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Im not a hardcore raider lol so im just starting nax, not geared for it, its pretty hard to find heroic dungeon groups. Did get to 80 quickly in total about 3-4 days played but then account ran out and it seems everyone else caught up too lol.

You should migrate server, my 'casual' guild on Outland has players doing 5-6 heroics a day. Even if you went with a pug most will run 2-3 at least.

Not that anybody would care, but I just turned 72, and pretty much finished all the quests in Borean Tundra (I think). I haven't finished all the ones in Coldarra yet, though. To be honest, the quests aren't that much better than TBC or Old World. I've heard that Blizzard has gotten better with them, but a lot of them are still just "fetch X number of this", "kill X number of this", "loot X number of this", "find this person and right click him". Also, things just seem too easy. A lof of the named mob leaders are non-elites, and it's just weird for me to solo a scary looking giant monster. And then one escort quest in one of the caves is just way too easy; should require at least 2 people to do it. Again, I've only quested in Borean Tundra, and still have lots to see and do, so I know this is pretty premature. Hopefully the challege is there and the quests get more interesting in the later levels.

The last boss puts a wall up as you engage. Our mage wasn't paying attention and ended up being a spectator. We 4 manned him pretty easily.

Proper postioning of him you mage can dps, he's just gotta stand above the wall and the tank gotta move nearly all the way to other side of wall for LoS. It's how you get the achievement (at least one way) on heroic to beat him in two minutes. As you can have two guys out there killing the adds that come down ramp before they reach the boss fight area.

Not that anybody would care, but I just turned 72, and pretty much finished all the quests in Borean Tundra (I think). I haven't finished all the ones in Coldarra yet, though. To be honest, the quests aren't that much better than TBC or Old World. I've heard that Blizzard has gotten better with them, but a lot of them are still just "fetch X number of this", "kill X number of this", "loot X number of this", "find this person and right click him". Also, things just seem too easy. A lof of the named mob leaders are non-elites, and it's just weird for me to solo a scary looking giant monster. And then one escort quest in one of the caves is just way too easy; should require at least 2 people to do it. Again, I've only quested in Borean Tundra, and still have lots to see and do, so I know this is pretty premature. Hopefully the challege is there and the quests get more interesting in the later levels.

the quests get much better

a lot better than BC

you can check your achievements page to see if you've finished all the quests in a certain area

As you get towards Storm peaks and Icecrown the quests chains are longer and more strung together. If you are into lore, this expansion is absolutely perfect. Completing some of the epic chains in storm peaks is absolutely amazing. (Almost all the quests are part of 3 chains in the entire zone).

However, I cancelled my account once again.... (I think this is like my 20+ time). I just won't have time to play in the future and I have some other projects to work on. Oh well, may come back later on. But hopefully not. I am getting tired of this whole quitting and resubscribing business I have going on.

Actually, there are more quests beyond those listed in the achievement list, that's excluding dailies / instances. I think it just counts a "majority" of the quests in some zones, because I've gotten the achievement despite still having quite a lot of normal quests left.

Each zone has roughly 5-20 more than the what the achievement states.

Basin ends once you pick a faction and nothing past that spare dailies (which don't count). I did all of Fjord spare one 5 part quest chain as I couldn't solo one of the group quests (only one in all of LK). If you get the achievement, you have less than 20 to go for the entire zone.

As you get towards Storm peaks and Icecrown the quests chains are longer and more strung together. If you are into lore, this expansion is absolutely perfect. Completing some of the epic chains in storm peaks is absolutely amazing. (Almost all the quests are part of 3 chains in the entire zone).

However, I cancelled my account once again.... (I think this is like my 20+ time). I just won't have time to play in the future and I have some other projects to work on. Oh well, may come back later on. But hopefully not. I am getting tired of this whole quitting and resubscribing business I have going on.

See you two years later when World of Warcraft: Rise of Azshara comes out. :)

We managed to finally kill it with 3 drakes up last night, unfortunately for me I had just been called into work to fix server issues. I guess I'll get my title next reset :)

Grats.

We got the 3 drakes up kill the other day too. I had to sit-out for it (that'll learn me for being casual and not updating my /roll hacks). There's always next week.

yeah I ended up getting the Zmarsh quest achievement last night. I wanta say it said 56 quests completed. That's kinda cool.. I wonder if achievement points will be used for something in the future though.. And you should get bonus xp for completing an achievement :p

Each zone has roughly 5-20 more than the what the achievement states.

Basin ends once you pick a faction and nothing past that spare dailies (which don't count). I did all of Fjord spare one 5 part quest chain as I couldn't solo one of the group quests (only one in all of LK). If you get the achievement, you have less than 20 to go for the entire zone.

The quest count in achievements do not include breadcrumb quests. These are quests that other quest npcs give you to go talk to someone else to start a chain. You don't need to do this quest to start the chain, but it still counts towards your quest tracking achievement. So that's how it gets to maybe 5-10 less. Dailies don't count either.

I ditched Jewel Crafting yesterday night.

