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PTR Informacije su ponovo ažurirane. Nema novih modela ili tekstura, a kolko smo primetili patch je Release Candidate, što znači da će možda biti na live serverima sledeće nedelje.
Quote from: Zarhym (Source)
Patch 3.3.3 PTR Informacije ažurirane - Build 11685Icecrown Citadel
  • Blood-Queen Lana'thel: Pact of the Darkfallen now applies damage twice as often, but for half the damage. This change will make the removal of the spell a bit more responsive.
  • Hellscream's Warsong and Strength of Wrynn now provide their bonuses to player pet health and damage, as well as the absorption amounts of Power Word: Shield and Sacred Shield.

Death Knight
Frost
  • Icy Talons: Fixed a numerical value error for rank 2 of this talentIcecrown Citadel
Glyphs
  • Glyph of Icebound Fortitude: Now always grants at least 40% damage reduction.

Priest
Tier 10
  • Priest Tier-10 4-Piece Healing Set Bonus: Redesigned. This bonus now increases the effectiveness of the caster's Power Word: Shield by 5% and Circle of Healing by 10%.
Glyphs
  • Glyph of Scourge Imprisonment: Now reduces the cast time of Shackle Undead by 1 second, up from 0.5 seconds.

Rogue
Glyphs
  • Glyph of Deadly Throw: Now increases the slowing effect on Deadly Throw by 20%, up from 10%.
  • Glyph of Expose Armor: Now increases the duration of Expose Armor by 12 seconds, up from 10 seconds.
  • Glyph of Feint: Now reduces the energy cost of Feint by 20, up from 10.
Quote from Blizzard staff
Mobile Authenticator Warning Message
After installing the most recent Battle.net Mobile Authenticator iPhone/iPod touch update (v1.1.0), all players will be prompted with a one-time warning that states:
  • Running a “jailbroken” iPhone OS device may compromise the security of the Battle.net Mobile Authenticator.

This warning message is being issued by Blizzard Entertainment as a reminder that running the Battle.net Mobile Authenticator on a “jailbroken” iPhone or iPod touch could potentially compromise the security of the Mobile Authenticator application. If your iPhone or iPod touch has not been “jailbroken” or modified to bypass software restrictions, please click “OK” and you will no longer receive the warning.

Please note that this message will appear on all iPhone & iPod touch devices and is not meant to indicate that your Apple device has been modified.

Dodge and Parry
I think the way you end up with conclusions like this is by following a chain of logic such as:

  • 1) I am a tank. It is my job to survive (among other things).
  • 2) It makes it easier to survive if I avoid spike damage and otherwise make it easier on my healers.
  • 3) I can avoid spike damage by emphasizing health and armor over avoidance.
  • 4) Therefore I should look for health and armor wherever possible.
  • 5) Since I don't really want avoidance, Blizzard should stop putting it on my gear or even in the game.

That last step is where you go astray. You make a leap from thinking like a player ("How can I survive better?") to designing like a player ("I can survive better if Blizzard changes the game to make it easier for me to survive better").

You'd be bored if there was no avoidance mechanic in combat. Bosses would hit you like a metronome for say 30K every swing. You'd be bored if there was no avoidance on gear because you'd only be choosing among say hit and expertise and maybe armor pen.

Random numbers are an important component for keeping the game exciting. I get that they can be a thorn in your side. That's largely why they are exciting. Without them, you'd be a better tank, but you'd also be a bored tank.

What we can do, and what we plan on doing, are making dodge, parry and block more attractive than they are today. I doubt they will ever be as attractive as armor and Stamina, but that's okay because we're never going to make a full set of gear that is just armor and Stamina. (And even if you assembled such a set, your healers would run out of mana trying to keep you up.)

Relics and "useless" procs (Source Re: Yo can we stop with the useless vanity pr)
We actually don't like procs that are up 100% of the time and in 3.3.3 we changed several of the group buffs to just be passives.

Sometimes the mechanic is necessary so that a damage rotation requires some ramp-up instead of just being at 100% from the first swing. So we can't get rid of every single case.

