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I think if a Neowin guild ever happens the overall attitude should be mature and in a sense represent Neowin in a respectable manner.

Trying to promote a cause or represent anything but yourself is pointless.

If that isn't the general consensus then it's just another guild with Neowinian members.

That's all it'd be anyway. You won't end up with a successful gild just because half a dozen people that post on the same forum show up together.

They need to have similar goals, experience, play-style, time commitments, etc.

Also, re-rolling is a fairly large commitment. Yeah, I'll do it - but only when there's a good reason to (ie: shaman healers trivial <encounter x,y,and z> therefore we want 2 more). The chance of maybe joining a guild that maybe does some stuff your interested in with people that maybe you'll like isn't enough of a reason.That might work for people new to the game or who have relatively few ties to their current server but many of us have friends (real life) where we are, or people who we've been playing with for more than 5 years.

What would a neowin guild offer that people can't get from the servers they already play on?

Big patch is relative, the content contained in "The Shattering" is in fact Huge however, the patch is only going to be a couple hundred MB being that we already have most of the data installed we just need to download the cinematic. However YES The Shattering happens today !!!!!!!!!!!!!!!!!!!!!!!!!!1!!!!!!!!!!!!!1!1!1!!!!

<-- Excited

Sadly, I couldnt bring myself to keep playing. I ended up deleting every lvl 80 I had, and gave my 45k odd gold to random people in dalaran. Its been a fun 5 years, but I cant take the grind anymore, or the general attitude of people within wow anymore. Plus, I have lost so much time to that game besides doing something which I have always loved to do: programming. I hope everyone has fun in the expansion

I am the same as you. I quit playing back in March of this year. although i do have a little itch to play again i wont. i realized how much time i lost playing that game. And working overnights can make it difficult to find a guild to raid in if u care about progression. Inless you play on some server thats like 12 hours difference.

Someone post patch notes when the go up please. I can't access the blizz site from work

They have been up for the better part of a week

World of Warcraft Client Patch 4.0.3a

The latest patch notes can always be found at http://www.wow-europe.com/en/patchnotes/

The latest test realm patch notes can always be found at http://www.wow-europe.com/en/info/un...testrealm.html

The Shattering of Azeroth

In the frigid wastes of Northrend, the final battle against the merciless Lich King ended in victory for Azeroth's defenders. Upon returning home, veterans of the unforgiving conflict against the Scourge were showered with praise for their valiant sacrifices, while the honorable dead were mourned. Yet as hope flared anew in the wake of the Lich King's fall, Azeroth's native elemental spirits grew confused and erratic, setting off a series of deadly natural disasters. Horde and Alliance leaders scrambled for clues about the troubling state of the world, but nothing could have prepared them for what was to come.

Without warning, the corrupted Dragon Aspect, Deathwing, erupted from the stone heart of Deepholm, the domain of earth within the Elemental Plane. Jagged fissures were torn across the earth, and monstrous waves pummeled coastal regions. From Thousand Needles to the Blasted Lands, the surface of Azeroth was reforged through violent upheavals. Now, the Horde and the Alliance must defend their homes against Deathwing and his minions, burdened by the unsettling fact that the world as they know it has changed... forever.

Azeroth Shattered

* Deathwing's return has had an immeasurable impact throughout the Eastern Kingdoms and Kalimdor. Players will notice drastically altered terrain, thousands of new quests from levels 1-55, and updated level ranges for some zones to improve the questing flow.

New Race/Class Combinations

* In the wake of a world on the brink of destruction, members of the Horde and Alliance have taken to new cultures and studies, mastering crafts previously foreign to them. Many existing playable races now have new class combinations. Check the official World of Warcraft: Cataclysm website for a breakdown of the new combinations.

General

* The World of Warcraft: Cataclysm cinematic trailer and login screen have been added to the game.

* Experience required to gain levels 71 through 80 has been reduced by 20%, which increases leveling rate by 25%.

Classes: General

* Due to several talent revisions for select classes, druids, paladins, priests, and shaman have had their talent trees reset.

* The damage and healing done by players from levels 1-79 has been retuned, with the base points of almost all spells and abilities reduced. This was done to bring combat times at low levels to a more reasonable length. For most abilities that deal weapon damage, the weapon damage percent now rises per level until level 80, and starts at a lower percent.

