WoW Open Beta

Bristow said:
Can someone post the patch notes here? I can't connect to wow.com

Here:

Racial Traits

Racial traits are now available for all races. Each race receives at least 4 traits (several passive and at least one active trait per race). Undead racial traits have changed to be more consistent with the new traits and Undead players are now considered Humanoid targets rather than Undead targets. The following is a full list of traits:

Dwarf

Stoneform: Activate to gain immunity to poison, disease, and bleed

Gun Specialization: Increase Gun Skill

Frost Resistance: Increase Cold Resistance

Treasure Finding: Activate to see treasure chests on mini map - lasts until canceled - no cooldown

Gnome

Escape Artist: Activate to break out of a Root or Snare effect

Expansive Mind: Increase Intelligence

Arcane Resistance: Increase Arcane Resistance

Engineering Specialist: Increase skill bonus to Engineering

Human

Perception: Activate to increase stealth detection radius

The Human Spirit: Increase Spirit

Diplomacy: Bonus to faction point gain

Sword Specialization: Increase Sword skill

Night Elf

Shadowmeld: Activate while immobile and out of combat to enter stealth mode

Quickness: Dodge chance increased

Wisp Spirit: Become a wisp when dead with movement speed increase

Nature Resistance: Increase Nature Resistance

Orc

Blood Fury: Activate to increase Strength

Hardiness: Increase resistance to stun & knockout effects

Command: Pet melee damage increased

Axe Specialization: Increase to Axe skill

Tauren

War Stomp: Activate to stun opponents

Endurance: Max Health increased

Cultivation: Increase skill bonus to Herbalism

Nature Resistance: Increase Nature Resistance

Troll

Berserking: Activate when "Wounded" to increase melee & spellcasting speed

Regeneration: Increase health regen bonus

Beast Slaying: Increase damage bonus to Beasts

Throwing Weapon Specialization: Increase Throwing Weapon skill.

Undead

Will of the Forsaken: Activate to become immune to fear, sleep, and charm effects

Cannibalize: Increase health regeneration while consuming a corpse

Underwater Breathing: Underwater breath increased

Shadow Resistance: Increase Shadow Resistance

New Raid Encounters

Rumors of Onyxia, an enormous black dragon, have been heard through out Azeroth. Be sure to bring many brave warriors for she won't take kindly to intruders in her lair. Both factions will need to complete unique, and challenging quests to gain access to the Onyxia encounter. **During the beta testing there will be a temporary placeholder vendor who sells keys to Onyxia's lair for testing purposes.

Discovered in the heart of Blackrock Mountain beyond the Depths, lies the Molten Core. Within the Molten Core lives a multitude of ancient and powerful evil. Adventurers be ware, for the dangers found within the Molten Core are many and takes many forms.

**Raid loot is being worked on and temporary loot has been placed in raid encounters

New Kodo mounts!

There is but one creature in all of Kalimdor that possesses the strength and stamina to bear a tauren rider into battle: the majestic kodo beast. Swifter and slightly smaller than their wild cousins, kodo mounts nevertheless demonstrate the same resilience and fearlessness found in their untamed brethren, traits that serve them well when bearing their equally resolute riders. It is said that only the most virtuous of tauren can win the affection of a kodo war mount, for these mighty beasts only serve those that approach them with honor and respect in their hearts.

Tauren players will no longer have the Plainsrunning ability, due to the availability of Kodo mounts. Tauren players can purchase the Kodo mount at Bloodhoof village.

Talents

* Paladin talents are now available.

* Hunter talents are now available.

General Changes
(detailed information for each below)

* Higher level dungeon monsters (level 30+) have had their experience values increased.

* Experience needed to gain levels from level 30+ has been increased (to compensate for the dungeon monster change)

* On death, all equipped items will lose 10% durability.

* Durability loss through fighting has been decreased (mainly to accommodate the new penalty for dying)

* The penalty for using a Spirit Healer has been changed - there is no longer any experience loss, instead all items (equipped and inventory) will take 100% durability loss and the character will gain resurrection sickness for a duration that scale according to level.

* Spells that activate (proc) on kill will work on all players, but only monsters that would give experience points.

* All spears are now polearms.

* Polearm proficiency can now be learned by Hunters, Paladins, Warriors

* Spear proficiency has been removed.

