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楼主 |
发表于 22-12-2008 09:20 AM
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哈哈。。。你开ticket的时候是几点??,
没有时差问题吗??
不过说真的虽然blizzard很会掠水,但他的服务是物有所值的。。 |
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发表于 22-12-2008 02:10 PM
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楼主 |
发表于 23-12-2008 08:55 AM
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wow 也有得挂吗,
但挂来做么,酱容易lvl。。。 |
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发表于 23-12-2008 11:02 AM
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原帖由 vulcan 于 22-12-2008 02:10 PM 发表 
美服,Oceanic的。现在想起了,总共发了四次TICKET(都是不同时间/月份),GM回我两次,两次没有回复。
我也知道美服有14小时时差,也唯有耐心的等。GM是有24小时的,只是半夜凌晨的人数太少了。
看到有个挂 ...
如果你开ticket以后下线了他们会寄一封信到你的邮箱叫你检查你的email |
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发表于 23-12-2008 12:05 PM
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发表于 2-1-2009 12:08 AM
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[蓝贴]BLZ对于竞技场和PVP平衡的态度,少许职业变动
附带提一下,等级60的pre BC神器逐风者。雷霆之怒(风剑)已经移除了装备职业限定,现在只要能装备单手剑的职业都可以拥有,目前我的死骑单刷中
来源:NGA
竞技场中的爆发伤害
(我们)非常同意竞技场的对战应该是全方位的考验队伍的能力的。但是我们也听到了足够多的来自于那些满韧性玩家的抱怨,纯伤害在竞技场中并不是那么有用。因此,所有职业都希望有控制,反控制,有办法填补职业间的差距,有办法打断或者沉默之类的。伤害本身的价值反倒降低了。就算现在你也能看到玩家们很乐于看到竞技场的比赛不用动不动打上20分钟了。
也许现在竞技场对秒的速度确实太快了,不过我们还是认为控制技能以及消耗治疗的蓝也是这个游戏的基础。我们认为我们能够找到竞技场的平衡点,而且不会比大家想象的难。
韧性和爆发伤害要寻找竞技场的平衡点是很难的一件事,这很大程度上取决于你玩的是什么职业。有时候玩家无法防止对手的治疗从而使战斗拖入消耗战,打半天不死人。输出职业可能会觉得自己很失败因为他们就是一直打某个人(还是个抗打的天赋)却没有带来有效的结果。而现在情况正相反,你能够很快的解决一个人而治疗可能还要烦恼给谁加血比较好。
韧性会带来改变。要记住PVP装不但有韧性,而且PVP装的输出相比之下都不高,你不但更能抗打了,对手的攻击力也有所减少。此外,当你活过了关键的几秒钟以后,战斗的格局又会重新变化。韧性是否能带来这样的改变?这也是我们现在正在考虑的问题。
你要是注意到了WLK的PVP装备你就会发现这些装备在韧性这个属性上付出了更多的装备等级。在过去你能通过PVP装同时得到高韧性和高伤害,但是现在来看这会很难。如果盗贼为了追求伤害而去穿很多PVE那么他就会变的非常的脆(4+4时代的完结?)。当然这并不是说现在因为PVP装还远没有普及。当大家都变的更抗打的时候靠PVE装备吃饭的人将会有很大劣势。
(武器是个例外,至少现在来说是这样)
我还是要重申我们没有说现在的爆发伤害不够高,我们只是继续在观察。
竞技场和技能的衡量我们和很多玩家一样都很热爱竞技场。但是我们不喜欢玩家们总是把职业平衡限定在一个那么小的范围内。最终,我们希望PVP的重点会稍稍向战场甚至世界PVP靠近。我们认为战场比竞技场更加贴近着魔兽世界的剧情(BL VS LM)。