* Healing Rain, Efflorescence, Holy Radiance, Holy Word: Sanctuary now have a diminished effect when healing more than 6 players at once.

* Mortal Strike, Furious Attacks, Wound Poison, Widow Venom, Permafrost, Improved Mind Blast, Monstrous Bite, and Legion Strike now reduce healing by 10%, down from 25%.

* Effects which are broken from taking too much damage (Fear, Frost Nova, Entangling Roots, etc.) now break automatically from about half as much damage taken as before.

Death Knight

* Death Pact now heals for 25% of maximum health, down from 40%.

* Death Strike now heals for 25% of damage taken in the last 5 seconds, down from 30%, and will heal for a minimum of 7% of maximum health, down from 10%. The tooltip may not yet be updated to reflect this change.

* Icebound Fortitude now provides 20% damage reduction, down from 30% (now 50%, down from 60% when talented), and has a 3-minute cooldown, up from 2 minutes.

Blood

* Rune Tap now heals for 10% of maximum health, down from 15%. The tooltip may not yet be updated to reflect this change.

Glyphs

* Glyph of Rune Tap now heals for 5% of maximum health, down from 10%.

Bug Fixes

* Frost Fever critical strikes now apply the correct amount of bonus damage.

Druid

* Bear Form now provides 10% bonus health, down from 20%.

* Nourish no longer consumes Omen of Clarity.

* Rejuvenation has had its mana cost increased by 30%.

* Soothe now has a 1.5-second cast time.

* Swipe (Cat Form) can now be used even if the druid does not have a primary target selected.

* Thorns: beginner tooltip revised to no longer imply the spell could be kept up at all times. In addition, Thorns damage has been reduced by 60%.

Balance

* PvP set bonus redesigned. While not in an Eclipse state, critical attacks against the druid restore 5 Solar or 7 Lunar energy, whichever is more beneficial. This effect can only occur once every 6 seconds.

Feral

* Brutal Impact now increases the mana cost of spells on the victim by 5/10% for 10 seconds, down from 15/30%.

* Leader of the Pack now heals for 4%, down from 8%.

* Survival Instincts now provides 50% damage reduction, down from 60%, and its cooldown has been lowered from 5 minutes to 3 minutes.

* Swipe (Bear Form) damage has been reduced by 20%.

* Vengeance is no longer cleared on exiting Bear Form, and instead is cleared upon entering Cat Form.

Restoration

* Empowered Touch now procs from Healing Touch as well as Nourish.

* Heart of the Wild: the Bear Form Stamina bonus from this talent is now 2/4/6%, down from 3/7/10%.

* Malfurion's Gift no longer has Fury of Stormrage as a prerequisite talent.

* Natural Shapeshifter now also increases Tree of Life duration by 5/10 seconds.

* Revitalize is now a 2-point talent, down from 3. It provides a 20% chance to return 1/2% of the druid's total mana on periodic heals from Lifebloom or Rejuvenation. This effect cannot occur more than once every 12 seconds.

* Swift Rejuvenation is now a 1-point talent, down from 2. The global cooldown reduction this talent provides to Rejuvenation remains 0.5 seconds.

* Symbiosis: heal-over-time spells (Rejuvenation, Regrowth, Lifebloom) can no longer benefit from this Mastery merely by refreshing themselves. A different heal-over-time spell must be present.

Glyphs

* Glyph of Healing Touch now reduces the cooldown on Nature's Swiftness by 10 seconds after using Healing Touch, up from 5 seconds.

* Glyph of the Treant (new) allows druids to keep the original treant Tree of Life look... if they must. Must they?

Bug Fixes

* Blood in the Water now refreshes Rip to the correct value.

* Flight Form now properly appears in the trainer window before Expert Riding is learned.

Hunter

* All special attacks based on weapon damage (except Scattershot) are now normalized.

* Scare Beast is now available at level 36, up from level 14, and has had its training cost updated.

* Deterrence is now available at level 78, up from level 36, and has had its training cost updated.

* Disengage is now available at level 14, down from level 78, and has had its training cost updated.

Glyphs

* The level requirements for glyphs that affect Scare Beast, Deterrence, and Disengage have been altered to correspond with the level changes of these abilities.