* Minimum range on abilities now account for size of target and attacker.

* Armor can't be swapped out while in combat. Other equipment such as weapons and accessories can still be swapped out.

* Shift-click item info linking has been added to the auction interface.

* You now get a 10% discount at high reputation for buying items, item repair, training costs, and taxi flights.

* Line of sight calculation takes into account creature size.

* Creatures should be more adept at chasing players.

* Spawn animations for game objects are now visible.

* Skills will not increase from use while dueling or engaged in PvP.

* Texture linear filtering is turned on for the user interface.

* Escort NPCs will assist players more often.

* Escort NPCs and guards will no longer follow enemy players around.

* NPCs which are performing work emotes will pause them and turn to you when you interact with them.

* The Reanimated Corpse actually falls down now when it plays dead.

* New graveyards have been added to many zones.

* Players will not be able to train and purchase non-race specific mounts. In the next patch, we plan to implement a system in which players can obtain mounts from other races once they have reached a certain level of reputation with that race.

Quests

* Onyxia Key Quests for both the Horde and Alliance are in and fully functional.

* Eastern and Western Plaguelands have dozens of new quests.

* Tirion Fordring's questline is now complete.

* New PvP, Raid, and PvP Raid quests are live.

* Quests for Molten Core have been added.

* The completion of a quest may now result in a reputation adjustment of a faction or a group of factions.

* More quests added to Desolace, including several Horde specific quests.

* Horde quests added to Ashenvale, ranging from levels 19-30.

* Hemet Nesingwary and his companions now like Horde players in addition to Alliance players.

* More quests added to Stonetalon.

* More quests added to Blackfathom Deeps. Blackfathom has been moved to Ashenvale and now has Horde quests.

Zones

* Scholomance, a level 57-60 instanced dungeon in Western Plaguelands is now open.

* Ashenvale has gotten a facelift to include more points of interest, and significant changes were made to make it easier to navigate.

* Ragefire Chasm, a low level instance dungeon in Orgrimmar, is now available.

* Deadmines: The Miners in the Deadmines are no longer elite monsters.

* Blackfathom Deeps has been moved to the Zoram Strand in Ashenvale forest near the border of Darkshore.

* More quests have been added for Eastern and Western Plaguelands.

PvP

* Mind Control and Hunter's Mark flag you for PvP when used on enemy players.

* Healing and buffing NPCs will not flag you for PvP unless those NPCs are in combat.

* NPCs no longer tap creatures they are fighting.

Auctions

* The current high-bidder's name no longer displays in the auction interface.

* Each time a bid is made on an item, a small amount of time is added to the remaining auction duration.

* Items you are the high bidder on will be indicated as such in the interface.

Professions

* Leatherworking is now complete, you can make up to 300 leatherworking skill items.

* Enchanting is now complete, you can perform enchantments that require up to 300 enchanting skill.

* Engineering is now complete, there are engineering recipes that require up to 300 engineering skill.

* Epic player crafted items that require raiding are now available.

* Skeleton Keys added to blacksmithing. Smiths can now open locks (though the keys are consumed)

* Expert and above skill tiers for secondary skills are no longer available on trainers, you need to find the books to teach you them. Expert level is on a vendor somewhere in the world, artisan level requires a quest to be completed.

* Elixirs no longer stack with player spells that improve the same attribute

* Enchanting recipes generally require more reagents for 200-250 skill items

* Limited Invulnerability Potion Re-added to Alchemy, but at a higher level than it was previously.

* Leatherworking recipes added to let light leather be turned into medium leather, medium leather into heavy and so on.

* Light leather requirements for some 15-20th leather level items reduced to allow for faster skillup in that range.

* Leatherworking Scorpid Recipes now require 2x the scorpid scales, but scorpids now drop the scales 4x as frequently.

* Light leather now only takes 3 scraps to make instead of 4.

* Starting Leatherworking recipe items improved.

* Medium and Heavy leather now sells for less to vendors.

* Pick pocketing now has a chance of getting you a locked Junkbox, which is a locked item that generally has money in it.

* Ironweb Spider Silk now drops more often and some Tailoring Recipes require less.

* The ingredients required to make some gnomish engineering items were changed.

* Elixirs effects reduced somewhat for the higher level elixirs.