Just too damn hard to level with the prices of things on my Server..

I took up Blacksmithing with the intent of doing Master Swordsmith as there are some unreal swords for swordsmiths, and they'd benefit me as a whole as a DK.

I also picked up cooking for something to do on my spare time.. so I'm doing :

Mining, Blacksmithing, First Aid, Cooking, and Fishing.

I'm a busy little death knight. :)

Huge Hunter Nerfs incoming :(

Hunters of all specs, and particularly Beastmaster, are doing too much damage in PvE.

We tested this a lot internally in beta and knew hunters were high but we hoped other classes would be able to catch up in a way they have as yet been unable to do. We want to be careful not to hurt hunter dps too much in PvP, so we?re taking most of the damage out of Steady Shot and Volley. Beastmaster hunters are in addition losing some of their pet dps. We still want BMs to have the best pets, but pet dps numbers are a little high at the moment. We are also still concerned about hunter survivability in PvP and taking the opportunity to jazz up Deterrence into something that looks and plays a little more interesting.

These are not all of the changes we are working on for hunters, but those changes we feel are ready for testing. We hope to get these changes up on the PTR so players will have a chance to test them out and respond before they go live.

* Steady Shot ? now only gains 10% of attack power as damage (down from 20%).

* Volley ? reduced the damage by about 30% for all ranks. Note that AE damage from many classes is very high right now and we are looking at all of them. Volley in particular had reached the point where some hunters were using it to the exclusion of most other attacks.

* Readiness ? no longer affects the cooldown of Bestial Wrath.

* Deterrence ? has been completely overhauled. It now allows you to deflect 100% of incoming melee or spell damage for 5 seconds, but prevents you from attacking while active. You still must be facing the attacker to deflect the damage (this is a limitation we are trying and might end up removing). 60 sec cooldown.

* Kill Shot ? cooldown reduced to 15 sec (from 35 sec).

* Kindrid Spirits ? now only grants 3/6/9/12/15% pet damage.

* Serpent?s Swiftness ? now only grants 2/4/6/8/10% bonus attack speed to pet.

* All hunter pet abilities with a cooldown longer than 30 sec have been moved off the global cooldown.

* Growl? threat generation increased by 20% (same for Voidwalker Torment).

* Call of the Wild ? now benefits only the hunter and his or her pet.

* Rake and Scorpid Poison ? slightly nerfed to bring them into line with other pet abilities.

* Spirit Strike ? reduced the period on the dot so it will work better with Longevity.

* Improved Tracking ? now benefits damage to all included creature types as long as you are tracking one of them. You don?t have to swap around what you are tracking as much.

* Aspect of the Wild ? now raid-wide.

[...]

I did say these are not all the hunter changes we're working on. Some we haven't quite worked out yet and others (one exciting one in particular concerning ammo) won't be ready until Ulduar or so.

We think MM was too high and BM was way too high. Survival is probably a little low. We are looking at buffing Survival, possibly through Explosive Shot, but we haven't finalized that yet.

The Deterrence change is defintely something we'll need to see in action on the PTR.

I don't want to do a disservice to all the good PvP feedback by attempting to boil it down too much. However, in general a lot of hunters were concerned about being able to do damage as much as they were concerned about being able to survive damage. We don't expect the Deterrence change to solve the former problem obviously. We're still working on that one, but we wanted to go ahead and announce what changes we have now so that you guys can be chewing on them.

Nerfing classes is never fun. It means that our initial tests and estimates didn't play out in the real world, which is a failing on our part, not anything the players did wrong. While buffing is a lot more fun, we think we'd get to crazy land too quickly by trying to make current BM dps the new benchmark. That would mean touching virtually every other class and spec as well as many encounters. While it might produce more positive PR in the short-term, it's a ton more work in the long-term that we would rather spend on new content or other problem areas.

Also, the sky is not falling. We're posting here so we can get feedback. Threats of rerolling or that sort of melodrama aren't really giving us any information we need. I can understand while you might want to vent a little bit, but posts with nothing but QQ aren't helpful.

Source: MMO Champion

Pretty much sucks to be a hunter at the moment then. I see many loose raid spots due to this in progressive PvE guilds due to less DPS they will bring, BM hunters dont buff raids much anyway apart from Ferocious Inspiration every now and then. Hunters were not doing massive damage anyways, With equal gear some wws show hunters doing 1%-2% more damage than thier mage counterparts.

The nerfs outweigh the buffs quite frankly, expect to see hunters, espcially BM hunters doing around 20-30% less dps with current gear. Looks as if haste also became a very important factor for BM hunters due to steady shot.

4 Seasons of biting the floor in PvP and no change

4 Weeks of Expansion and major nerf

Good stuff Blizzard you certainly know how to keep you customers happy.

Thinking of re-rolling already have a 70 DK but a few peope have said they are getting nerfed in 3.1 . They only made the class like a hero class so lots of people would pick it up once people move over then it will get nerfed, it does seem a bit OP levelling is excellent, had more fun with DK than hunter anyone know if there is a class that is always going to be safe from the nerf bat? I was thinking a resto shammy or a Prot Pally. Any suggestions?