竞技场相对于战场的最大优势就是它能更好的测试玩家的技术从而保证我们会向那些最好的玩家提供最好的装备。而战场的奖励相对来说就要大众化的多。
我们有计划改变这种情况。我们并不希望因此要改变那些竞技场玩家的玩法,我们只是希望能够让其他玩家能够更多的机会接触到极品装备。
职业之间的不同肯定会对竞技场的表现产生影响。同时这种差距也会对最终的战术产生很大的影响。我们认为要让随便3个职业都能组成强队的成本太大了。我这里不是说某些职业就是废柴,不过你们要清楚起码你们的组合要有特点和优势。
你们真的觉得在一个不平衡的游戏里有任何“技术”可言么?我想我们还是觉得这个游戏是很有技术的。难道你认为那么多的角斗士都只是正好的选对了职业或者纯粹靠运气获得这个头衔的么。
比如我们让2个装备相同的贼法牧的队伍对战,我不觉得胜负肯定是对半开,如果其中一队是世界第一的队伍的话,那么结局就是另一方被碾压。这就是“技术”。
控制技能控制并不是一个坏的想法。而伤害也不是。我们设计了那么多的伤害技能,但是有些玩家们仍旧卤莽的认为他们必须有技能去让治疗闭嘴。
我不是在谈S5或者S2-S4。我只是说一般来说,竞技场的战斗里应该会出现很多要素,比如:控制,治疗,沉默,魔法消耗或者单纯的DPS死一人。
天赋构成我们在设计天赋树的时候总是怀着特定的想法。我们会就相对应的天赋策略来适当调整天赋树的设置。
理论上来说玩家很少会在天赋选择上出乎我们的意料。比如一个奶骑点了很多点惩戒但是还是能和神圣的一样奶,又或者一个元素SM点了很多增强的天赋。。
我只是说理论上玩家不会让我们出乎意料,但是事实上并非如此。
竞技场的队伍匹配在我看来队伍匹配系统做的非常好,它会使你遭遇和你技术相近的对手。和你技术相近的对手对战增加了你输掉的可能性。它不会让那些高玩仅仅依靠收割菜鸟一路前进,而是让强队与强队对碰来保证角斗士头衔的含金量。
我想说的是有些傲慢的玩家他们很轻松的完成了任务和副本,然后当他们转战PVP的时候他们输的很惨。这是一个完全不同的经历,心理上来说这个影响超过了他们本身的预期。(当然如果你是高玩或者你不打PVE那么这个影响会小的多)
职业平衡和玩家反馈要把我们收集的数据和论坛上的东西做比较真的的是难的。玩家有充足的时间跳出来说一句“XX职业是BUG”,但是基本上当我们做出调整的时候又会有一群人出来说“这个NERF太大了”。我很少有看到大多数玩家能够说这个NERF还是可以接受的。
我们会更加依赖我们自己的测试而不是论坛上的对喷。当然,因为论坛上总是持续出现不同的数据,我们也会看情况重新检测我们的数据是否属实。
有些要指出的是玩家之间的感受是不同的。更多的时候我们收集的数据都是来自于高玩之间的对战。比如猎人这个比较需要操作的职业,你的战斗力可能会因为你的技术而相差甚远。(这是BLZ的原意,猎人朋友不要喷我)
我所要说的就是WOW不是一个简单的游戏,BUFF某个技能10%所带来的结果可能远不止10%那么简单。
职业改动野D坦克:我们不会因为野D会复活而对于其TANK能力进行惩罚。
我最近说到野D能够做好很多不同的事情而且在这过程中他的很多技能都不与其他的TANK职业重复。因此我们不会再给予熊TANK更多的技能。我们不希望小D相对于其他TANK有更多技能上的优势。复活可能在你的技能书里或者动作条上,就算它不是一个TANK技能。不同的职业会拥有不同的能力,我们希望这种情况的出现。
我们希望4个职业都可以做MT。我们已经很接近这个目标了,但是我们必须要考虑事情在下一套套装出现的时候会如何变化。
猎人:骑士的BUFF能正确的影响宠物了。
牧师:暗牧的消散有可能会被调整。
术士: 我们正在讨论用恶魔法阵来破除限制行动的效果。
战士: 狂暴战士的爆发力很强,所以当你OT的时候不要把责任怪到武器上。 |
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楼主 |
发表于 7-1-2009 01:34 PM
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哇,很久没有更新我的帖了,上个礼拜刚刚和guildies破完10 man naxx,由于顾着冲没什么printscreen,
这个礼拜应该会开始25-man,到时应该会post一些screenshot,
敬请期待。。。
这个礼拜的改版延期了,有一样重要的消息要和大家分享,
如果你还没和son of hodir(唯一没有tabard 的 faction) exalted,
请保留你的relic of ulduar,到改版时10 x relic of ulduar 可以换250 rep.
