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30 th Mar

New and Improved Improved Leader of the Pack

Posted by admin to Uncategorized

New talents changes released via mmo-champion for next beta patch.
patch notes
talent tree
Quote:
Balance
Skills
Barkskin is now usable in all forms.

Talents
Earth and Moon (Tier 10) changed so your Wrath and Starfire spells have a 100 chance to apply the Earth and Moon effect. It now also increases your spell damage by 1/2/3/4/5. (Previously had a 20/40/60/80/100 chance to apply the Earth and Moon Effect)
Eclipse (Tier 9) changed so when you critically hit with Starfire, you have a 33/66/100 chance of increasing damage done by Wrath by 10. (Previously 20/40/60 chance)
Improved moonkin Aura (Tier 7) gives 3 spell haste for all ranks and now you gain 5/10/15 of your spirit as additional spell damage.
Improved Faerie Fire (Tier 7) increases your critical strike chance against targets afflicted with Faerie Fire by 1/2/3.
Nature’s Splendor (Tier 3) changed to – When you cast Moonfire, Insect Swarm, Rejuvenation, Regrowth or Lifebloom you have a 33/66/100 chance to increase it’s duration by 3 sec.

Feral Combat
Skills
Shred – Effects which increase Bleed damage also increase Shred damage.
Maul – Effects which increase Bleed damage also increase Maul damage.
Bash now interrupts spell casts for 3 sec.

Talents
Berserk (Tier 11) no longer causes your Mangle (Bear) and Maul attacks to hit up to 3 targets
Predatory Instincts (Tier 8 ) reduces the damage taken by area of effect attacks by 3/6/9/12/15. (Previously increased your chance to avoid them)
Protector of the Pack (Tier 8 ) damage reduction is now at 3 for each party member across all ranks.
Improved Leader of the Pack (Tier 7) – In addition, you gain 4 of your maximum mana when you benefit from Improved Leader of the Pack heal.
Feral Charge (Cat) (Tier 5) – Causes you to leap behind an enemy, dazing them for 3 sec. 30 second cooldown.
Faerie Fire (Feral) (Tier 3) now deals damage and causes extra threat while in bear form.
Brutal Impact (Tier 2) now reduces the cooldown of bash by 15/30 sec in addition to its previous effect.

Restoration
Skills
Gift of the Wild now affects the whole raid.
Lifebloom healing reduced. Mana cost increased. (Check Skill list for details)

Talents
Flourish renamed Wild Growth.
Wild Growth (Tier 11) – Heals up to 5 friendly party or raid members within 15 yards of the target for 350 over 7 sec. The amount healed is applied quickly at first, and slows down as the Wild Growth reaches its full duration.
Gift of the Earthmother (Tier 10) changed to reduce the base global cooldown of your Rejuvenation and Lifebloom spells by 4/8/12/16/20.
Tree of Life (Tier 9) increases healing received by 6. (Previously 3).
Improved Tree of Life (Tier 9) now increases your healing spell power by 5/10/15 of your spirit while in Tree of Life Form. (Previously reduced the mana cost by 5/10/15)

Glyphs
Glyph of Swipe has been removed.
Glyph of Maul has been added – Your Maul ability now hits 1 additional target.

I like the mana regen aspect of ILotP now that we have less int on our gear.
The silence aspect of Bash is well… about time this was needed for tanks.
The added damage and threat to FFF will make pulling easier with over zealous DPS. Plus nice for use in pulls, debuff + threat == win.
The Shred and Maul changes are nice as well. They work well with Mangle.
Predatory Instincts change… I don’t know how to feel about it to be honest.
Beserk needs work, still.
I want Primal Precision but think will have enough expertise on gear and Brutal Impact is worth it now. Feral pulling together a bit more. Thoughts?
Edited, Sep 18th 2008 6:28am by Horsemouth-Day light savings is for fools.

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29 th Mar

Predatory Instincts – wording

Posted by admin to Uncategorized

As in, your crits do 210 of your regular hits instead of 200 damage.
-RareBeast: What are you trying to tell me? That I can out-tank & out-DPS them all?
Druid Trainer: No RareBeast. I’m trying to tell you that when you have read the Feral Druid Numbers thread, you won’t have to.

Rareone(80 Hunter), Rarebull(80 Mage), Raress(80 Priest), Raredeath(80 Death Knight), Raredude(80 Shaman)
Rarelord(80 Paladin), Rarebones(80 Rogue), Rarelock(80 Warlock), Rarebob(80 Warrior)patch notes wrote:Predatory Instincts no longer works on Bear Form or Dire Bear form and now reduced damage by 10/20/30 (Source )
You do 10 more damage on crits in cat form and take 30 less AoE damage in cat form.-Day light savings is for fools.
Predatory Instincts 3/3 Tool Tip wrote:While in Cat Form, Bear Form, or Dire Bear Form, increases your damage taken from melee critical strikes by 10 and reduces damage taken from area of effect attacks by 30.-Torzak of
Elvaan Male/Tauren Male

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27 th Mar

80 Resto PvE spec (comments please)

Posted by admin to Uncategorized

I made up this build for healing.

