LOL 50 mana reg por 5 secs al water shield xDD. Sin buffo oiga.
#32 Esta noche o, mañana lo traduzco Si te interesa algo en especial dilo xD
Ahora estaba traduciendo una entrevista sobre Wrath of the Lich King (la teneis el post correspondiente)
Lo de él cubo de hielo , nosotros o grandes magos podremos cojer el agro una vez y no petarnos el horto .
No hay reinos públicos de pruebas disponibles en este momento. Por favor, visita www.wow-europe.com si deseas más información sobre el próximo reino de pruebas que se active.
http://www.wow-europe.com/es/ptr/
O ando muy empanao, o no entiendo donde veis vosotros un PTR :S
Actualizo con los cambios del último PTR.
Actualización 12/12
* Chaotic Skyfire Diamond now requires at least 2 blue gems instead of exactly 2
* Goblin Rocket Boots now requires Engineering (225).
* You can now stack up to 20 Netherweave Net (was 10 before)
* Amani Hex Stick aren't bind on pick up anymore.
* Spinesever nerfed: [img]http://www.mmo-champion.com/images/news/2007/november/spinesev23.jpg[/img]
General
* /timetest is a command that can be run to provide information on game performance. /timetest 0 turns the command off. When the command is issued, the next time a player uses a flight master to travel, certain statistics will be measured and displayed at the end of that flight. All weather effects and spawns are shutdown during the test.
* Effects triggered from being critically hit: Many abilities and talents were changed in 2.3.0 to allow them to trigger from critical strikes that occurred while the player benefitting from them was sitting.
* Quest givers with blue question marks no longer show up on the minimap.
* NPC's who you have completed a quest for will display a question mark on mouseover rather than an exclamation point.
* The bank controls for the guildmaster level of a guild is now grayed out. A guildmaster always has full access to a guild bank and this cannot be changed.
* A "Withdraw-Repair Only" button has been added to the guild bank controls. If this is set for a guild rank, then that rank cannot actually withdraw funds from the guild bank, but they can still use that daily amount of money for repairs.
* You will now automatically stand up when attacked, even if the attack doesn’t land.
Class Changes:
Druids
Ravage (All Ranks) - Damage changed from 350% to 385%
Hunters
Aspect of the Viper - Mana regeneration changed from 50% of the total intellect to 55%.
Mages
The mana gems min and max mana value have been modified slightly to get a less random bonus to the mana.
Rank 1 - Restores 390 to 410 mana. (Instead of 375-425)
Rank 2 - Restores 585 to 615 mana. (Instead of 550 to 650)
Rank 3 - Restores 829 to 871 mana. (Instead of 775 to 925)
Rank 4 - Restores 1073 to 1127 mana. (Instead of 1000 to 1200)
Rank 5 - Restores 2340 to 2460 mana. (Instead of 1136 to 1364)
Rogues
Hemorrhage now deals 110% Weapon damage instead of 125%, bonus damage from the debuff is slightly increased.
Rank 1 - 110% weapon damage, increases any Physical damage dealt to the target by up to 13.
Rank 2 - 110% weapon damage, increases any Physical damage dealt to the target by up to 21.
Rank 3 - 110% weapon damage, increases any Physical damage dealt to the target by up to 29.
Rank 4 - 110% weapon damage, increases any Physical damage dealt to the target by up to 42.
Shamans
Water Shield
New Version - The caster is surrounded by 3 globes of water, granting 50 mana per 5 sec. When a spell, melee or ranged attack hits the caster, 200 mana is restored to the caster. This expends one water globe. Only one globe will activate every few seconds. Lasts 10 min. Only one Elemental Shield can be active on the Shaman at any one time.
Old Version - The caster is surrounded by 3 globes of water. When a spell, melee or ranged attack hits the caster, 200 mana is restored to the caster. This expends one water globe. Only one globe will activate every few seconds. When the spell expires, each remaining globe will activate and grant 200 mana to the caster. Lasts 1 min. Only one Elemental Shield can be active on the Shaman at any one time.