Bug Fixes

* The Core Hound pet ability Ancient Hysteria now places its own unique debuff on affected players that has the same effect as Sated and Exhaustion.

* Certain pets should no longer forget how to Dash.

Mage

* Arcane Blast now increases damage of the next Arcane Blast by 10% per stack, down from 20%, reduces cast time by 0.1 seconds per stack, and increases the mana cost by 150%, down from 175%. In addition, the base cast time of Arcane Blast has been lowered to 2.35 seconds.

* Arcane Explosion now costs 15% of base mana, down from 18%.

* Arcane Missiles damage has been increased by 5%.

* PvP set 4-piece bonus changed to increase damage by 5% instead of providing 5% Haste.

Arcane

* Arcane Barrage damage has been increased by 5% and its cooldown is now 4 seconds, down from 5 seconds.

* Arcane Concentration: Now has a much higher chance (13/27/40%) of entering a Clearcasting state. This effect cannot occur more than once every 15 seconds. The tooltip still states that there is a 3/6/10% chance, as it averages out to approximately the same chance with the internal cooldown applied.

* Arcane Specialization again increases arcane damage by 25%.

Fire

* Blazing Speed no longer dispels movement slowing effects (it still dispels effects that totally stop movement).

* Fire Specialization again increases periodic fire damage effects by 25%.

* Molten Shields now also causes Blazing Speed to dispel movement slowing effects in addition to its current functionality.

* Pyroblast base mana cost is now 17%, down from 22%.

Frost

* Deep Freeze: the cooldown on this ability is no longer reduced by Haste.

* Early Frost now reduces Frostbolt cast time by 0.3/0.6 seconds, down from 0.35/0.70 seconds.

* Fingers of Frost proc chance is now 7/14/20%, down from 10/20/30%.

* Frost Specialization again increases all damage against frozen target by 25%.

* Reactive Barrier is now triggered by any damage which causes the mage's health to be below 50%, even if the mage was already below 50%.

* Shatter now also increases Frostbolt damage by 10/20% against frozen targets.

* Shattered Barrier duration is now 2/4 seconds, down from 3/6 seconds.

Glyphs

* Glyph of Evocation now heals for 40%, down from 60%.

* Glyph of Deep Freeze now increases damage done by Deep Freeze by 20% (no longer increases Frostbolt damage against Deep Frozen targets).

Bug Fixes

* Improved Polymorph now correctly shares diminishing returns with controlled stuns.

Paladin

* Exorcism damage has been increased by approximately 50%.

* Holy Radiance now has reduced effectiveness on targets over 8 yards away from the paladin.

* Seal of Truth: periodic damage from Censure reduced by 25%.

Holy

* Beacon of Light now lasts 5 minutes, up from 60 seconds.

* Blessed Life: the effects of this talent cannot occur more than once every 8 seconds, up from every 2 seconds.

* Illuminated Healing absorb shield now absorbs 10% of the total amount healed, up from 8%. Each point of Mastery increases the effect by an additional 1.25%, up from 1%.

* Light of dawn has been redesigned. It no longer has an enforced cooldown, now costs Holy Power instead of mana, and scale in direct proportion to the amount of Holy Power used. In addition it now heals the 5 most injured group targets (including self) in a 30-yard frontal cone.

* Protector of the Innocent no longer triggers from self-heals.

Protection

* Divine Bulwark now grants 2.25% less block chance per point of Mastery, up from 2%.

* Holy shield no longer increases chance to block. Instead, it increases the amount blocked by an additional 10%, for a total of 40% damage blocked.

* Shield of the Righteous: Contribution of attack power halved (now 60% with full Holy Power) and base damage brought up so that a level 85 paladin in Heroic dungeon gear deals the same damage with no Vengeance, but Vengeance has less impact.

* Shield of the Templar now reduces the cooldown of Guardian of Ancient Kings by 40/80/120 seconds, down from 1/2/3 minutes.

* Wrath of the Lightbringer now increases Crusader Strike and Judgement damage by 50/100%, up from 30/60%.

Retribution

* Crusade now also has a proc on kill to increase the healing done by the paladin's next Holy Light by 100/200/300% for 15 seconds, in addition to its current effects.

* Divine Storm: This ability has been redesigned. It no longer consumes Holy Power and instead costs 5% of base mana. It shares a cooldown with Crusader Strike and hits all nearby enemies for 60% weapon damage.