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26 th Mar

Please heeelp!!!

Posted by admin to Uncategorized

You come here to the Druids forums, so you have to expect people to recommend Druid over Pally in general. You should tell us what would interest you, because while both classes are very different, they are also similar as they can fill almost the same roles. The only difference is that Druid is the most hybrid of all classes in the sense that they can spec for all 4 roles (Tank, healer, MDPS, RDPS) whereas a Pally can only spec for 3 (Tank, healer, MDPS).
If you want a class just to mess around and really be able to try out all roles, go with the Druid. Be advised, however, that the Druid’s Cat Form works much like a Rogue, so it may be redundant. You get the form at 20 and should use it til 40 where you can choose between staying Feral or going Balance. You will probably want to stay away from deep Resto for leveling unless speed is not an issue and you just want to check out the various specs.
A very brief summary (mostly in a raid environment):
Tanking: Pallies will excel at AoE tanking and still be very good for single-target while Druids will do better against single-target than AoE pulls, since our “AoE threat” is in fact a cone.
Healing: Pallies are mostly used for single-target healing and are very good and efficient at it. A Druid will also be able to single-target heal very well, but will also find that he is incredible at keeping multiple people up at the same time (known as “float healing”).
MDPS: Pallies (bit rusty on this, haven’t looked at the changes since WotLK) will use two-handed weapons to hit slow and strong and will use a mana bar to supply their skills. Druids, as I said above, will use an Energy system like Rogues and will have access to similar skills as well, though far from being as varied.
RDPS: Pallies can’t do that. Balance Druids are to Mage pretty much what Cat Druids are to Rogues. You get spells like a Mage, but with much less variety.
Both classes have buffs and utility which I suggest you look up on your own or discover as you level.
I hope this helps a bit. Just let us know what more you would want to know, as there are too many differences between the classes to list them.
Edit:
Quote:The thing i really dislike in Pals is the necessity to keep an eye on suitable buffs on everyone in the party…
Yeah, I disliked that too. You have to sync with other Pallies to make sure you don’t override anyone’s buff. To be fair, though, there are less buffs now so it’s really not that hard. Just a pain that the buffs have a shorter duration than most other buffs.
Edited, Feb 25th 2009 12:11pm by of the Nightfall – Tauren Feral DruidI’ve been looking forward to this post!!!))) I think i’ve almost made my mind)
But what about pal? Can’t he do the same things as Druid? The thing i really dislike in Pals is the necessity to keep an eye on suitable buffs on everyone in the party…
Edited, Feb 25th 2009 1:04pm by BakeforfunPick druid, you can tank anything, you can be rogue-like in cat form, you can caster DPS as a Boomkin, and you can heal like a god.
Seriously, you’ll never want to play any other toon again….-Bear Tank –
My name is Vlad. I have a rogue 80 almost full t7. But recently I have decided to make an alt char. I want a hybrid class because i want to be able to respec at any time if i got bored with my current specialization. So I have been choosing between Paladin and Druid for the last month and I cant make my mind which character to play!(((( Can you giva some advice? I would be very greatful!!!
Sorry for any possible mistakes I am just learning English)
Edited, Feb 25th 2009 12:32pm by Bakeforfun