Improved Water Shield (Totem of the Thunderhead efect) - Now gives 2 Mana / 5 sec along with the 27 mana bonus each time it triggers.
Lightning Shield (Rank 1) - Mana changed 45 from to 25
Lightning Shield (Rank 2) - Mana changed 80 from to 60
Lightning Shield (Rank 3) - Mana changed 125 from to 100
Lightning Shield (Rank 4) - Mana changed 180 from to 150
Lightning Shield (Rank 5) - Mana changed 240 from to 200
Lightning Shield (Rank 6) - Mana changed 305 from to 250
Lightning Shield (Rank 7) - Mana changed 370 from to 275
Lightning Shield (Rank 8 ) - Mana changed 430 from to 325
Lightning Shield (Rank 9) - Mana changed 490 from to 400
Earth Shield (Rank 1) - Mana Changed 600 from to 300
Earth Shield (Rank 2) - Mana Changed 745 from to 375
Earth Shield (Rank 3) - Mana Changed 900 from to 450
·Professions
Alchemy
* Transmute: Mithril to Truesilver cooldown has been lowered from 47 Hours to 23 Hours.
Cooking
* Goldthorn Tea was erroneously unlearned by most players who had learned the recipe. The recipe has been re-enabled and can be learned again from Henry Stern in Razorfen Downs at no cost.
Enchanting
* Enchant Shield - Resilience now requires a Runed Fel Iron Rod instead of a Runed Adamantite Rod.
Leatherworking
* Increased the range of leatherworking drums to 40 yards. Drums of Panic remains unchanged at 8 yards.
Items
* Amani Charm of the Witch Doctor: Tooltip typo corrected.
* Hearthstone: The cast time on this item is no longer affected by spell haste.
* Hex Shrunken Head: This item now has a 20 second shared cooldown with other similar trinkets.
* Icy Chill Enchant: The triggered effect from this enchantment will now cause a melee slow and movement snare as intended.
* Idol of the Unseen Moon: This item now has a 30 second cooldown on being triggered.
* Idol of Terror: The triggered agility buff from this item no longer overwrites other agility buffs.
* The Netherscale Ammo Pouch is no longer a Unique item.
* The Knothide Quiver is no longer unique.
Dungeons and Raids
Heroic Coilfang Resevoir- Steamvaults
* Mekgineer Steamrigger's Main Chambers Access Panel is no longer interactable until Mekgineer Steamrigger has been killed.
Tempest Keep- The Eye
* The number of Blood Elves guarding Prince Kael'Thas' room has been reduced.
Zul’Aman
* The Amani'shi Warrior's Charge ability now has a minimum range.
* The melee haste provided by Halazzi's Frenzy has been reduced to 100%.
* Dragonhawks in Zul'Aman can now be skinned. This doesn't include dragonhawks that do not have loot.
Quests
* Blade's Edge Mountains: Players accepting the bombing run quests in Blade's Edge Plateaus will no longer cause other players in the region to stand up.
User Interface
* There is now an option to turn off the screen edge damage flash when you have a fullscreen UI up.
* You can sell stacks by dropping them on the merchant window again.
* Ready check (/readycheck) will now display a visual display of each party/raid member's status next to their name. This will display in the Party UI, the Raid UI and the Raid pullout UI. A player will get a check mark if they are ready, a question mark if they have not replied and a red X if they are not ready or are afk.
* You can now see raid members on the minimap as dark blue dots in addition to party members which still display as light blue dots.
* You can now shift click names while the petition window is open to paste them into the petition.
* Fixed various problems with /castsequence getting stuck.
* /cast will toggle spells again unless the name is prefixed with an exclamation mark, e.g. /castsequence Steady Shot, !Auto Shot
Bug Fixes
* (Characters may now possess up to five Paper Flying Machines in a single stack.
* Fixed “Spell/Ability is not ready yet” message when clicking quickly at the beginning of a cast.