* Pursuit of Justice now has an 8-second internal cooldown, shared with Blessed Life.

* Rebuke no longer initiates Auto Attack.

* Sanctity of Battle now also causes Divine Storm's cooldown to be reduced by Haste effects.

* Zealotry no longer consumes 3 Holy Power, but still requires 3 Holy Power to use.

Glyphs

* Glyph of Beacon of Light now makes Beacon of Light free, instead of increasing the duration by 30 seconds.

* Glyph of Divinity has been redesigned. It now grants the paladin 10% of maximum mana upon use.

* Glyph of Light of Dawn now increases the total number of most injured targets healed by 1.

Priest

* Binding Heal now provides roughly double the amount of healing.

* Prayer of Healing has had its mana cost reduced by nearly 30% and its base points and Spell Power coefficient increased by 20%.

Discipline

* Divine Aegis is now always triggered by Prayer of Healing in addition to critical heals from all other spells.

* Grace has been increased to 4/8% stacking 3 times, up from 2/4% stacking.

* Inner Focus now works with Binding Heal, but no longer works with Heal.

* Power Word: Barrier has been redesigned. It no longer acts as a shared absorb shield. Instead, all affected friendly targets take 30% reduced damage for the duration of the shield, which is now 10 seconds, down from 25 seconds.

Shadow

* Shadow Orbs: redesigned slightly. The Shadow Orbs continue to increase damage done by Mind Blast and Mind Spike and stack up to 3 times, but now when the priest casts Mind Blast or Mind Spike (consuming the orbs), the priest gains a 15-second duration buff (Empowered Shadow), which increases the damage done by all Shadow periodic spells. Empowered Shadow does not stack. Mastery increases the damage bonus of Shadow Orbs and Empowered Shadow by the same amount, 10% with the base 8 Mastery, and an additional 1.25% per Mastery.

* Vampiric Embrace healing to the caster has been reduced to 6%, down from 12% (there was a tooltip error which stated that the self-healing amount was 15%). Party members still receive 3% healing.

Bug Fixes

* Dark Archangel now correctly increases the damage done of certain abilities by 4%.

Rogue

* Deadly Poison base damage and attack power coefficient have been increased by 30%.

* Recuperate now restores 2% of maximum health, down from 3%.

* Venomous Wounds base damage and attack power coefficient have been increased by 30%.

Combat

* Aggression now increases damage of Sinister Strike, Backstab, and Eviscerate by 7/14/20%, up from 5/10/15%.

* Bandit's Guile now gives 10/20/30% increased damage as the rogue gains greater insight, up from 5/10/15%.

Subtlety

* Executioner no longer affects Recuperate.

Bug Fixes

* Bandit's Guile now applies more consistently to all of the abilities it's supposed to modify.

* Player guardians and temporary pets now stop attacking when a rogue uses Vanish, but city guards will not.

Shaman

* Chain Heal mana cost increased from 17% to 20% of base mana.

* Earthliving Weapon now only has 25% of its full chance to proc from a single hop of Chain Heal.

Elemental

* Elemental Reach now also increases Searing Totem range by 7/15 yards.

* Fulmination now has a Spell Alert visual associated with it, which appears when the shaman gets to 9 Lightning Shield charges.

Warlock

* Bane of Agony damage has been reduced by approximately 12%.

* Bane of Doom damage has been reduced by approximately 12%.

* Corruption damage has been reduced by approximately 12%.

* Death Coil damage has been reduced by approximately 12%.

* Drain Life damage has been reduced by approximately 12%.

* Drain Soul damage has been reduced by approximately 12%.

* Immolate damage has been reduced by approximately 12%.

* Incinerate damage has been reduced by approximately 12%.

* Rain of Fire damage has been increased to be more comparable to other area-of-effect abilities.

* Searing Pain damage has been reduced by approximately 12%.

* Seed of Corruption damage has been reduced to be more comparable to other area-of-effect abilities.

* Shadowbolt damage has been reduced by approximately 12%.

* Soul Fire damage has been reduced by approximately 12%.

Demonology

* Hand of Gul'dan damage has been reduced by approximately 12%.

Destruction

* Chaos Bolt damage has been reduced by approximately 12%.

* Conflagrate damage has been reduced by approximately 12%.