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25 th Mar

Haste rating and all that jazz for Resto Druids after patch

Posted by admin to Uncategorized

For the most part I don’t see a big change in the way I handle haste except that I have to have ~2x as much of it before reaching the softcap.
That being said a lot of the decision will be based on the encounters in IC. Ulduar was king of HoT-rolling and what not, 95 + of our healing would frequently come from HoTs. Fast forward to ToC and the raid damage is more spikey, and less evenly distributed. Meaning more crittable and less WG/RJ spam.
I’ll probably run the first couple of encounters myself, try a few different things, look at my heals vs. over-heals and make a decision based on the spells I use, and how well utilized they are. Although, at this point, even if my distribution of spells is identical to ToC I’ll probably still go haste first.
To add in some math; since math is fun! :D This approx. spell distribution from my last ToC runs (ignoring Tranquility, since the spreadsheet doesn’t have a place for it, and it’s only like 1-2 anyway…):
RJ = 35
Nourish = 35
WG = 10
RG Dir = 8 HoT = 5
LB HoT = 5 Bloom = 1
HT = 1
I still pull out a stat weight of 0.69 for Haste and 0.22 for Crit. Even if haste would be, in effect, about 1/2 as useful this still puts it at 0.34 to 0.21 before the cap. But my understanding is that it’s just as effective, we just need more of it. So I’d have to see a pretty big change in my healing mix before it would change my itemization any.
Edit: However I also don’t have Nature’s Grace at the moment, so I’m pretty much always going to be Haste > Crit. no matter my spell distribution.
Edited, Nov 4th 2009 8:45am by someproteinguy
Edited more since I keep thinking, and my boss won’t show up for work :p
As for the ‘RJ ticks affected by haste’ glyph; I’d have to say I’m likely not going down that path atm. I rather like having RJ up for the extended period, as this keeps the target swift-mendable. Plus I really don’t put RJ on anyone who is in need of critical healing. But if there are more concentrated damage effects on a fewer characters I can see it being useful; and then using RG for characters you want an insurance Hot on. shrugs all speculation… ;-)
Edited, Nov 4th 2009 9:28am by You will NOT break the $& shackle! – Jilea
that monster in the mirror, he just might be you. – Grover
With the new changes coming next patch and the changes to the way Gift of The Earth Mother works what is the general consensus on haste rating going forward for Resto Druids?
At the moment I am running at about 500 ish haste rating and to be honest have been upping my crit rating a bit to a) Give me nice crits on Nourish when I am spamming it and b) proc the nice 4 piece bonus off T9 more.
I am just wondering if it is now worth going the other way again and concentrating more on haste as there appears to be more bonuses going for it now including the new Glyph of rejuve that is coming out.
Do any of you regular Resto Druid plays out there have any thoughts on this for 3.3?
Zetter

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24 th Mar

Show me the light on Eclipse

Posted by admin to Uncategorized

I’m not Arex, but I believe Treants should be used right when you engage the boss, along with Starfall to increase your casting speed (because it crits and procs Nature’s Grace).
You spam Wrath first because you’ll get in more hits and thus crits in the same amount of time, enabling you to start the Eclipse cycle faster than if you started out with Starfire. Or something. It’s been ages since I paid attention to Balance the descendants, salute the descendants, of King Canute.
- Nephew
Mazrah – Troll ShamanEclipse is a proc that happens when you crit with either wrath of starfire when you have the talent. When you crit with one and it procs eclipse, it increases the damage of the other spell. The proc for each kind of eclipse is on a 15 sec cooldown, so you can’t proc the damage increase to starfire more than once every fifteen seconds, but you can proc the damage increase for wrath while the starfire eclipse is on cooldown.
In short, with Eclipse, your DPS rotation looks like this….
Wrath til crit causes Eclipse-> Starfire til crit procs Eclipse -> Wrath of Nature and Trinket as necessary (or whenever they are off Cooldown), toss in Hurricane or Cyclone when necessary. Your DPS cooldowns are normally used at the start of a boss fight so that you have a possibility of them coming off cooldown later in the fight so you can use them again, which therefore will increase your total damage done for the fight.
-Light travels faster than sound, which is why some people appear bright until you hear them speak.I am kind of new as a Druid, just hit 70. Everyone always says Wrath until Eclipse, then Starfire. I guess I am not sure why or what happens. The FAQ mentioned Eclipse but no details-Moved to Kil’Jaeden
Alcattle 80 NE Hunter
Deadcattle 80 Gnome Death Knight

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23 th Mar

2 questions: pet training and profession

Posted by admin to Uncategorized

Yes, there’s a limit to TP’s for the pet. Just pay to reset later on, if you need to change. For now, don’t worry about it.
I’d save them, except for bite maybe. And maybe Stam and Armor. Don’t go into resists unless you pvp a ton. Then … I you want frost to help pet not be frost nova’d, arane not to be sheeped, and shadow not to be feared, maybe nature not to be rooted by druids.
Engi is most useful if you pvp (in fact it’s almost a must – it’s so good in BG’s and pvping).
Herb/alch is a very useful combo. More useful to meleers maybe, but hunters benefit from it. And you can sell herbs for a lot.
LW and blacksmithing cost a lot to train up and don’t make you much money. You can pay someone else to make almost anything you want from these skills. An exception might be if you want a fear immunity trinket for pvp – 30 sec fear immunity – 10 min cooldown – pain to get – bop.
Gathering skills, fishing, mining, skinning, herbalism – make you the most money. Ya, you have to shift from track beast to track minerals, whatever – just get over yourself. Leave track minerals up and use your eyes to track beasts. You will need money, believe me. Focus on gathering so you can do stuff like buy a mount at lvl 40.
Train bow in darnassus and gun in IF. U want to be good at all ranged weapons, so you can use new items as you come upon got two questions I’ve been wondering about for a little while, and now that I’m at work it seemed like a good time to ask : )
Firstly, will my pet ever run out of training points? I ask because he just dinged 20 and got the option for all of the resists (fire, ice, arcane, ect.). Should I train them all, or should I be saving room for other abilities?
Secondly, right now I am but I’m not sure if I want to keep them. I hate having to constantly shift from track humans to find minerals, and I just don’t use any of the engineering items enough for them to matter. Will leatherworking be helpful? What happens when I switch to mail at 40?
Thanks!
I actually have one other question that I just thought of. My hunter is a dranei, so I’ve been using a crossbow up to this point. Once I get out of the new areas, will I need to switch to a bow or a gun, or have they added more crossbows than there were before the expansion?
Edited, Jan 26th 2007 2:41pm by mpmpilot