就算已经exalted了也不要丢,
因为改版后relic of ulduar不再是soulbound了,意思是你可以拿去AH那边赚些钱了。。 
[ 本帖最后由 HellJoker 于 7-1-2009 01:41 PM 编辑 ] |
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发表于 7-1-2009 09:29 PM
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请问你们是玩美服吗?不会lag吗? 每次一进去就10k++ latency ..一星期不能玩了  |
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发表于 7-1-2009 09:36 PM
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我25/12 到现在都玩不到:@
每天一进去就10k  |
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发表于 20-1-2009 07:25 AM
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首先声明,这是转帖......
从nga上看到的,不知道大家看过没有...
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这是8区一个鬼F的真实故事,我是这个鬼F的一名BL猎人,我所讲述的这个故事也许大家会很鄙夷,但是我还是忍不住把这个故事告诉大家,一个让所有BL都尊敬的LM战士
本来这个F原本是很热闹的,野外时常有PVP打,但是后来不知为何,LM似乎集体失踪了,只剩下为数不多的LM还在坚持,起初,LM貌似还有25人本打,因为我曾在沙城见到他们在领药,后来就不了了之了
渐渐的,人越来越少,似乎是转F了吧,然后我们被告之我们已经荣幸的成为一个鬼F的玩家
没事,起码我们还可以体验WOW最精华的部分,PVE内容。于是,我们开始把这个PVP服务器当PVE玩
一个偶然,在地狱火半岛的BL小号说他们见到一个LM的战士在挖矿,这对BL来说简直是个天大的新闻,大家踊跃的到地狱火半岛看那个战士
很简单的名字:幻彩,一个70级的战士,身上的装备应该不是很好,很多装备在外观都不能辨认
于是,我们有个唯一的一个对立玩家
关于他的事,只要是这个F的人都能说出很多件来,我只挑几个比较典型的例子说吧
BL有4个玩家做NGL饥饿者杜恩那个精英任务,做过的人都知道,装备普通点,做这任务是蛮困难的,所以他们组了一个T5套的战士给他们抗任务怪,打到40%的时候,貌似ZS掉线了,任务怪直奔4个小号而来,这个时候,一个身影冲锋过来,嘲讽,破甲,拉过了BOSS,仔细一看,是那个LM的战士,不知道他怎么会突然出现,而且发现他好象比T5套的那战士还耐打,BL没法给他加血,他也抗得住,一个SM点了他的头像,下面有2个BUFF:盾墙,破釜沉舟
就这样坚持了大概8-10秒,T5套战士上线了,那个LM的战士见到T5套战士上线,就开始停止攻击,而BL的那战士也开始嘲讽任务怪,最终还是把这任务搞过了,所有的BL都对着那战士敬礼,而他转过身,对着大概20码远的一块矿蹦着过去,他不过是来这挖矿的
BL有个不成文的小规矩吧,假如和幻彩看上同一块矿,让他挖
这件事是全F流传最广的一件,也让我感触很多,很多人都特地建了LM小号过去问候他
接着是关于市场流通的问题,LM那边的拍卖行基本等于废了,所以他赚钱的手段貌似是开一个LR小号去刷怪,因为曾有人看见一个叫:幻漩的LR。他应该是把东西丢NPC,恩,你应该知道这样子赚钱的难度是多大,反正在沙城偶尔见到他的时候都只是骑着一只60%的小鸟
一个偶然的机会,有小号在藏宝海湾点银行的时候,鼠标点到了中立拍卖行,他打开看了一下,里面有很多的装备,材料,包括各种源生材料,很多蓝装和一些低级紫装,价钱都不超过20G,而拍卖的人居然是这个LM的战士,你能想象在BL要卖500多G的源生材料,在那,只需要不到20G就能买到吗?