* Fixed a server disconnect when moving the mouse over recipes in the guild bank.
* Gnomish Universal Remote will now work properly with the Fel Cannon.
* Disconnecting a USB HeadSet will no longer cause problems with the Voice Chat dropdown menus.
* Clockwork Rocket Bots will no longer attack each other in Shattrath City.
* Channel changes will now appear properly in the chat log after zoning in or out of instances.
* Unplugging headphones/speakers then plugging them back in while in WoW no longer disables all sound in WoW
* If the original owner of a custom channel gives leadership away their options menu will no longer show that they have moderation privileges.
* The first custom created guild ranking will now properly show up in the Guild Control pane drop down menu.
* Control-clicking on inventory items that teach recipes will now properly display you wearing the item made by the recipe in the dressing room UI.
* Fixed an issue that was not allowing all charges of a Field Repair Bot to be used.
* Creatures with random player targeting crowd control abilities such as fear, charm, or sleep will now properly choose a random eligible target rather than just choosing the nearest eligible target.
* The various Hallow’s End broom mounts now have their proper real-time (rather than game-time) duration of 14 days.
* Tricky Treats now have their proper real-time (rather than game-time) duration of 24 hours.
14/12
General
* Boat and zeppelin vendors and NPCs are are back on duty.
* Reduced network latency by disabling the Nagle algorithm.
PvP
* Warmasters/marshals in Alterac Valley now increase each other’s maximum health and damage by 20%. This is a stacking effect.
Druid
* Ravage: The damage multiplier on this ability has been increased from 350% to 385%.
Rogue
* Ambush: The damage multiplier on this ability has been increased from 250% to 275%.
* Hemorrhage: This ability now correctly does additional damage when its debuff has already been applied.
* Preparation now resets the cooldown of Shadowstep and no longer resets the cooldown of Adrenaline Rush.
* Shadowstep now adds a 3 second, 70% movement speed increase.
* Sinister Calling now also increases the percentage damage bonus of Hemorrhage and Backstab by 2/4/6/8/10%.
Items
* The Vengeful Gladiator's Grimoire is now available on vendors. [img]http://www.mmo-champion.com/images/news/2007/october/s3/grimoire.jpg[/img]
Al parecer han añadido nuevos ranks al frostbolt y al fireball:
Hay distintas hipótesis sobre esto:
1 - Que Blizzard tenga la intención de introducir nuevos rangos de habilidades antes de la expansión (lo han hecho antes y no sería nada raro que lo volvieran hacer).
2 - Que los personajes "premade" se creen con todas las magias de la base de datos, incluso las que no se usan.
3 - Alguien olvido limpiar de la base de datos de las magias xD
Resumen:
- O meten nuevos ranks de spells en Sunwell (como hicieron en aq20) que será lo más probable.
- Que sea un bug del PTR como el seed of corruption de los warlocks.
Parece que los de Blizz se equivocaron en poner esos rangos nuevos al crear los personajes premades, una pena!.
"This is not a bug, it's a mistake made when creating the pre-mades. The spells are not sufficiently different then the rank 13 versions so we will not be making updates to the templates to remove them."
Tengo dos cuentas y en las dos me he copiado el personaje en el test server para poder probarlo. El problema es que con la primera cuenta entro perfectamente y tengo mis personajes pero con la segunda meto todo bien y me dice que no existe ninguna cuenta o que la pass esta mal.
Cuando he visto eso he dicho.. me han chingado la cuenta.. pero es que lo curioso es que me meto en el oficial (no test server) y la cuenta esta perfecta xDD
Lo único que me ha venido a la cabeza es que las cuentas con un mínimo de creación de un mes (la cree hace un mes) no las dejan meterse en el test server.
¿Alguien me lo puede confirmar?
Muchas gracias.
Te lo confirmo, piden unos meses de antiguedad, puedes mirar a partir de que fecha se puede acceder al ptr en los foros de reinos de prueba.
bufeand al mago/shaman/hunter
nerfeando warlock/rogue
sin cambios priest/paladin/warrior/druids
ya empezaran los megacryes de los warlocks y rogues por los cubitos de los magos y el mana quasi-infinito de los shamanes, por parte de los priest.
