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Er det trygt å kjøre WoW med Wine under Linux? Eller er det en stor sjanse for å bli tatt av Blizzard fordi jeg bruker "third-party software"?

 

slikt er ikke 3rd party :) Det blir det samme som å kjøre WoW under VMWare ;)

Jeg leste det her, og ble usikker. Foressten, takk for svar :)

 

Der står det jo helt klart at WINE har ikke vært problemet, det var faktisk det faktum at han ikke glana på skjermen i timevis mens han angrep en mob. Long story short: WINE eller virtualisering er ikke ett problem, farming er (tydeligvis).

 

Det der er dog ett perfekt eksempel på dårlig service fra Blizzard. Ser ut som hele kundeservice eller kunde-vs-blizzard seksjonen er fylt med dårlig programmerte, automatiserte botter som ikke ser noe annet enn det de er blitt programmert med. Latterlig.

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mye nytt om WOTLK ute nå for de som er intresert: http://www.mmo-champion.com/

 

	*  All raid dungeons in Wrath of the Lich King will have both 25-person and 10-person versions
	  o 25-person raiding progression is not dependent on 10-person raiding; players will not have to obtain keys or attunements in 10-person raids to participate in 25-person raids
	  o 10- and 25-person raids both have their own, independent progression paths 
* Players will receive more, higher level rewards for completing the 25-person raid dungeons over the 10-person version

 

Dette er bare win på så utrolig mange måter.. :)

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Litt interne nyheter, men jeg veit veldig mange spiller på Ravencrest her.

 

Det er nå kun èn hardcore progress guild igjenn på horde-siden. Elysium har så godt som disbandet, og vi har rekrutert noen av de mer profilerte spillerene dems. Så forhåpentligvis gjør det vår egen guild enda bedre, slik at vi kan hamle opp med alliance-siden på M'uru og Kil'jaeden.

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Litt interne nyheter, men jeg veit veldig mange spiller på Ravencrest her.

 

Det er nå kun èn hardcore progress guild igjenn på horde-siden. Elysium har så godt som disbandet, og vi har rekrutert noen av de mer profilerte spillerene dems. Så forhåpentligvis gjør det vår egen guild enda bedre, slik at vi kan hamle opp med alliance-siden på M'uru og Kil'jaeden.

Slikt er så kjipt, når det bare er 1 hardcore guild på serveren blir det nærmest umulig for andre guild og "catch up" fordi den tar alle spillerene. (Hvert fall min erfaring)
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Death Knights

 

All players with a level 55 character will be able to create one Death Knight per realm, per account. (Gamespy.com)

 

Blizzard's designers decided to start the class with a full complement of abilities right off the bat, figuring that any player that has advanced a character to level 55 would be able to learn to handle the new class with minimal difficulty. (Gamespy.com)

 

Death Knights will have a summonable Skeletal Deatcharger Mount. (Gamespy.com)

 

Death Knights aren't using Mana or Energy, the runes are their primary source of power and are slotted into their "blade," which lies underneath their health bar as a visual indicator of what resources are available to the player at any given moment. (Gamespy.com)

 

Spent runes automatically refresh after a set period of time, much like a Rogue's energy bar. (Gamespy.com)

 

There are six slots in the blade, and the player is free to fill those slots with any given number of Blood, Unholy or Frost runes. (Gamespy.com)

 

Death Knights also have a secondary resource called Runic Power generated by using your rune abilities. It will use the same mechanics as rage and increase when you deal damage, or slowly decrease if you're not using it. (Gamespy.com)

 

Death Knights will have a lot of abilities that cost all available Runic Power with varying levels of effectiveness based on total Runic Power spent. (Same mechanics as Execute for warriors, or finishing moves for Rogues) (Gamespy.com)

 

Death Knights will have spells equivalent to auras called "Presence", providing them with powerful self-buffs depending on their role in the group. (One for tanking, one for damage dealing, etc ...) (Gamespy.com)

 

An instant lifedrain spell (described as death coil without the fear component) will be available. (Gamespy.com)

 

Death Knights will be the first class to use diseases as a source of damage, with abilities that become strong depending on how many diseases are already applied to the target. (Gamespy.com)

 

"Army of the Dead" will spawn numerous undead minions to attack nearby hostiles targets. (Gamespy.com)

 

Death Knights will also revive an enemy (or ally) as a ghoul to use it as a pet with its own special abilities like a disease-inflicting strike and a stun. (Gamespy.com)

 

When an ally is risen as a ghoul, a pop-up will appear and this ally will have the choice to control the ghoul if he wants to. (Gamespy.com)

 

The Death Knight's particular niche will be in tanking magic-damage-dealing bosses. They will have an ability much like a banshee's anti-magic shell, greatly diminishing the amount of incoming magic damage they'll receive in combat (Gamespy.com)

 

 

 

Death Knight Skills

 

Death Coil -- Depletes all Runic Power, dealing 600 damage to a non-Undead target, or healing 900 damage on a friendly target. (Curse.com)

 