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22 th Mar

New Hunter weapon question

Posted by admin to Uncategorized

ashbazg wrote:I would say stick with the 2-h wep (if you can get 2 1-h wep that gives better stats take em ). The reason to stick with 2-h wep is that it gives a larger amount of dps on raptor strikes and wing clips. As being a hunter, the only time you should use your melee wep is when your trying to get back to range (run in, wing clip – back to range).
Btw – you should change your wep as fast as possible. You need a wep that gives agility, attackpower and int – not str and stam. I have a feeling, that you wanna melee. If thats tru you should rerole a meleeclass, and not a hunter – since hunters gets owned by every single class in melee.
That said, may I ask you a question – why do you spec survival?

Edited, Feb 4th 2007 9:33am by ashbazg
Agreed, you dant want Strength, you want AGI. Yes, I too am a BE hunter, 33 now. I dont understand why Im seeing so many Hunters with Sin’dorei Warblade. If you wanted the Stam, just get the dagger its does +5Stam instead of just +2Stam. The +Str doesnt help you at all with Ranged attacks and thats what we do, range.
Edited, Feb 4th 2007 10:34am by surfriderrI would say stick with the 2-h wep (if you can get 2 1-h wep that gives better stats take em ). The reason to stick with 2-h wep is that it gives a larger amount of dps on raptor strikes and wing clips. As being a hunter, the only time you should use your melee wep is when your trying to get back to range (run in, wing clip – back to range).
Btw – you should change your wep as fast as possible. You need a wep that gives agility, attackpower and int – not str and stam. I have a feeling, that you wanna melee. If thats tru you should rerole a meleeclass, and not a hunter – since hunters gets owned by every single class in melee.
That said, may I ask you a question – why do you spec survival?
Edited, Feb 4th 2007 9:33am by ashbazg-?rlin lvl 70 Belf Paladin, Ashes – Emeriss
Ashbazg lvl 70 orc hunter, Ashes- Emeriss
Anubislvl 70 Scorpion
ElfShredder lvl 70 Some kinda Bird
Bombastic lvl “under training” Uhk’loc Gorilla
Morgain lvl 50 Belf warlock, Ashes – Emeriss
R?z?l lvl 19 Tauren Druid, Ashes – Emeriss
Man I wish I was a ninjaMy new BE hunter just hit lvl 20.. ive been using 2H the entire way and ive loved it. Currently i have the sin’dorei warblade. SHould i stick with 2h weps longer, or should i immediately try to replace sin’dorei with dual wield weapons? BTW, im a survival hunter.

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20 th Mar

Learning New Weapons

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I’m a lvl 20 night elf hunter. I recently tried to learn 2H axes. I bought the skill and equipped the axe, however I was doing extremely little damage. I’ve noticed before that my dagger skill goes up separate from my lvl. If I kill enough low level creatures with the axe will my axe rating go up?
Also do I learn to dual wield from a weapons changer?
Lastly, what are some good weapon types for a hunter?Meh, Depending on how many mobs there are and what level they are. if the hunters were all 60, and the mob was 70, you would kill it too fast for it to last even for 1
Romordi
Level 80 Dwarf Hunter
[Advent]
Cella
Level 70 Night Elf Druid
[Advent]
Peppery
Level 19 Twink Rogue
[Spankin Bank]A friend told me this was done by horde hunters early in the game when they couldn’t get groups in the barens, they named it which is very clever and funny :P -Dorf Hunter
GenjurosI was just wondering if 5 hunters could surround a target, then have it flow back and forth between them without them having to move and without it ever reaching any of them? I mean if they made a pentagon around it, and just used auto-shot (and maybe pets without growl) and alternated between them using distracting shot, (say 2 seconds in between, at 5 men that’s 10 seconds total which is more than the cooldown) in such a way that the mob keeps heading to the opposite side of the polygon.
Just a random idea. I’d originally thought 2 hunters but they’d have to space distracting shots pretty far out for it to work with the cooldown (maybe alternate between and be heavy marks spec with long-slash comma comma asterick underscore asterick comma comma long-slash comma

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18 th Mar

How hard is it to tame King B?

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very simple. dont bother to kill too many adds. you’ll proly die, but if it happens like me, you’ll finish taming milliseconds RIGHT before u die happy hunting-Major Lazy But _

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