* Dark Iron Armor stats have been changed.

* Living Essence and Essence of Undeath drops decreased.

* Silk and Mageweave cloth now sell for less to vendors.

* All remaining profession trainers who train a single recipe have been turned into vendors.

* Catseye Ultra Goggles and Catseye Elixir reduced in effectiveness.

* Requirements to make blacksmithing recipes annihilator and invulnerable mail increased.

* Artisan Level Fishing, Cooking, and First Aid quests are in the game. Trainers will no longer train artisan level in the aforementioned professions. Players must complete quests to gain artisan levels.

Pets

* Pets, summons and guardians are not susceptible to charm.

* Pets should be much better at chasing moving targets.

* Pets and summons will use their combat abilities as often as possible.

* When your pet or demon learns new spells and abilities they will show up on the pet action bar.

* Charmed creatures will no longer use their summon spells while charmed.

* The pet action bar is greyed out while the pet is confused or fleeing.

* Imps no longer run around aimlessly if you turn off auto-cast for their firebolt.

Druid

* Removed facing direction requirement from Entangling Roots, Faerire Fire, Hibernate, and Soothe Animal.

* New Spell: Rebirth (Level 20).

* New Ability: Feline Grace (Level 40).

* Bear Form abilities that target one or more enemies now generate additional threat.

* Enrage: Cooldown increased.

* Growl: Now gives the target enough threat to attack you, cooldown added.

* Hibernate: Increased the chance of breaking early.

* Mark of the Wild: Ranks 5, 6, and 7 now require reagents.

Hunter

* Glimpse of Instincts: Removed.

* Outdoorsmanship skill line renamed Survival.

* Ranged Combat skill line renamed Marksmanship.

* Removed facing requirement from Hunter's Mark and Scare Beast.

* Aspect of the Cheetah: Speed increased.

* Aspect of the Pack: Speed increased.

* Concussive Shot: No longer causes additional threat, duration and cooldown slightly increased, mana cost reduced.

* Disengage: Effect boosted, cooldown added.

* Hunter's Mark: Duration increased, dispels itself if the Hunter dies.

* Mongoose Bite: Damage increased, mana cost increased.

* Scare Beast: Increased the chance of breaking early.

* Wing Clip: Slow effect now scales with level.

* Feign Death: Duration increased.

* New Spell: Track Beasts (Level 1).

* New Spell: Track Humanoids (Level 10).

* New Spell: Track Undead (Level 18).

* New Spell: Track Hidden (Level 24).

* New Spell: Track Elementals (Level 26).

* New Spell: Track Demons (Level 32).

* New Spell: Track Giants (Level 40).

* New Spell: Track Dragonkin (Level 50).

* New Spell: Distracting Shot (Level 12).

* New Spell: Aspect of the Wild (Level 46).

Mage

* Blink should work much more reliably and will not stop your movement.

* Removed facing requirement from Counterspell, Detect Magic, and Polymorph.

* Polymorph: Now dismounts the enemy target, increased the chance of breaking early.

* Blizzard: Deals its damage in more frequent intervals.

* Arcane Intellect: Ranks 4 and 5 now require reagents.

* Teleport: Now requires a reagent.

* Portal: Now requires a reagent.

* Slow Fall: Now requires a reagent.

Paladin

* Retribution Aura: Moved to level 16.

* Judgement: Moved to level 50, renamed Holy Wrath.

* Removed facing requirement from Hammer of Justice and Turn Undead.

* Cleanse: Moved to level 42, mana cost increased.

* Holy Light: Causes less threat, heal effect and mana cost increased.

* Purify: Mana cost increased.

* Turn Undead: Increased the chance of breaking early.

* Holy Strike: Removed.

* Crusader Strike: Removed.

* Seal of Reckoning: Removed.

* Healing Aura: Removed.

* Dominance Aura: Removed.

* Wisdom Aura: Removed.

* Redemption: Removed.

* Resurrection: renamed Redemption, no longer useable in combat.

* **All Seals renamed Blessings. Several new spells have been added, which now use the naming convention "Seal".

* New Spell: Seal of the Crusader (Level 12).

* New Spell: Seal of Justice (Level 22).

* New Spell: Seal of Light (Level 30).