Bueno, lo del cubito tampoco es un gran "buff" porque ya ves tu la cantidad de magos que ves ultimamente en arenas.. hmm 0? xD
Yo me estoy cagando en todo lo cagable, porque si no llevo 1 mes esperando el parche llevaré casi 2... para continuar con el puuuuuuuuuto mago... joder que lo pongan ya que paso de ponerme talentos en el cubo joder XD quiero el cubo traineablee yaaaaaaaa! (sí, es un /cry, para una vez que hago uno....)
#50 y en tu opinión por qué crees que no se ven?
A ver, no voy a decir que estén uber ni ningún tipo de /cry sobre eso, pero por ejemplo un colega tiene un mago de mi mismo lvl y sólo le gané 1 duelo de los cerca de chocomil que hemos hecho, es más... aún tirando de todos los CDs que tengo no le suelo bajar ni la mitad de la vida, ni con pet ni sin pet (es frost, evidentemente) y el caso es, que analizando talentos y tal y también, las skills y sus descripciones, y viendo en acción todo eso, parece y digo PARECE una clase bastante over (insisto en que YO NO DIGO QUE SEAN UBERS), si tenemos en cuenta su capacidad de congelación, los escuditos/defensas que pueden ponerse, al pet, que lanza un frost nova ranged a diferencia del frost nova del mago (que ya de por sí es bastante hijo de puta...) luego, por ejemplo, y aunque esto no es exclusivo... pueden evitar ambush y otro tipo de "emboscadas" con downranking de skills AOE (pero como digo, no es exclusivo) bueno, y dejando a un lado el PVP está todo el tema de las aguas/panes y portales/teleport, hombre... no esque sean brutalemtne uber ni nada parecido por eso, pero bueno, a mí en general por todo el conjunto del mago en sí me parece una clase brutal, me encantan (por eso estoy subiendo uno con calma...)
En Resumen: me parecen una clase muuuy completa y que puede llegar a ser muy hija de puta
asique... por qué no se ven magos en arenas? eso es lo que quiero saber, ya se lo he leído a más gente pero no he leído explicaciones o rumores... o especulaciones...
Pues yo creo que los magos están en pleno apogeo, en 5v5 me parece casi imprescindible, 3v3 se pueden montar buenos setups y en 2v2 un buen combo de 2 dps (mago+rogue,mago+warlock, etc) es bastante brutal.
juegas arenas? :\
en 3v3 el mago tiene el mejor setup que hay ahora mismo
en 2v2 puede ser top con un lock o un rogue
y en 5v5 hay bastantes setups que funcionan con mago
Y ahora encima los bufean (por mi bien que voy con un mago, pero creo que ya estaban bien)
Yo creo que el mago en 2v2 es meh, en 3v3 es bastante bueno si vas con el setup correcto y en 5v5 se comporta bien.
En 2v2, tu única opción es ir con un rogue/lock y las pasarás putas a medida que el combate se alargue.
En 3v3, sólo sirve para RMP (imo, mejor setup atm) y en la 2.3.2 nerfean el prep-AR... Aunque lock-mago-druida y rogue-mago-druida está bastante guapo.
En 5v5, aportas bastante CC y daño, está bien para 4 dps's. Pero no tienes sitio para otros setups ya que el warlock es más eficiente y lo pillarán antes que a un mago. (en plan warr-hunter-lock, warr-2xlocks, warr-chaman el-lock)
El otro día, jugue alrededor de.. hmm 50 arenas en 3vs3 y nos tocaron hm.. ¿3 magos? estoy hablando de un rating de 1700 a 1800.
Y lo que más juego es 2vs2 con un priest disc y habremos jugado alrededor de unas 300 partidas a la semana y hemos visto unos.. ¿2 magos?
Pues eso.