* Shadowburn damage has been reduced by approximately 12%.

Bug Fixes

* Drain Life: The Soulburn version of this was charging 17% of base mana instead of 12% like the normal version. This has been corrected.

Warrior

* Cleave damage has been reduced by approximately 17%.

* Execute damage has been reduced by approximately 17%.

* Heroic Strike damage has been reduced by approximately 17%.

* Overpower now does 125% weapon damage, down from 150%.

* Rend base damage has been reduced by approximately 17% and percent of weapon damage per tick lowered to 25%, from 30%.

* Shield Block now only increases block chance by 25%, but excess block that pushes avoidance plus block to over 100% is now converted to critical block chance.

* Slam now costs 15 rage, down from 20, and now does 125% weapon damage, down from 150%.

* Victory Rush damage has been reduced by approximately 17%.

* Whirlwind now does 65% weapon damage, down from 75%.

Arms

* Mortal Strike now does 150% weapon damage, down from 185%.

* Second Wind now heals for 2/5% of total health, down from 5/10%.

* Strikes of Opportunity now does 100% weapon damage, down from 115%.

Fury

* Blood Craze now heals for 1/2/3% of total health, down from 2.5/5/7.5%.

* Bloodthirst damage has been reduced by approximately 17%.

* Raging Blow now does 110% weapon damage, down from 150%.

* Unshackled Fury now gains approximately 50% more benefit per point of Mastery.

Protection

* Critical Block now grants an equal amount of block chance and critical block chance (1.5% each per point of Mastery).

* Devastate no longer provides bonus threat.

* Shield Slam: Contribution of attack power reduced to 60%, down from 75%, and base damage brought up so that a level 85 warrior in Heroic dungeon gear deals the same damage with no Vengeance, but Vengeance has less impact. In addition, Shield Slam no longer generates 30% bonus threat from its damage.

* Vigilance no longer provides 3% damage reduction, but still refreshes Taunt and provides Vengeance.

Glyphs

* Glyph of Bloody Healing increases the healing received from Bloodthirst by 40%, down from 100%.

* Glyph of Intimidating Shout no longer causes targets to flee slowly, but roots them instead.

* Glyph of Shield Wall increases damage reduction to 60%, but increases the cooldown from 2 minutes to 4 minutes (talented).

Bug Fixes

* Taste for Blood should once again proc on every other tick of Rend.

Achievements

* The Gladiator reward mounts now award Master Riding.

* What A Long, Strange Trip It's Been now awards Master Riding.

Items

* Mysterious Egg now takes only 3 days to turn into a Cracked Egg and has a slightly greater chance of awarding the Reins of the Green Proto-Drake.

* PvP set bonuses now provide 70 of stats such as Agility, Intellect, and Strength (down from 100) at 2 pieces, and 180 of these stats (down from 300) at 4 pieces.

Professions

* Perfect Gem Cutting and Mixology have been removed as trainable skills and are instead passives profession abilities. When players reach the appropriate skill levels, they will start getting bonuses from Mixology (they must know the recipe to gain the benefit) and/or cutting perfect gems (depending on their profession, of course).

Alchemy

* Alchemy recipes now require Crystal Vials. Deathwing broke all the others because he's mean (or because he didn't want alchemists to carry 5 different vials around with them).

Engineering

* The Engineering Tinkering enchants will no longer provide their bonus stats, but the activated effects will stack with other enchants. In 4.0.1 the stats were there (but hidden) and are now removed.

Bug Fixes

* Several epic gem transmutes that were missing from the trainer have been added back.

Bug Fixes

* Certain area-of-effect abilities are no longer ignoring the area-of-effect damage cap.

* Mobs and NPCs should no longer appear to randomly gain or lose health during combat.

* Re-summoning pets in Battlegrounds should no longer count towards a player's total healing done.

Known Issues

* Some tooltips may not reflect the most recent changes to certain abilities.

* Worgen hunters are currently unable to learn Dual Wield.

* The achievement Explore Tol Barad will not be possible to complete upon release of World of Warcraft: Cataclysm.

So what is the difference between the Cata update death wing smashing the place up coming today/tomorrow and the actual release cd coming on the day? (sorry, i've never played around a major update).

I thought everything would of happened on 7th dec?