BL几乎所有人都知道这件事以后,有人就建了LM小号对他说,他打到的材料可以丢中立拍卖行,价钱可以放高一些,这样他可以省很多力气开小号打钱,他的回答被放在论坛置顶:呵呵,没事,我丢商店也就5,6G,你们拿去有用处,好多小号赚钱也不容易,收他们20G我都嫌贵了
恩,对啊,小号很多,大家也都难赚钱,所以我们这F的小号有个习惯,去中立拍卖行看东西。并且假如有人站在城里说:哪个好心的哥哥借我10G,我去中立买把武器,这种人基本没人理,顶多只在/4里说自食其力然后离开
最让BL难忘的事是在大概12月13号还是14号吧,BL庆祝开3.0.5,大家都商量去把暴风小国王灭了,于是在晚上大概8点40多吧,BL开始屠暴风了,当打到暴风要塞的时候,所有的BL都停下了
站在他们面前的,有2个68的JY守卫,有LV5的小国王,有公爵等NPC,还有一个,是70级普通玩家的幻彩
仍然是那身看不出好坏的装备,仍然是那把JJC任务给的武器,仍然是破碎残阳的声望盾,我们决定1V1,于是一个FS就直接冲上去了,大概20秒后,他挂掉,我们准备开小国王,大家照相的准备照相,录视频的准备录视频,这个时候,那个战士复活了,继续站在小国王的面前,这次换了一个SS和他打,大概1分30秒后,他再次复活,就这样,他断断续续的死了将近30多次,有很多次都是被BL手痒的DZ偷袭**的,这时有个MS说,他是不是把装备脱了呀,血变少很多啊,大家仔细看了下,果然他本来有8Q多血,现在变成6Q多了,他把装备脱了吗?这个时候BL建立的LM小号过去看了下
UT里是这样说的
BL:怎么样啊?怎么样啊?他把装备脱了直接放弃抵抗等我们杀?
LM小号:他装备穿在身上的啊!我问问他
BL:他怎么说?
LM小号:装备全红了,没钱修理,他把钱全给LR买小鸟了
BL:.....
据说在3团和4团里的UT上,有女生知道此事后开始哭,打算过去LM玩,被制止
BL一个双刀牛战跑上去,对他敬礼,然后搓炉石
越来越多的人开始搓炉石,CD中的也骑上马开始撤退
据说BL的很多公会信息上都有一段是:在幻彩游戏的期间,不得屠城
我并不是想用这个文章来宣扬什么,我只是想告诉那些为装备,为G币,为了什么**的CD吵得翻天的人能知道玩游戏是在玩什么,幻彩没有FB打,无FM,无宝石,组不到人,JY任务没法过,专业满375没图纸,没材料,但他仍然坚持下去,用论坛的截图上的话说:算了啦,转什么F哟,转来转去还不是玩一个游戏,只要我还在么,说不定LM还会慢慢有希望撒
最近一段时间都没有见他上线,有人曾举报他和朋友在玩SF .