* New Spell: Seal of Wisdom (Level 38).

* New Spell: Flash of Light (Level 20).

* New Spell: Judgement (Level 10).

* New Spell: Blessing of Might (Level 8).

* New Spell: Blessing of Wisdom (Level 14).

* New Spell: Blessing of Light (Level 40).

* New Spell: Concentration Aura (Level 22).

* New Spell: Divine Intervention (Level 30).

* Resistance Aura: Split up into 3 new spells...Shadow Resistance Aura (Level 28), Frost Resistance Aura (Level 32), and Fire Resistance Aura (Level 36).

* Seal of Fury has changed significantly.

* Seal of Righteousness has changed significantly.

* Blessing of Sacrifice: Moved to level 46, now transfers a flat amount of damage per hit, and has replacements.

* Blessing of Salvation: Moved to level 26, duration increased, cooldown removed, effect reduced.

* Blessing of Freedom: Moved to level 18.

* Blessing of Protection: Moved to level 10.

Priest

* Resurrect spells now use the same timer as when reclaiming your corpse. When a player is resurrected, they will have to wait for a set amount before they can click the accept button.

* Resurrect now teleports you to the location at which the spell was cast, not to the caster's present location.

* Removed facing requirement from Mind Control, Mind Soothe, Shackle Undead and Shadow Word: Pain.

* Resurrection: No longer useable in combat.

* Levitate will now be cancelled if any damage is taken, now requires a reagent.

* Power Word: Fortitude: Ranks 4, 5, and 6 now require reagents.

* Mind Control: Increased the chance of breaking early.

* Shackle Undead: Increased the chance of breaking early.

* New Spell: Desperate Prayer (Level 10). (Dwarf/Human only.) (Quest)

* New Spell: Starshards (Level 10). (Night Elf only.) (Quest)

* New Spell: Touch of Weakness (Level 10). (Undead only.) (Quest)

* New Spell: Hex of Weakness (Level 10). (Troll only.) (Quest)

* New Spell: Fear Ward (Level 20). (Dwarf only.) (Quest)

* New Spell: Feedback (Level 20). (Human only.) (Quest)

* New Spell: Elune's Grace (Level 20). (Night Elf only.) (Quest)

* New Spell: Devouring Plague (Level 20). (Undead only.) (Quest)

* New Spell: Shadowguard (Level 20). (Troll only.) (Quest)

Rogue

* Vanish will now cancel spells in progress and missiles in flight if they are being cast at the vanished player.

* Poisons: Should now be resistable.

* Removed facing requirement from Blind and Pick Pocket.

* Lockpicking: No longer auto-ranks. It must be used to improve.

* Sap: Increased the chance of breaking early.

* New Poison: Wound Poison (Level 32).

* New Ability: Safe Fall (Level 40).

Shaman:

* Removed facing requirement from Purge.

* Rebirth: Renamed Ancestral Spirit, no longer useable in combat.

* Water Walking: Now cancelled if any damage is taken, requires reagent.

* Water Breathing: Now requires a reagent.

* Earth Shock: Now causes additional threat.

* Healing Stream Totem: Heals in smaller, more frequent intervals (roughly the same total over time).

* Mana Spring Totem: Restores mana in smaller, more frequent intervals (roughly the same total over time).

* Rockbiter Weapon: Now also makes your melee attacks cause additional threat.

* Windfury Weapon: Much more responsive.

* Windfury Totem: Much more responsive.

Warlock:

* Only party members can participate in rituals.

* Voidwalkers will wait for enemies in the area before casting Suffering.

* Target of summoning ritual must already be in the same instance if caster is in an instance.

* Summoning gives a confirmation dialog to person being summoned.

* Ghosts can no longer be summoned.

* A bug has been fixed in the calculation of total mana for Warlock pets.

* Lash of Pain (Succubus): no longer requires the succubus to be behind the target.

* Seduction (Succubus): Mana cost reduced, increased the chance of breaking early.

* Soulstones: Now soulbound when created, are consumed to store the target's soul. When that target dies, he may resurrect himself any time up until release. Cooldown added.

* Removed facing requirement from Banish, Corruption, all Curses, Enslave Demon, and Fear.

* Demon spells are now available as Grimoires from the Demon Trainers in the world. Purchase the Grimoire and read it while the appropriate demon is summoned to teach it the spell.