Death Grip -- This is the Death Knight's "taunt" ability. It also pulls the target to the Death Knight, forcing them to attack the Death Knight for a short amount of time. Yes, I said pulls the target; Blizzard is going to allow players to move mobs in the expansion both with Death Grip, and other knockback/pull abilities. This works on players too, so PvP balance ahoy! (Curse.com)

 

Chains of Ice -- Roots the target in place. When the spell fades, it places a snare on the target that reduces in potency as the duration runs out. (Curse.com)

 

Death Pact -- Sacrifices the raised ghouls to heal the Death Knight. (Curse.com)

 

Death and Decay -- Targeted, AoE Damage-over-time which pulses similar to the Paladin spell Consecration. Anyone affected by Death and Decay has a chance to be feared. (Curse.com)

 

Frost Presence -- Increases Armor by 45% and allows the Death Knight to generate 25% more threat. Only one presence can be active at any time. (Curse.com)

 

Unholy Presence -- Increases Attack Speed and Movement speed by 15%. Only one presence can be active at any time. This was described by Tom Chilton as the "PvP" presence. (Curse.com)

 

Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power. (Curse.com)

 

Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds. (Curse.com)

 

Summon Deathcharger -- Allows the Death Knight to summon a Deathcharger mount. This mount is acquired through quests, similar to the Paladin and Warlock land mounts. (Curse.com)

 

Raise Dead -- Raises a nearby corpse to fight for the Death Knight for 2 minutes. If used on a player corpse, the player has the option to play as the ghoul for the duration -- gaining access to the ghoul's abilities. (Curse.com)

 

The ghoul has the ability to do the following:

 

Leap to the target

 

Rend for decent damage-over-time

 

Stun target, and of course more

 

 

Stoppa å levle roguen min akkurat nuh! xD

 

Visst faen skal jeg ha meg en Death Knigth!

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Litt interne nyheter, men jeg veit veldig mange spiller på Ravencrest her.

 

Det er nå kun èn hardcore progress guild igjenn på horde-siden. Elysium har så godt som disbandet, og vi har rekrutert noen av de mer profilerte spillerene dems. Så forhåpentligvis gjør det vår egen guild enda bedre, slik at vi kan hamle opp med alliance-siden på M'uru og Kil'jaeden.

Slikt er så kjipt, når det bare er 1 hardcore guild på serveren blir det nærmest umulig for andre guild og "catch up" fordi den tar alle spillerene. (Hvert fall min erfaring)

 

Nå har det seg faktisk slik at det var Elysium som var den beste horde guilden på serveren. Pretty Maids var sett på som nummer 2 før Sunwell kom. Men vi slo de ned i støvlene når den gikk live og vi fikk server first på Felmyst og Eredar Twins. Elysium sluttet pga inguild drama.

Endret av Skurupu
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Gjest Slettet-PJ3x8Q2w
Death Knights

 

All players with a level 55 character will be able to create one Death Knight per realm, per account. (Gamespy.com)

 

Blizzard's designers decided to start the class with a full complement of abilities right off the bat, figuring that any player that has advanced a character to level 55 would be able to learn to handle the new class with minimal difficulty. (Gamespy.com)

 

Death Knights will have a summonable Skeletal Deatcharger Mount. (Gamespy.com)

 

Death Knights aren't using Mana or Energy, the runes are their primary source of power and are slotted into their "blade," which lies underneath their health bar as a visual indicator of what resources are available to the player at any given moment. (Gamespy.com)

 

Spent runes automatically refresh after a set period of time, much like a Rogue's energy bar. (Gamespy.com)

 

There are six slots in the blade, and the player is free to fill those slots with any given number of Blood, Unholy or Frost runes. (Gamespy.com)

 

Death Knights also have a secondary resource called Runic Power generated by using your rune abilities. It will use the same mechanics as rage and increase when you deal damage, or slowly decrease if you're not using it. (Gamespy.com)

 

Death Knights will have a lot of abilities that cost all available Runic Power with varying levels of effectiveness based on total Runic Power spent. (Same mechanics as Execute for warriors, or finishing moves for Rogues) (Gamespy.com)

 

Death Knights will have spells equivalent to auras called "Presence", providing them with powerful self-buffs depending on their role in the group. (One for tanking, one for damage dealing, etc ...) (Gamespy.com)

 

An instant lifedrain spell (described as death coil without the fear component) will be available. (Gamespy.com)

 

Death Knights will be the first class to use diseases as a source of damage, with abilities that become strong depending on how many diseases are already applied to the target. (Gamespy.com)

 

"Army of the Dead" will spawn numerous undead minions to attack nearby hostiles targets. (Gamespy.com)

 

Death Knights will also revive an enemy (or ally) as a ghoul to use it as a pet with its own special abilities like a disease-inflicting strike and a stun. (Gamespy.com)

 

When an ally is risen as a ghoul, a pop-up will appear and this ally will have the choice to control the ghoul if he wants to. (Gamespy.com)

 

The Death Knight's particular niche will be in tanking magic-damage-dealing bosses. They will have an ability much like a banshee's anti-magic shell, greatly diminishing the amount of incoming magic damage they'll receive in combat (Gamespy.com)

 

 

 

Death Knight Skills

 