The idols (and all similar pieces) are in a weird spot. Once upon a time they used to change your rotation ad little bit in order to maximize the bonus, but these days they are really balanced around being up 100% of the time and if we end up putting the proc on a spell or ability that isn't used often, well then the idol just sucks for that tier.

We're not sure yet what we're going to do with these items. The current implementation doesn't feel that successful. They could just be stat sticks not tied to a particular ability, though that's not super exciting either. 
Zvanične informacije su ažurirane ponovo!
Quote from Blizzard staff
Druid
Glyphs
  • Glyph of Focus: Now increases the damage done by Starfall by 10%, down from 20%.
Hunter
  • Heart of the Phoenix: Cooldown reduced to 8 minutes, down from 10 minutes.
Warrior
  • Thunderclap: This ability now counts as a ranged attack, granting it double damage on critical strikes instead of 150% and ranged miss chance, and still cannot be dodged or parried.
Arms
  • Bladestorm: Warriors can now be Disarmed while under the effects of this ability.
Quote from: Ujumqi (Source PvP a Blizzard Employee IV)
PvP Event sa Blizzard RadnicimaHi all,

We will be hosting another PvP event on the US realm Anasterian tomorrow (3-11-2010) at 4:00PM PST! Queue for Random Battlegrounds for your shot to PvP with us!

What: Random Battleground Finder
Who: Blizzard QA

  • Horde - 'Blizzard' guild
  • Alliance - 'Blizzard QA' guild

Place: US Server Anasterian (Those on Broxigar can participate by Queueing for a Random Battleground)
Time: 4:00PM PST
Date: 3/11/2010

(Note: Time/Event is subject to change.)
Intervju sa  Exorsus i Enigma guildomWe've updated World of Warcraft's five-year anniversary site to include two fansite interviews.

Exorsus, currently the third best guild in the world, is also the top Russian and former top European guild. We met Viksh, its leader, to talk about how the guild was created, what makes it different from others, and how a team should be ruled to be efficient.

In the second interview, we speak with Fraya, the leader of the Enigma guild on the Deathwing realm, about his most memorable moments over five years of playing, Enigma’s experience in high-end raiding, and where the guild expects to find itself in Cataclysm and beyond.

Check out the anniversary site to read the full interviews.

Anniversary Site: http://www.wow-europe.com/wowanniversary/interview/
Exorsus Interview: http://www.wow-europe.com/wowanniversary/interview/exorsus.xml
Enigma Interview: http://www.wow-europe.com/wowanniversary/interview/enigma.xml
Quote from Blizzard staff
Tanking Stats (Source Re: Mastery for tanks)
Stamina is always going to be valuable for tanks, so I'm not sure a strategy of trying to force tanks to gem / enchant other stats is ever going to feel good. That said, tanks used to worry more about being the mana sponge. The way to alleviate being the mana sponge is to take less damage and a great way to take less damage is to dodge more.

The relative value of dodge vs. parry is something we'll have to play with. My gut reaction is that parry needs to be cheaper since avoiding 100% of one hit is more valuable than avoiding 50% of two hits, but I'm not sure how much cheaper. Avoiding spikiness (which dodge will contribute to) also has value, and if the second hit after a parry is dodged instead (such that you lose the parry "charge") that plays into the cost as well.

The passive talent tree bonuses for tanks will probably be something like 1) reduces damage taken, 2) increases damage done, 3) reduces damage taken in a way unique to your tree.

Yes, we're still dodging the DK question. For now. Dnevne Blue Teme

1v1 Balance - Healer vs DPS (Source Re: Question about 1v1 balance)
I think my point there was that the healer will eventually run out of mana. If they are able to damage you while healing themselves though, they will likely win.

It comes down to this: If a healer can't beat a dps one on one, then there is no way a healer will be able to keep an entire three-person team alive. In that scenario you might as well just run with 3 dps and there becomes no role for the healer in Arena teams.