* Enslave Demon once again requires a soul shard, increased the chance of breaking early if cast repeatedly on the same target.

* Howl of Terror: Increased the chance of breaking early.

* Fear: Increased the chance of breaking early.

* Rain of Fire: Duration, mana cost, and damage slightly reduced, deals its damage in more frequent intervals.

* New Spell (Imp): Phase Shift (Level 12).

* New Spell: Summon Felhunter (Level 30). (Quest)

* New Spell: Inferno (Level 50). (Monster Loot)

* New Spell: Curse of Doom (Level 60).

* New Spell: Ritual of Doom (Level 60). (Monster Loot)

Warrior:

* Inner Rage: Removed.

* Pummel: Removed.

* Heroic Strike: Now available in all Stances, damage increased on some ranks, decreased on others.

* Sunder Armor: Now available in all Stances.

* Shield Bash: Now available in all Stances.

* Hamstring: Now available in Battle and Berserker Stance.

* Rend: Now available in Battle and Defensive Stance, damage slightly increased on some ranks.

* Recklessness: Moved to level 50, moved to Berserker Stance, can be cancelled early, now causes the Warrior to take extra damage instead of decreasing armor.

* Bloodrage: Available in all Stances, cooldown increased.

* Cleave: Moved to level 20, available in all Stances, damage reduced.

* Mocking Blow: Moved to level 16, damage increased, replaced more frequently.

* Shield Wall: Moved to level 28.

* Slam: Available in all Stances, damage reduced, casting is pushed back when hit.

* Thunder Clap: Damage increased.

* Defensive Stance: Now reduces damage taken and damage caused instead of increasing Defense skill.

* Intimidating Shout: Moved to level 22, no longer causes the targeted enemy to run in fear, but will cower in fear. The cowering effect is broken by damage.

* Warrior abilities that target one or more enemies now generate additional threat.

* Taunt: Now gives the target just enough threat to attack you. Cooldown added.

* Berserker Rage: Moved to level 32.

* New Ability: Retaliation (Level 20).

* New Ability: Execute (Level 24).

* New Ability: Intercept (Level 30).

* New Ability: Whirlwind (Level 40).

Mac:

* Shader based options are still disabled on the Mac client and are awaiting release of driver bug fixes from Apple and GPU vendors. We will release a patch to re-enable shader based graphic effects in Mac WoW when that becomes feasible

Bug Fixes:

* Monsters with extra dodge chances have been corrected.

* Abilities that activate off critical hits work off critical hits from abilities as well (Blood Craze, Enrage).

* Blessing of salvation correctly affects healing over time spells.

* If you tame the leader of a herd of Kodo with the Kodo Kombobulator the whole herd won't follow you.

* If you close the disenchanting loot pane without looting the item, the Dust or Essence or Shard is automatically looted for you. (You no longer destroy the enchanted item if you close the loot pane with the results of the disenchantment)

Miscellaneous:

* Vocal emotes now display a normal emote to the chat window, instead of the "Player says..." text. Voice Emote Audio is unchanged.

* There is now a checkbox to turn off audio emotes.

* Many boxes and crates ready to be looted have been added around the world.

* Many new rare vendors selling weapons/armor/potions have been added around the world.
 
Where the heck are PvP battlegrounds?!?!?!? O_O

A mod was even quoted as saying that at least PvP rewards would be in by "the next patch". And I thought it was pretty safe to assume that this was THE LAST patch before retail. =/
 
Odd. I could have sworn this was supposed to be a big patch (size wise.) Only 19 megs? I was hoping for PvP Battlegrounds and Rewards as well.
 
Mjunter said:
Probably an instanced area where the two factions go and battle. Something like whats in DAoC right now.

Well, yeah, we know what they ARE... but when will they actually BE in the game? :)

Blizzard seems to include a lot of things in their patches without actually listing them in the patch notes... but battlegrounds seems to huge to not mention. Maybe it won't be in by retail? :( Or mayhaps there will be one final patch after this one in the next two weeks.
 
Ahh..read that wrong :)

Yeah, it is kinda wierd that they didn't add it. I guess that and hero classes are gonna be the things they work on post retail.
 
I don't really understand the difference between PvP and PvE servers.

