio Lich King-a na US serverima. Sve čestitke momcima na lepom kill shoot-u Lich King 25 Normal Mode US First Kill by Vodka
Paragon je prvi guild u svetu koji je ubio Lich King-a 25 man Normal, par minuta kako je encounter hotfix-ovan, zbog exploita koji je guild Ensidi-a iskoristila. Smešna činjenica je što su ga ubili iz prvog pokušaja. Zaslužen kill.
Quote from: Bornak (Source Re: PvP Healing Change)
Nove PvP Healing IzmeneAfter further observations of the recent changes made to resilience and healing in PvP, we have made an additional change via an in-game fix so that the PvP healing debuff in Arenas, Battlegrounds, and Wintergrasp now also lowers the effectiveness of Power Word: Shield and Sacred Shield by 10%. The majority of other strong shields or damage absorption mechanics are already affected by the healing change, so we feel this new adjustment is an appropriate step in balancing the effects of resilience versus healing. The ultimate goal is to find a better median between PvP encounters feeling too quick from burst damage, or too long from heals, shields, and absorption effects. We will continue to monitor the way these changes play out and let you know if we feel any further changes are needed. As always, feedback based on your PvP experience with these new changes is welcome.
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