。。。。。。。。。。。。。。。。。。。。。。。。。。
谁说网络游戏百害而无一利?谁说玩网络游戏的人都是不思进取?至少我看到了一个游戏玩家的纯朴、憨厚和可爱。或许有人说他傻,但是我感觉现在当今的这个社会,也只有这些傻人做出的一些傻事能够吹散一丝这社会的世态炎凉,浇醒一些被利欲熏心的人们。。。。。。
本人也是一个魔兽世界的玩家,对这个叫 幻彩 的人表示深深的敬意。希望知道这个服务器名称的朋友留个言,我想建个号去会一会这个 幻彩。。。。。。
P.S:转贴,纯分享 |
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楼主 |
发表于 20-1-2009 08:42 AM
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哇。。。酱也可以??
是真的没有哦??
整个城好像死城还能玩下去??
(PS:关于我25-man的screenshot,很pai seh每次顾着冲忘了拿Screen shot。。呵呵 ) |
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发表于 20-1-2009 09:54 AM
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发表于 20-1-2009 10:02 AM
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发表于 20-1-2009 02:31 PM
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发表于 21-1-2009 01:38 PM
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最新版本补丁更改内容
Death Knights
- All multi-rune abilities generate 15 runic power.
- Anti-Magic Shell: The cooldown has been lowered to 45 sec from 60 sec.
- Anti-Magic Zone: This ability’s duration has been cut to 10 seconds.
- Blood Aura now grants 2/4% instead of 1/2% healing.
- Blood Presence now grants 2/4% instead of 1/2% healing.
- Bloody Strikes will receive extra bonus damage from Pestilence.
- Bone Shield: The mitigation has been reduced from 40% to 20%.
- Corpse Explosion: Damage increased substantially, added 5 sec.
cooldown, and changed cost to 40 runic power.
- Dark Command: Range increased to 30 yards.
- Death Pact now grants 40% instead of 20% healing.
- Frost Presence: The bonus armor has been increased from 60 to 80% and
magic damage reduction increased from 5 to 15%.
- Heart Strike no longer has a haste debuff but will now be able to
strike two targets.
- Horn of Winter now has no cost and grants 10 runic power in addition
to its stat buff, but has a 20 second cooldown.
- Howling Blast: Cooldown removed.
- 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 can go higher).
- Killing Machine: Instead of a chance to be triggered on critical
strike, this talent now has a chance to be triggered on each swing
based on the swing time of the weapon (slow weapons more likely, fast
weapons less likely).
- Mark of Blood: The total amount of healing this can grant is now
capped based on a percentage of standard creature health at the
target’s level.
- Night of the Dead now grants 40/70% passive area spell avoidance to
your pet in addition to its current effects.
- Outbreak will no longer receive bonus damage from pestilence. The
bonus from Plague Strike and Blood Boil has been increased slightly.
- Pestilence no longer has a 10 seconds cooldown.
- Raise Dead has now been split into two spells:
Raise Dead now raises a ghoul or pet ghoul (if talented). Requires
corpse dust if no humanoid corpse is nearby.
Raise Ally now raises a fallen party member as a ghoul and has no
reagent. Available at level 72. This should now last for 4 minutes.
- Rune of the Stoneskin Gargoyle (two-handed only) now grants 25
Defense and 2% Stamina.
- Rune Strike: Damage decreased from 200% to 150% but threat increased
to 150% from 100%.
- Shadow of Death: The duration has been changed from 45 seconds to 25
secondsseconds and now has a 15 minute cooldown.
- Summon Gargoyle: Damage dealt by the Gargoyle reduced by
approximately 20% and maximum duration cut to 30 seconds.
- Unholy Blight had had its cost reduced from 60 to 40 runic power.
- Wandering Plague will now properly reset after being cast and now
considers the resilience of the target in determining its chance to
be triggered.
- Vampiric Blood (DK) changed from 20% health / 50% healing to 15 %
health / 35% healing.
- Will of the Necropolis will now reduce the damage of any attack that
takes the DK below 35% health by 5 /10/15% instead of boosting armor
when wounded. It no longer affects the cooldown of Anti-Magic Shell
and retains the current damage reduction bonus.