PvE servers only let you have PvP between the horde and alliance in battlegrounds while the PvP servers it's everywhere, right?
 
http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=531111&p=1&tmp=1#post531111

So while I was waiting for the servers to come back up after this most excellent patch, I watched the opening cinematics. I realized, after a time, that as epic and amazing as the characters portrayed in the movie appear, the truth of the matter is much more mundane. Let's take a scene by scene look at these seemingly amazing things, and shed some light on the reality.

As our movie starts out, we see what is obviously a rugged-looking Dwarven Hunter, his trusty bear at his side. As you see him crest the mountain and gaze upon Ironforge, you get the sense that he is returning from a hard scouting mission or is tracking some enemies through the area. But then you have to remember, this is Dun Morogh...that Dwarf is looking for a quest! He's level 10 at least, or he wouldn't have the pet, and he's finished the 3 quests in the zone already. He's hoping that maybe, beyond that next rise, will be a quest NPC for him. Sadly he is mistaken. Silly Dwarf, if it's quests you want, go to Elwynn Forest.

Now, in our next scene we see what is later revealed to be a Night Elf Druid, carefully examining a weapon she found on the ground, before dropping it and running through the forest. Now, you might think she's tracking her prey and is hot on the trail by the looks of that broken sword. If you strip away the theatrics though, you realize that she's simply trying to loot a monster, only to find her bags are full; at which point she dashes off to town in order to sell.

Next, on our wild adventures, we come face to face with a gruesome Undead Warlock, who taints the very earth he stands on. His impressive pose and towering Infernal minion don't fool me though. That Warlock is obviously so insanely happy that Infernal and Felhunter pets are finally in that all he can do is stand there and shout.

Moo-ving right along, our next scene takes us to a plateau where we see what could be argued to being a Tauren Shaman overlooking the plains below, and sprinkling some powder in to the wind. It's so mysterious and mystical...not! That Tauren is probably working on the Shaman Fire Totem quest and he can't find the path to the fire shrine, so he's lost. It's your and my best guess as to what that powder is. Probably the last remains of his sanity as he continues the search in the completely wrong zone. "What do you mean it's in Durotar?"

Next we have a ferocious looking Orc, swinging a deadly looking club around in a menacing manner. Practicing for war, maybe? No, this Orc is a newbie and he's playing with all the emotes. /roar indeed...

The last of our solo scenes involves a Human Mage, perched atop a ruined tower and hurling fireballs at an infernal who is climbing up to meet him. An epic battle, to be sure! That is, until you strip away the fluff and realize that he is fighting the Infernal minion of the Warlock from the previous scene, who's managed to stop cackling with glee long enough to attack the Mage. The reason you don't see the Warlock anywhere is because he's been turned in to a sheep and is wandering around off camera.

Our next scene shows our rugged Dwarf take aim and engage the powder-sprinkling Tauren. So fierce as the bear charges in and is knocked deftly aside by the tremendous blow from the Tauren. What you see, when you look at it more realistically, is that the Hunter fired Concussive Shot at the Tauren and sent his pet in to try to give himself a head start in running away. There's no way a Hunter could beat a Shaman; even one who can't figure out the Fire Totem quest. He'll rez his pet later.

Next we see an Infernal running at the camera. There really isn't anything impressive about that, so let's move on.

Now our newbie Orc and Night Elf are engaged in mortal combat. Our Orc seems to be winning, he's pushing the Elf back! Right? Wrong! That newbie Orc can't even hit the Druid. She's obviously much higher level than he is, and isn't fighting back for fear of getting Dishonor points. She's probably telling her guild "wtf, some n00b is attacking me but he can't hit me".

Lastly we see our Human Mage calling forth an Ice Storm. The Dwarf, having successfully escaped from the Shaman, is probably looking on and saying, "Ah, Winter...yes, Winter," and thinking how great it would be for chilling bear. That, or reminiscing about the time he could have sworn Dwarves could be Mages too...
 
Malakhov said:
I don't really understand the difference between PvP and PvE servers.

PvE servers only let you have PvP between the horde and alliance in battlegrounds while the PvP servers it's everywhere, right?

PvP server = Always PvP flagged.