For those of you who have killed Sar with drakes. I'm trying to push my guild into downing one at least. Easiest it seems would be Tenebron. Farely sure we would be able to burn him down before or right after second portal hatches. Question is do all those whelps de-spawn unpon his death? IE have an OT hold the first batch and second for a few seconds it take to kill him, or would we need to kill them also?

A big reason us Hunters will be nerfed:

7296la4.jpg

As you can see I'm putting out 7k where as the other hunter is putting out 11k+.

I was 74 at the time of this raid and the other hunter was 80, infact, everyone else was 80.

Thats because of the Massive Buff Volley Has since wotlk

Hunter AoE at the moment > mage and locks

They should just reduce the volley dps and keep the rest. Steady Shot nerf will hit hard, accross all Specs.

I would love to see variations of Volley shots. Imagine Volley of Crippling Poison, or Volley of Silence. That'd be great. Or how about give hunters the ability to apply certain effects to the arrows or bullets, like Rogue's poisons. Or even just elemental attrbutes would be nice; shadow, fire, ice. That will definitely spruce up some resistance mechanics in hunter pvp. Bring back bear trap too!

Incoming buffs for DKs? :)

We have talked about making some of these changes and wanted to provide more details. You should be able to try these out yourselves on the PTR before they go live.

Our reason for most of these changes should be obvious, but some common themes are:

-- Making tanking still rely on cooldowns, but rely on them a little less.

-- Make Blood a more attractive spec, and particularly for tanking.

-- Chill out some of the defensive capabilities all DKs have in PvP.

-- Avoid having to use Death and Decay as an out-of-combat runic power generator.

1) Rune Strike -- damage decreased from 200% to 150% but threat increased to 150% from 100%.

2) All multi-rune abilities generate 15 runic power.

3) Anti-Magic Shell -- cooldown lowered to 45 sec from 60 sec.

4) The healing of Blood Aura, Blood Presence and Death Pact has been doubled.

5) Bone Shield -- mitigation reduced from 40% to 20%.

6) Icebound Fortitude ? now reduces damage by 20% instead of 50%. The amount of damage reduced increases with bonus Defense (to about 35% for 540 Defense, but it can go higher). The stun immunity is intended to be its primary role in PvP.

7) Frost Presence -- bonus armor increased from 60 to 80% and magic damage reduction increased from 5 to 15%. We wanted to reduce the effectiveness of cooldowns but bring up base mitigation to reduce damage spikiness.

8) Corpse Explosion -- damage increased substantially, added 5 sec cooldown, and changed cost to 40 runic power.

9) Heart Strike ? we overhauled this ability. It no longer has a haste debuff but will now be able to strike two targets like a cleave. It still hits for more than Blood Strike, but you can still use Blood Strike if e.g. you don?t want to break CC.

10) Horn of Winter -- now has no cost and grants 10 runic power in addition to its stat buff, but has a 30 sec cooldown.

11) Night of the Dead -- now grants 40/70% passive area spell avoidance to your pet in addition to its current effects.

12) Outbreak ? this talent no longer receive bonus damage from Pestilence. The bonus from Plague Strike and Blood Boil has been increased slightly.

13) Bloody Strikes ? the bonus damage from Pestilence has been moved here to help Blood AE slightly.

14) Pestilence -- no longer has a 10 sec cooldown.

15) Raise Dead -- now split into two spells: Raise Dead now raises a ghoul or pet ghoul (if talented). Raise Ally now raises a fallen party member (at no reagent cost).

16) New runeforge rune -- Rune of the Stoneskin Gargoyle (two-handed only) now grants 25 Defense and 2% Stamina.

17) Shadow of Death -- duration reduced from 45 seconds to 25 seconds.

18) Unholy Blight, Dancing Rune Weapon and Hungering Cold ? cost reduced from 60 to 40 runic power.

19) Vampiric Blood -- in addition to its current effects, also adds 20% health temporarily.

20) Will of the Necropolis -- now reduces the damage of any attack that takes the DK below 35% health by 5 /10/15% instead of boosting armor when wounded,

21) Many death knight glyphs have been changed. In many cases the negative consequences were removed.

22) New death knight sigils are now available, primarily from vendors, including a tanking-oriented sigil.

Source

I'm pretty happy with the changes. Heart Strike looks great, Corpse Explosion may be worth a point now (I had never used it before), and Rune Strike... well, we all know it needed to be brought:pown some. :p

Changes to mages too, but you can go WotLK Wiki to see them.

The buffs here are designed primarily to make Arcane more competitive with Fire / Frostfire builds in PvE.

Fire builds? Blizz do you play a mage?

I specced from Fire to Frostfire and saw a jump of 400 DPS almost over night. It's so OP I managed to come first on DPS/Damage done on a few bosses on naxx even though I was the only caster. The rest of the group consisted of DKs, hunter, warrior, druid buffs and all!

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