Druids
- Aquatic Form is now available from druid trainers at level 16.
- Celestial Focus (Balance) no longer includes Starfall.
- Feral Attack Power: All weapons now have the potential to grant feral
attack power based on their dps (as compared to the best superior-
quality weapons available at level 60). Players will see their
existing feral weapons grant roughly the same attack power as they
did before (+/- 2 or so), but many new weapons will be options for
the feral druid. Some feral weapons have had strength converted to
attack power to be more appealing to other classes able to equip
them. All druids will see the amount of feral attack power granted
by an item in the item tooltip, if it grants any, but other players
will not see that information.
- Remove Curse and Abolish Poison can now be used in Moonkin form.
- Genesis: Now works with Tranquility and Hurricane.
- Growl: Range increased to 30 yards.
- King of the Jungle - The Bear effect is now physical, and thus cannot
be dispelled.
- Moonglow: This talent now also benefits Nourish.
- Nature's Grace - Now also effects Revive.
- Nourish: Wild Growth applied to a target now increases the healing
done by this spell by 20% like other heal over time effects.
- Polearms: Now trainable by Druids.
- Primal Tenacity: Now reduces the cost of Bear Form, Cat Form, and
Dire Bear Form by 17/33/50% in addition to its previous effects.
- Protector of the Pack: No longer changes value based on party size.
- Savage Roar: The buff now persists outside of Cat Form but only
provides its benefits while in Cat Form.
- Starfall: Instead of canceling shapeshifting, now cancels on
shapeshifting into an animal form.
- Survival of the Fittest: This talent now grants 22/44/66% bonus armor
in Bear Form and Dire Bear Form in addition to all of its previous
effects.
- Swipe: Swipe (Cat) has now been added at level 71, dealing 260%
weapon damage, costs 50 energy with no cooldown. All talents
affecting the Bear Form version affect the Cat Form one as well.
- Wild Growth now has a 6 second cooldown.
Hunters
- Hunter Aspects are now off the Global Cooldown again. They still
have a shared 1 second cooldown.
- All Hunter pet abilities with a cooldown of 30 seconds or
more are no longer on the global cooldown.
- Arcane Shot: Mana cost lowered to match the cost of Steady Shot.
- Aspect of the Wild - This aspect is now raid-wide.
- Call of the Wild: The benefit from this pet talent now applies to
only the Hunter and their own pet.
- Deterrence: Design changed to grant 100% parry and 100% chance to
"deflect" spells coming from the front, but prevents the Hunter from
attacking. Lasts 5 seconds and has a 90 second cooldown.
- Explosive Shot: Damage increased substantially, and additional
scaling added to compensate Survival Hunters for the decrease in
power of Steady Shot. No longer deals damage to secondary targets.
- Ferocious Inspiration: This talent now also increase the damage the
Hunter does with Arcane Shot by 3/6/9%.
- Improved Tracking(Survival): This talent has been slightly
re-designed. Now reads: While tracking Beasts, Demons, Dragonkin,
Elementals, Giants, Humanoids and Undead, all ranged damage done to
those types is increased by 1/2/3/4/5%.
- Kill Shot – Cooldown reduced to 15 seconds, down from 35 sec.
- Kindred Spirits: This talent now grants only 3/6/9/12/15% pet damage.
- Lock and Load: Now has a 30 second cooldown.
- Readiness: No longer resets the cooldown on Bestial Wrath.
- Serpent’s Swiftness: This talent now grants only 2/4/6/8/10% bonus
attack speed to pet. The hunter attack speed bonus is unchanged.
- Tranquilizing Shot (Hunter): Cooldown increased to 8 sec, up from
6. Mana cost reduced to 8%, down from 12%.
- Unleashed Fury: This talent now grants only 3/6/9/12/15% pet damage.