Note: this does not mean that in every single case that a dps spec defeats a healing spec in a duel that there is a problem with the class. 
Quote from: Eyonix (Source Mastery System Preview)
Mastery System PreviewLast week, we gave you an early look at the changes we’re making to the stat system in World of Warcraft: Cataclysm, and explained how these changes will ultimately provide players with more interesting gear choices and make stats easier to understand. Today we’d like to go into more detail about a brand-new feature that’s an integral part of this overhaul: the Mastery system, a set of new game mechanics designed to allow players to become better at what makes their chosen talent tree cool or unique. With this system, we want to accomplish three things: give players more freedom in how they allocate talent points, simplify some of the “kitchen sinky” talents that try to do too much at once, and add a new stat to high-level gear that makes you better at your chosen role.

Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree -- meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.

One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up “mandatory” but uninteresting talents, such as passive damage or healing. (For examples of the kinds of powerful but boring talents we’re talking about, take a look at the talent tier just above the 51-point talent in many of the existing trees.) In a sense, Mastery makes it so every talent in (just for example) a rogue tree essentially has an invisible additional bullet point that says “???and increases your damage by X%.” This way, if you choose a talent like Elusiveness (which reduces your chance to be detected while stealthed) or Fleet Footed (which affects movement), you won’t feel like you’re giving up damage in exchange for utility.

There will still be talents that boost damage, of course, but those talents will also affect the way you play. For example, you can still expect to see talents like Improved Frostbolt, which reduces the cast time of the Frostbolt spell; it increases DPS, but it also affects the mage’s rotation. Piercing Ice, however, is just “6% more damage” and is the kind of talent we’re trying to eliminate by implementing the Mastery system.

As we get closer to Cataclysm’s release, we’ll go into more detail about the changes coming for each class, including individual talent-tree adjustments and how Mastery will affect them. In the meantime, here are a few examples to demonstrate the three kinds of passive bonuses we described above. Please keep in mind that we're still working on this system, and the handful of examples we're providing here are, of course, subject to change.

Holy Priest
For each talent point spent in the Holy tree, the priest also gets:

  • Healing – Improves your healing by X%.
  • Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent from the Discipline tree, which many Holy priests consider to be a “must-have.” Regeneration will also probably be determined by whether you are in or out of combat, and not the “five-second rule.
  • Radiance – Adds a heal-over-time effect to direct heals, such as Flash Heal. Mastery on gear would boost this bonus, and no other talent tree would grant it.

Disc Priest
For each talent point spent in the Discipline tree, the priest also gets:

  • Healing – Improves your healing by X%.
  • Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent.
  • Absorption – Improves the amount of damage absorbed by spells such as Power Word: Shield and Divine Aegis. Mastery on gear would boost this bonus, and no other talent tree would grant it.

Frost Death Knight
For each talent point spent in the Frost tree, the death knight also gets:

  • Damage – Improves your melee and spell damage by X%.
  • Haste – Improves your melee Haste by Y%. This might allow us to remove some of the Haste in the Icy Talons line of talents.
  • Runic Power – Improves the rate of runic power generated by abilities. While all death knights want runic power, Frost death knights would generally have more runic power than Blood or Unholy death knights (who would receive a different benefit from their respective trees). An Unholy death knight who sub-specs into Frost would still be able to benefit from this bonus, though because they’re investing fewer talent points, they’d benefit to a smaller degree. Mastery on gear would boost this bonus, and no other talent tree would grant it.

A couple other things to note: Currently, we’re not planning to retrofit the Mastery stat onto current level-80 gear when we roll out the stat-system changes prior to Cataclysm’s release. However, Mastery will begin appearing on select quest and dungeon items. You will also gain a small amount of Mastery by wearing gear of your intended armor type (such as plate for paladins). For players with dual specs, when you change between your two chosen specs, the Mastery bonuses and the benefit you receive from the Mastery stat on gear will adjust automatically based on your new spec.

We’ll have more details to share about these and other changes we’re making in Cataclysm in the future, and we’ll do our best to answer your questions about the Mastery system here on the forums. For information on many of the stat changes being made in Cataclysm, please check out our earlier update at -

http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1

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