PvE = Battlegrounds are the only zones where you're flagged 100% of the time. Attacking npcs of the other factions will flag you PvP for a certain amount of time. So when you raid towns (i.e. Southshore), or do quests where you kill the other faction's npcs, you'll be flagged pvp.



PvP > PvE
 
Cerebral Palsy said:
PvP > PvE

Hell no, especially not with the recent death changes. Griefing will run rampant on the PvP server now as people gank newbies over and over to degrade their equipment to the point where they can't pay to repair it.
 
ManaByte said:
Hell no, especially not with the recent death changes. Griefing will run rampant on the PvP server now as people gank newbies over and over to degrade their equipment to the point where they can't pay to repair it.

Honor system.
 
Did some of the servers change status? I'm on server 6, which was a normal server (at least I think it was) and now when I chose the server it says it is PVP.

-Edit- Also is anybody a druid? If so what do you think of the class?
 
I will be playing on a PvP east coast server whenever Open Beta starts (Probably tomorrow). I think we decided on just going for the highest number if they keep it as current, or latest alphabetically.

Also, I can't get into Beta for longer than a minute, but Hunter lvl 40 talent = trueshot aura.
 
is it open PvP or consnetual? I trying to decied between this and Eq2 to play between downtime in my jedi quest....2/3 to 1/2 to glowing. After seeing incredibles I wnated to go back to CoH then I notied that the incrediles fougth super villains not countless nameless thugs till the end of time.
 
Ok.

In order to attack someone on other faction, they have to be flagged. You get flagged by attacking or healing/assisting anything that has a flag, including npcs. On pvp servers, you also get flagged for being in 3rd tier (lvl 20ish) zones. Flags last for 5 minutes after you do anything that would flag you. You can also flag yourself by typing /pvp.

So it's open pvp on pvp server.
 
Something to keep in mind when choosing a server, is that the clock and day/night cycle in the game is in real-time depending on your time zone. So if you live in PST and it's 3pm PST it'll be the same time in game. However if you live in PST and play on a EST server, the in-game time will be three hours ahead. That's why there are servers for each time zone.
 
Hmm.

I'm wondering how well those Hunter talents work. Also, anyone notice some big item changes in looks/stats? I've been reading on the WoW forums and apparently it's one of the patches hidden changes... big armor and item nerfs.
 
nataku said:
Hmm.

I'm wondering how well those Hunter talents work. Also, anyone notice some big item changes in looks/stats? I've been reading on the WoW forums and apparently it's one of the patches hidden changes... big armor and item nerfs.

Yep, alot of the items have been nerfed. I've lost about 100 ac overall.

Check out these pics of someone who was running around on Test 18 with the supposed exclusive pets that come with the Collector's Edition. The third pet (pic missing) is a Drunken Panda.

diablo.jpg

zergling.jpg
 
Son of Godzilla said:
Ok.

In order to attack someone on other faction, they have to be flagged. You get flagged by attacking or healing/assisting anything that has a flag, including npcs. On pvp servers, you also get flagged for being in 3rd tier (lvl 20ish) zones. Flags last for 5 minutes after you do anything that would flag you. You can also flag yourself by typing /pvp.

So it's open pvp on pvp server.


Kinda like SWG and being Covert or Overt...kinda.


Something to keep in mind when choosing a server, is that the clock and day/night cycle in the game is in real-time depending on your time zone. So if you live in PST and it's 3pm PST it'll be the same time in game. However if you live in PST and play on a EST server, the in-game time will be three hours ahead. That's why there are servers for each time zone.

thats pretty cool

PvP > PvE

I agree. You can't exchange shit talking with an NPC....well you can but you look like some really weird RPer lol

Hell no, especially not with the recent death changes. Griefing will run rampant on the PvP server now as people gank newbies over and over to degrade their equipment to the point where they can't pay to repair it.

Thats why if I get this as cool as open PvP sounds I may pass it up till I know what I'm doing.
 
This durability change sucks. I didn't think it would be a big deal at first, until I died twice and had to go get my crap repaired. Apparently Blizzard's new goal is to ensure that I am constantly broke. Hell and I'm just a Warlock with cloth armor. I'd hate to see what the warriors are having to pay. Some of the other changes sound pretty cool (at least for my class, the mages are going apeshit over the reagents on the WoW forums).
 