- Steady Shot: Now gains 10% of attack power as damage instead of 20%.
- Viper Sting: Now drains a percentage of maximum mana.
- Volley: The damage has been reduced on all ranks by approximately 30%
(including attack power scaling).
- Pets
All Hunter pet abilities with a cooldown of 30 seconds or more are no
longer on the global cooldown.
The coefficient of Rake (Cat) and Scorpid Poison (Scorpid) has been
lowered.
Rake: This hunter pet ability has had its damage adjusted to prevent
unreasonable scaling with attack power.
Scorpid Poison: No longer stacks. The damage has been adjusted to
prevent unreasonable scaling with attack power.
Spirit Strike (hunter pet ability) now has an initial attack (which
can crit) and then a single dot. Damage overall is higher. |
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发表于 21-1-2009 01:38 PM
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Mages
- Arcane Blast: This ability has been significantly changed. Arcane
Blast now increases the damage of the next Arcane spell by 15%.
However, using Arcane Blast itself does not consume the charge
itself. Each time you cast Arcane Blast, the damage of Arcane spells
is increased by 15% and the mana cost of Arcane Blast is increased by
200%. This effect stacks up to 3 times and lasts 10 seconds or until
any Arcane damage spell except Arcane Blast is cast.
- Arcane Flows: Now also reduces the cooldown of Evocation by 1m/2m.
- Elemental Precision: Renamed to Precision and now works on all spells.
- Evocation: Cooldown reduced to 4 min.
- Improved Blizzard: The snaring effect has been reduced to 25/40/50%.
- Incanter’s Absorption: The amount of spell damage a Mage can gain
from this ability is now capped at 5% of the mage’s health.
- Mirror Image: The Mirror Image Polymorph ability now has a range of 8
yards. In addition, Mirror Images will no longer have excessive
threat values assigned to them when they are created.
- Slow Fall is now castable on others.
- Torment the Weak: Now works with Arcane Blast and does bonus damage
against targets afflicted with any type of slow (such as the combat
slow from Thunder Clap).
Paladins
- Avenging Wrath: Divine Shield, Divine Protection, and Avenging Wrath
cannot be used within 30 seconds of each other anymore. Forbearance
removed from Avenging Wrath.
- Divine Protection: The penalty has been removed.
- Divine Shield: The penalty has been changed so that all damage done
is reduced by 50% in place of an attack speed penalty.
- Hand of Reckoning(NEW): Available on trainers at level 16. It’s a 30
yard range taunt that causes Holy damage.
- Judgements of the Pure: This Holy talent now increases the damage
done by Seals and Judgements.
- Judgement of Wisdom: Now returns a percentage of base mana instead
of a percentage of max mana.
- Sacred Duty: Interaction with Divine Shield and Divine Protection
removed, but stamina bonus increased.
Priests
- Abolish Disease and Cure Disease can now be cast while in Shadowform.
- Holy: Circle of Healing now has a 6 second cooldown.
- Levitate is now castable on others.
- Mana Burn: Now burns a percentage of maximum mana.
- Shadow
Shadowform: You can now shift into Shadowform while mounted or
sitting.
Vampiric Embrace- Mana cost of this spell has been removed.
Rogues
- Cheap Shot: This ability no longer has diminishing returns against
anything other than itself.
- Fan of Knives: The cooldown has been removed. In addition, now deals
150% of weapon damage when used while daggers are equipped.
- Feint: Rank 8 now reduces the damage taken from area of effect
attacks by 50% for 6 seconds in addition to its existing effects.
- Kidney Shot: This ability now has diminishing returns against all
other stuns.
Shaman
- All shaman talent points have been refunded. Please visit your
trainer to learn spells and abilities.
- Fire Nova Totem: Now no longer generates threat.
- Healing Way: Now only one application is required to reach full
benefit. No longer stacks.
- Improved Water Shield: Lesser Healing Wave now has a reduced chance
to trigger this talent.
