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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’m not arguing whether Rockstar likes money. Obviously, they do, they’re a business. I’m saying this isn’t new. They’ve always launched console first. This is just how Rockstar operates.
    • I'm not sure how old the school is, but they've been doing this since GTA 3. Back in those days we'd be lucky for game companies to release on the PC at all. And with the current state of Sony (or Microsoft) their gaming wing won't be getting a penny from me.
    • We now know when and how the Universe may truly end by Sayan Sen Image by Marek Pavlík via Pexels| Not representative A study by physicist Henry Tye of Cornell University suggests that the universe may not expand forever. Instead, it could eventually stop expanding, begin contracting and end in a "Big Crunch" roughly 20 billion years from now. The research, published in the Journal of Cosmology and Astroparticle Physics, was conducted by Tye, Horace White Professor of Physics Emeritus at Cornell University. Using recent observations from major dark-energy surveys, Tye and his collaborators developed a cosmological model that predicts the universe could have a total lifespan of about 33 billion years. Since the universe is currently estimated to be 13.8 billion years old, the model places it near the midpoint of its existence. According to Cornell University's summary of the research, the study centers on the cosmological constant, a term introduced by Albert Einstein in his theory of general relativity. In modern cosmology, the cosmological constant is commonly used to describe the simplest form of dark energy, the unknown phenomenon believed to be driving the accelerating expansion of the universe. "For the last 20 years, people believed that the cosmological constant is positive, and the universe will expand forever," Tye said in a Cornell University news release. "The new data seem to indicate that the cosmological constant is negative, and that the universe will end in a big crunch." The study draws on data from the Dark Energy Survey (DES) and the Dark Energy Spectroscopic Instrument (DESI), two major projects designed to investigate the nature of dark energy. According to Tye, recent observations suggest that dark energy may not behave exactly like a simple cosmological constant. To account for those observations, Tye and his collaborators proposed a model involving an extremely light hypothetical particle that evolves over time. In their calculations, this produces a negative cosmological constant and leads to a future collapse of the universe. The model predicts that cosmic expansion would continue for approximately another 11 billion years before reaching a maximum size, after which the universe would begin contracting and eventually collapse. Scientists have long debated how the universe might end. As explained in an article published in The Conversation by Stephen DiKerby of Michigan State University, several possibilities have been proposed. If dark energy remains constant and positive, the universe could continue expanding indefinitely, gradually becoming colder, darker and more diffuse in a scenario often called the "heat death" of the universe. Other theoretical possibilities include a Big Rip, in which cosmic expansion accelerates so dramatically that galaxies, stars and even atoms are torn apart, or a Big Crunch, in which expansion reverses and the universe collapses back into an extremely dense state. DiKerby notes that the Big Crunch idea itself is not new. What distinguishes Tye's work is that it attempts to use current observational data to estimate when such a collapse might occur and how it could unfold. Much of the universe's long-term evolution remains uncertain. According to current astrophysical understanding, stars will continue to form and die for billions of years. The Sun, for example, is about halfway through its expected lifespan. Galaxies are also expected to continue merging; the Milky Way and Andromeda galaxies are projected to collide several billion years from now. At the same time, the nature of dark energy remains one of the biggest unanswered questions in cosmology. While observations indicate that the universe's expansion is accelerating, scientists still do not know what is causing that acceleration. Future observations may therefore alter current predictions about the cosmos's ultimate fate. Tye emphasized that additional evidence will be needed before firm conclusions can be drawn. DESI continues to collect data, while upcoming observations from missions and observatories including Euclid, SPHEREx and the Vera C. Rubin Observatory are expected to provide more precise measurements of dark energy. "People have said before that if the cosmological constant is negative, then the universe will collapse eventually. That's not new," Tye said. "However, here the model tells you when the universe collapses and how it collapses." For now, the study presents one possible future for the cosmos rather than a settled prediction. Whether the universe ultimately ends in a Big Crunch, expands forever, or follows another path entirely remains an open question that future observations will help answer. Source: Cornell University, The Conversation 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.
    • If you look around on Amazon, some of these are available for $9
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