So what is the difference between the Cata update death wing smashing the place up coming today/tomorrow and the actual release cd coming on the day? (sorry, i've never played around a major update).

I thought everything would of happened on 7th dec?

Nothing, this is Cataclysm, however,

What is not in:

* Creating worgen/goblin characters

* Worgen/Goblin start zones

* Archeology

* Professions past 450 (Illustrious Grand Master)

* Guild leveling

* Guild achievements

* Eastern Kingdoms/Kalimdor flight

* New Zones (80+)

What is in:

* Portals in Dalaran/Shattrath Removed

* Class trainers in Dalaran where portals once were

* New race-class combinations (excluding worgen/goblin)

* New Gnome/Troll starting areas

* Changes to existing zones

* New cata load screens

* New cata intro cinematic

* New cata login screen

* New music

* City Quartermasters, with rep tabards

* Bug fixes

* Class balancing

* Druids, paladins, priests, and shaman will have their talent trees reset

* Experience required to gain levels 71 through 80 is being reduced by 20%

* New tamable hunter pets (Monkey, fox, dog, and beetle, as well as new skins for existing pet classes.)

that way they can still sell you access to those things. by buying the Cataclysm Expansion.

ok thanks i understand, so everyone gets the world changes but to get stuck in you need to buy cata. i'm glad the new zones aren't in yet i'm still on level 74 trying to get my warrior to 80 before release, it takes forever to go though one level at this stage.:(

ok thanks i understand, so everyone gets the world changes but to get stuck in you need to buy cata. i'm glad the new zones aren't in yet i'm still on level 74 trying to get my warrior to 80 before release, it takes forever to go though one level at this stage.:(

With them lowering the amount of XP needed to level 71-80 by 20% you can easily make 80 by Cata.

Trying to promote a cause or represent anything but yourself is pointless.

That's all it'd be anyway. You won't end up with a successful gild just because half a dozen people that post on the same forum show up together.

They need to have similar goals, experience, play-style, time commitments, etc.

Also, re-rolling is a fairly large commitment. Yeah, I'll do it - but only when there's a good reason to (ie: shaman healers trivial <encounter x,y,and z> therefore we want 2 more). The chance of maybe joining a guild that maybe does some stuff your interested in with people that maybe you'll like isn't enough of a reason.That might work for people new to the game or who have relatively few ties to their current server but many of us have friends (real life) where we are, or people who we've been playing with for more than 5 years.

What would a neowin guild offer that people can't get from the servers they already play on?

+1

i had a alot fun playing vindictus with people from neowin, but wow is another thing altogether. rerolling 1-80 takes a lot of effort and you don't want to reroll to play with a new group of people just to hit 80 and find out you ave different end game goals that requires you to find a new guild at that time.

me personally i need to be horde on a pvp server, and after my bg gear grind is done at max level i spend ALOT of time doing world pvp, and helping lower level players level up.i don't like doing a lot of dungeons or any raids at all.

as it is as far as rerolling goes i have yet to get my main to 80, or break level 10 on rerolls i've made since wotlk came out. as it is i'm waiting to transfer off my fail server onto a new server, then find a leveling guild to play with and then decide what to do from there.

it's too bad smeltn went alliance on a pve server or else i'd pay for me and my bro to transfer there and play with him.

anyways looking forward to reduced exp costs to finish up these last two levels. then i'll be set for cata to hit live.

+1

i had a alot fun playing vindictus with people from neowin, but wow is another thing altogether. rerolling 1-80 takes a lot of effort and you don't want to reroll to play with a new group of people just to hit 80 and find out you ave different end game goals that requires you to find a new guild at that time.

me personally i need to be horde on a pvp server, and after my bg gear grind is done at max level i spend ALOT of time doing world pvp, and helping lower level players level up.i don't like doing a lot of dungeons or any raids at all.

as it is as far as rerolling goes i have yet to get my main to 80, or break level 10 on rerolls i've made since wotlk came out. as it is i'm waiting to transfer off my fail server onto a new server, then find a leveling guild to play with and then decide what to do from there.

it's too bad smeltn went alliance on a pve server or else i'd pay for me and my bro to transfer there and play with him.

anyways looking forward to reduced exp costs to finish up these last two levels. then i'll be set for cata to hit live.

I'd love to be on a PvP server, if you find a good one to transfer to give me a heads up and i'll reroll on there.