- Magma Totem: The damage and scaling has been increased and no longer
generates threat.
- Mental Quickness and Static Shock have switched positions in the
talent tree.
- Mental Quickness: Reduces the mana cost of instant cast Shaman spells
by 2/4/6% and increases spell power by an amount equal to 10/20/30%
of your attack power.
- Searing Totem (Rank 4) now does the proper damage for its rank.
- Tremor Totem's duration has been increased from 2 minutes to 5
minutes.
- Elemental
Elemental Oath: In addition to existing effects, now increases spell
damage done by the Shaman by 5/10% while Elemental Focus Clearcasting
is active.
Elemental Mastery: Redesigned. Now increases the Shaman’s critical
strike chance by 20% for 30 seconds. Cooldown remains at 3 minutes.
Elemental Shields: This talent has been removed. It has now been
merged with Elemental Warding.
Elemental Warding: Now reduces all damage taken by 2/4/6%. Changed
from only reducing Nature, Fire and Frost by 4/7/10%.
New Talent: Shamanism-Your Lightning Bolt spell gains an additional
2/4/6/8/10% and your Lava Burst gains an additional 4/8/12/16/20% of
your bonus damage effects.
Storm, Earth and Fire: This talent has been moved up in the tree, and
it’s talent points have been reduced to 3 down from 5. Wind Shock is
also included in the range increase (with Earth Shock). The damage
bonus to Flame Shock has been increased, up from 10/20/30/40/50 to
20/40/60.
Unrelenting Storm: point cost reduced to 3, down from 5. Now does
4/8/12%
Warlocks
- Curse of Agony will now scale better when used with the Glyph of
Curse of Agony. Ticks beyond the original duration will do 33% more
damage than the ticks that preceded them. i.e. 74 -> 145 -> 217 -> 290.
- Demon Armor and Demon Skin: Armor increased by approximately 120%.
- Demonic Circle: The teleport now clears all snare effects.
- Drain Mana: Now drains a percentage of maximum mana.
- Emberstorm: Now works with Conflagrate.
- Ritual of Summoning: Will now create a summoning portal object which
can be re-used for multiple summons for 5 minutes.
Warriors
- Bloodthirst: Charges have been decreased to 3, but the effect has
been raised to 1% per charge.
- Fury: Bloodsurge: Now has a chance to trigger from any hit with
Heroic Strike, Bloodthirst, or Whirlwind.
- Fury:Titan's Grip: The hit chance penalty has been removed.
- Sudden Death: The amount of rage spent on an Execute while Sudden
Death is active is now capped at 30 rage. Improved Execute and the
Glyph of Execute will still increase the damage done by increasing the
amount of rage able to be converted into damage.
- Taunt: Range increased to 30 yards. |
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发表于 21-1-2009 11:04 PM
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一个很好笑的笑话
最近发现Wotlk后进来的玩家越来越搞笑,大家请看图。。。 |
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楼主 |
发表于 22-1-2009 09:25 AM
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发表于 22-1-2009 12:02 PM
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术士每秒DPS 1500 但比坦克输出更少
死骑DPS 1300 比术士输出更少
猎人 DPS 800-900 可以洗掉重练了。。。。。。。
更搞笑的是术士既然对我说:“this is not raid。。。”
[ 本帖最后由 Ghostz 于 22-1-2009 12:05 PM 编辑 ] |
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楼主 |
发表于 22-1-2009 01:56 PM
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原帖由 Ghostz 于 22-1-2009 12:02 PM 发表 
术士每秒DPS 1500 但比坦克输出更少
死骑DPS 1300 比术士输出更少
猎人 DPS 800-900 可以洗掉重练了。。。。。。。
更搞笑的是术士既然对我说:“this is not raid。。。”
哦。。。哈哈。。。
字有点看不清楚。。
通常遇到这种pug,我的1st wipe 通常都会说 "thx for the grp",然后hearth... |
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