OK I'm clueless. I've been playing in the new stress/open beta since last week, but when I log into the forums, I come up as Anonymous and cannot post.

How the hell do you link your chara to the forum account? :)
 
Ok, there needs to be a vote on what's the most hysterical change in this patch.

1- Paladins losing being forced to repurchase all their skills. Keep in mind paladins to date have been the least developed class and are the polar opposite of dps, thus most unable to amass wealth swiftly.

2- Shadowmeld making note of how it boosts rogue's stealth and a druid's prowl even though you cannot meld in cat form and shifting breaks meld.

3- Human racial traits.

4- Reagants rendering almost every single utility spell useless, especially considering how mages and druids had been nerfed into utility belts already.

5- People bitching about reagants even though there have been reagant vendors in every single capitol for at least five patches.
 
1- Paladins losing being forced to repurchase all their skills. Keep in mind paladins to date have been the least developed class and are the polar opposite of dps, thus most unable to amass wealth swiftly.

My Pally is killing things faster than ever now. Instant spells with fast cooldowns ROCK.
 
krypt0nian said:
OK I'm clueless. I've been playing in the new stress/open beta since last week, but when I log into the forums, I come up as Anonymous and cannot post.

How the hell do you link your chara to the forum account? :)

Is your character on an East Coast server? There's a bug with that right now apparently.
 
ManaByte said:
Is your character on an East Coast server? There's a bug with that right now apparently.


Midwest actually- test server 6.

Where did you read about the bug? Maybe Midwest is having the same deal.
 
O_o.

On that note, I'm actually going to play Paladin. It's the class I've felt most comfortable with since I started back with EQ ages ago (outside of the primary healer class for MMOs).
 
I still can't decide on a class to start with. :( Rogue, Hunter, Warrior... all three sound interesting. I just wanna be wanted by parties. :(

From what I read on the WoW forums about Hunter... everyone makes Hunter out to be a solo class. Is that true?

EDIT: Oh, yeah... wtf at that armor. Any before shots? :lol
 
Hunters are SUPER popular from what I can tell. I see them all the time. Paladins are in no short supply either from my perspective.

My 21 war died twice post-patch, and with all the heavy mail and armor I have on, the repair cost for that was 13 silver, easilly more than the rewards I usually get from quests appropriate to my level. (My eq wasn't max durability previous to death, but nothing was below 80%)

I do wonder what I am to do when I blow all my cash on the next skill and equipment upgrades and am then forced to deal with repair costs that I wouldn't be able to afford assuming I die a few times trying to make back a few bucks. I guess I must start to be more frugal in my spending practices...

I do like the 10% durability cost for death, but the 100% disaster when using spirit spawns is flat out busted. Keep the xp loss I say(or tack on an instant death tax if you must...)

Oh and the rearrangement of warrior skills and stance specific abilities is really weird. There is no longer much segregation or contrast between the different styles. Some skills really should have stayed localized to defensive only.
 
Well, this patch has completely screwed the game IMO. It's not very fun now. Not only the huge amount of money you are forced to spend repairing your gear, but the 30 min rez sickness of -75% to your stats and dmg is ridiculous.
 
Brandon F said:
Hunters are SUPER popular from what I can tell. I see them all the time.
I've seen that they're very popular, but I hope that's just because the class was opened up late. I don't want to be one of a bajillion hunters. :(

PS: nataku, you better not be a night elf OR a hunter >:|
 
I'll have to take a look at my other options for classes. I only remember just looking at them with the time I had spent with Closed. Bad habit of mine to gravitate to the Healer/Fighter hybrid (i.e. Paladin, or whatever their equivalent for that game is) and ignoring other classes for testing MMO waters.
 
Not funny. :(

EDIT: Anyway, this patch has some good and some bad it seems. Granted, I haven't played the game yet... but judging by impressions I've read some things have become pretty bad. Hopefully the developers listen and lessen the death penalty, among other things. Reagants for spells is one of the things that kept me from playing a mage in EQ.
 
It's ironic, my first instinct was to choose priest because well...who doesn't want healing. But instead I played it safe and stupid and went with warrior to ease into and train with playing this game since I entered stress test completely ignorant.

I really half expected everyone to be a war, but it is so not the case. We are a minority, pallys and hunters rule the alliance lands.(Test 6 server at least)
 
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