I'd love to be on a PvP server, if you find a good one to transfer to give me a heads up and i'll reroll on there.

well it looks like we're going to aegwynn. my bro says it's ok and i trust him but he's mostly been leveling in dungeons there. but i'll let you know.

we gank and and crash parties and do silly things like stand in world arenas and type in zone chat for people to come fight us and every so often wipe out all teh NPCs in south shore and rp that it has the best steak in azeroth(idk if this will even be possible in cata) and kill lowbies to get max levels to come out and play and stuff like that.

in terms of honour points or progression or tangible rewards it's a complete waste of time, and sometimes there's very little action as we wait for an enemy to hopefully show up or roam the whole map looking for anyone to fight at all or hold a position while we wait for the enemy to get more numbers or whatever.

but it's also a helluva alot more fun than any of the progression grinds wow has imho.

i also like helpiing people level up, even outside my guild, or helping people do their quests, even if it's just guarding them against ganks while they do their quest stuff.

leading premades can be fun too for their own sake. even if most the time with 3 decent people in a group all in teh same vent you just roll over teh enemy team in every BG wow has and get perfect wins almost every time. but now and then you face a premade and it's really decent fights. and i expect to see more premades on both side with rated bg's.

hopefully i can find a good guild on this server once i transfer over that likes the same things i do and has some decent active players to play with. on the old server it was always some kind of trade off. either they were RP nazi's or they raged hard if you killed the other faction or they were pure pve or they were an ERP based guild or some other ridiculous thing that made you wish you could pk your own faction.

Trying to promote a cause or represent anything but yourself is pointless.

That's all it'd be anyway. You won't end up with a successful gild just because half a dozen people that post on the same forum show up together.

They need to have similar goals, experience, play-style, time commitments, etc.

Also, re-rolling is a fairly large commitment. Yeah, I'll do it - but only when there's a good reason to (ie: shaman healers trivial <encounter x,y,and z> therefore we want 2 more). The chance of maybe joining a guild that maybe does some stuff your interested in with people that maybe you'll like isn't enough of a reason.That might work for people new to the game or who have relatively few ties to their current server but many of us have friends (real life) where we are, or people who we've been playing with for more than 5 years.

What would a neowin guild offer that people can't get from the servers they already play on?

What server and faction do you play in evn.?

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    • I think there will be a 27H1 for actual users of 26H1 The 25h2 supports ARM too : Snapdragon X, Snapdragon X Plus and Snapdragon X Elite
    • Poll: Grand Theft Auto VI price predictions, cast your vote by Pulasthi Ariyasinghe After years of waiting, Rockstar will be solidifying the launch date of Grand Theft Auto VI with the launch of pre-orders next week. While the studio has confirmed a date for this occasion, it is yet to attach a price to the highly anticipated game. So let's see what our readers think it will cost at launch. The Grand Theft Auto VI pre-orders will kick off on June 25 for digital and physical editions. Unless some last-minute changes happen, the release date will be November 19, 2026, across Xbox Series X|S and PlayStation 5. Unfortunately, there's still no information about a PC version from the developer or the publisher Take-Two. Now the question becomes, how much will Grand Theft Auto VI cost at launch? The game is predicted by some analysts to be the biggest launch of an entertainment product ever. With the amount of hype that has been built behind it and with ballooning development costs, Take-Two may price this Grand Theft Auto entry differently from other AAA titles. The current price of a AAA game is $69.99. That norm almost rose to $79.99 before calming down. But with such a massive release, Grand Theft Auto VI may be the game that pushes the boundary again. It's also possible that Take-Two keeps the price relatively low to increase the number of players that jump in early and keep them hooked on Grand Theft Auto Online to spend on microtransactions for years to come. Keep in mind that the below poll is asking for a prediction of the standard edition price, not a deluxe or any other special edition that Take-Two will introduce for additional benefits. Also, there is also the chance of the company splitting up the campaign and online portions. If you think that will happen, put your vote on what you think will be the total cost of the two. Poll Poll: How much will Grand Theft Auto VI cost? $59.99 $69.99 $79.99 $89.99 $100 or more Submit Vote If you have a very specific prediction in mind, sound off in the comments below.
    • Would you please fix your graphics. They are outdated and don't fit the article.
    • The Light of Life? We actually do glow till our Death, study finds by Sayan Sen Image by Rafael Rendon via Pexels A study by researchers at the University of Calgary has found that living organisms produce an extremely faint light known as ultraweak photon emission, and that this glow appears to drop significantly after death. The research was published in the Journal of Physical Chemistry in April 2025 and quickly drew widespread attention, leading to more than 200 news stories about the findings. Ultraweak photon emission (or UPE), sometimes called biophoton emission, refers to tiny amounts of light released by living cells as a result of normal biological activity. A photon is the basic particle of light, and researchers say every living system examined so far, including plants and animals, has been found to emit these photons. The glow is far too faint to be seen by the human eye. “I suppose it has a little to do with people being reminded of auras,” says Dr. Christoph Simon, PhD, one of the authors of the study and a professor in the Department of Physics and Astronomy in the Faculty of Science. “It is a fact that living beings glow. It’s a very weak glow, but it’s there and visible with very sensitive cameras.” According to the study, the light involved is extremely weak, ranging from 10 to 1,000 photons per square centimetre per second across a spectral range of 200 to 1,000 nanometres. For comparison, a nanometre is one-billionth of a metre and is commonly used to measure wavelengths of light. Detecting emissions at such low levels requires highly specialized equipment. To study the phenomenon, researchers used electron-multiplying charge-coupled device (EMCCD) and charge-coupled device (CCD) cameras. These imaging systems are designed to detect extremely small amounts of light, including individual photons, while minimizing background noise. The technology allowed researchers to capture signals that would otherwise be impossible to observe. The team worked with the Human Health Therapeutics Research Centre at the National Research Council of Canada (NRC) in Ottawa to examine photon emissions in mice. Researchers took two-hour exposure images of the animals before and after death and compared the results. “We saw that the level of light that they emit – this biophoton glow – is distinctly different between living and dead animals,” says Dr. Daniel Oblak, PhD, an associate professor in Physics and Astronomy and the corresponding author of the study. The images showed a clear decrease in photon emissions after death across the entire body of each mouse. According to the researchers, this provided direct evidence that living and dead tissue produce different levels of ultraweak photon emission. “It’s a very small amount and it’s, of course, very tricky to detect,” Oblak says. The study grew out of discussions between Simon, whose research interests include quantum biology, and Oblak, whose work focuses on detecting light for quantum communication experiments. Quantum biology is a field that explores whether processes described by quantum physics, which studies matter and energy at very small scales, may also play a role in living systems. “Since I work as a quantum physicist on light detection for quantum communication, I thought that experimentally we have a lot of the tools to be able to detect the light,” Oblak explains. The researchers also investigated UPE in plants and found that the light changed in response to stress. When plants were exposed to higher temperatures or physically injured, their photon emissions increased. Chemical treatments also affected the glow. Among the substances tested, the local anesthetic benzocaine produced the strongest emission response when applied to injured plant tissue. These findings suggest that ultraweak photon emission is closely linked to biochemical and metabolic activity inside living organisms. Metabolism refers to the chemical reactions that allow cells and organisms to stay alive and function. Because these reactions change when an organism experiences stress, injury or disease, researchers believe UPE may provide a way to monitor those changes. The researchers stress that the glow is a physical and biological phenomenon, not a metaphysical one. Oblak says more research is needed to understand exactly how the light is produced and what information it may reveal about the condition of living tissue. “We must understand what that is to figure out what’s happening,” he says. “If we can understand how that relates to certain influences on the body – stress, diseases – then that could be used as a diagnostic tool.” The researchers believe the technique could eventually help scientists study health and disease without invasive procedures. Because UPE can be measured without adding dyes, markers or labels, it may offer a way to monitor whether tissue is healthy, damaged or alive. In plants, it could help researchers better understand how organisms respond to injury, heat and other forms of stress. While the work is still in its early stages, the study demonstrates that ultraweak photon emission imaging can provide a non-invasive and label-free way to observe biological activity. Researchers say the approach could become a useful tool for studying vitality, stress responses and other important processes in both animals and plants. Source: University of Calgary, ACS publication This article was generated with some help from AI and reviewed by an editor. Under Section 107 of the Copyright Act 1976, this material is used for the purpose of news reporting. Fair use is a use permitted by copyright statute that might otherwise be infringing.
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