Death Coil -- Depletes all Runic Power, dealing 600 damage to a non-Undead target, or healing 900 damage on a friendly target. (Curse.com)

 

Death Grip -- This is the Death Knight's "taunt" ability. It also pulls the target to the Death Knight, forcing them to attack the Death Knight for a short amount of time. Yes, I said pulls the target; Blizzard is going to allow players to move mobs in the expansion both with Death Grip, and other knockback/pull abilities. This works on players too, so PvP balance ahoy! (Curse.com)

 

Chains of Ice -- Roots the target in place. When the spell fades, it places a snare on the target that reduces in potency as the duration runs out. (Curse.com)

 

Death Pact -- Sacrifices the raised ghouls to heal the Death Knight. (Curse.com)

 

Death and Decay -- Targeted, AoE Damage-over-time which pulses similar to the Paladin spell Consecration. Anyone affected by Death and Decay has a chance to be feared. (Curse.com)

 

Frost Presence -- Increases Armor by 45% and allows the Death Knight to generate 25% more threat. Only one presence can be active at any time. (Curse.com)

 

Unholy Presence -- Increases Attack Speed and Movement speed by 15%. Only one presence can be active at any time. This was described by Tom Chilton as the "PvP" presence. (Curse.com)

 

Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power. (Curse.com)

 

Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds. (Curse.com)

 

Summon Deathcharger -- Allows the Death Knight to summon a Deathcharger mount. This mount is acquired through quests, similar to the Paladin and Warlock land mounts. (Curse.com)

 

Raise Dead -- Raises a nearby corpse to fight for the Death Knight for 2 minutes. If used on a player corpse, the player has the option to play as the ghoul for the duration -- gaining access to the ghoul's abilities. (Curse.com)

 

The ghoul has the ability to do the following:

 

Leap to the target

 

Rend for decent damage-over-time

 

Stun target, and of course more

 

 

Stoppa å levle roguen min akkurat nuh! xD

 

Visst faen skal jeg ha meg en Death Knigth!

 

Det er lenge til WOTLK kommer og uansett så må du gjøre en quest chain på høyere level for å lage en.

 

By the way. DEATH AND DECAY ER FOR WARLOCKS111!1!!!!!11!!

Lenke til kommentar
Death Knights

 

All players with a level 55 character will be able to create one Death Knight per realm, per account. (Gamespy.com)

 

Blizzard's designers decided to start the class with a full complement of abilities right off the bat, figuring that any player that has advanced a character to level 55 would be able to learn to handle the new class with minimal difficulty. (Gamespy.com)

 

Death Knights will have a summonable Skeletal Deatcharger Mount. (Gamespy.com)

 

Death Knights aren't using Mana or Energy, the runes are their primary source of power and are slotted into their "blade," which lies underneath their health bar as a visual indicator of what resources are available to the player at any given moment. (Gamespy.com)

 

Spent runes automatically refresh after a set period of time, much like a Rogue's energy bar. (Gamespy.com)

 

There are six slots in the blade, and the player is free to fill those slots with any given number of Blood, Unholy or Frost runes. (Gamespy.com)

 

Death Knights also have a secondary resource called Runic Power generated by using your rune abilities. It will use the same mechanics as rage and increase when you deal damage, or slowly decrease if you're not using it. (Gamespy.com)

 

Death Knights will have a lot of abilities that cost all available Runic Power with varying levels of effectiveness based on total Runic Power spent. (Same mechanics as Execute for warriors, or finishing moves for Rogues) (Gamespy.com)

 

Death Knights will have spells equivalent to auras called "Presence", providing them with powerful self-buffs depending on their role in the group. (One for tanking, one for damage dealing, etc ...) (Gamespy.com)

 

An instant lifedrain spell (described as death coil without the fear component) will be available. (Gamespy.com)

 

Death Knights will be the first class to use diseases as a source of damage, with abilities that become strong depending on how many diseases are already applied to the target. (Gamespy.com)

 

"Army of the Dead" will spawn numerous undead minions to attack nearby hostiles targets. (Gamespy.com)

 

Death Knights will also revive an enemy (or ally) as a ghoul to use it as a pet with its own special abilities like a disease-inflicting strike and a stun. (Gamespy.com)

 

When an ally is risen as a ghoul, a pop-up will appear and this ally will have the choice to control the ghoul if he wants to. (Gamespy.com)

 

The Death Knight's particular niche will be in tanking magic-damage-dealing bosses. They will have an ability much like a banshee's anti-magic shell, greatly diminishing the amount of incoming magic damage they'll receive in combat (Gamespy.com)

 

 

 

Death Knight Skills

 

Death Coil -- Depletes all Runic Power, dealing 600 damage to a non-Undead target, or healing 900 damage on a friendly target. (Curse.com)

 

Death Grip -- This is the Death Knight's "taunt" ability. It also pulls the target to the Death Knight, forcing them to attack the Death Knight for a short amount of time. Yes, I said pulls the target; Blizzard is going to allow players to move mobs in the expansion both with Death Grip, and other knockback/pull abilities. This works on players too, so PvP balance ahoy! (Curse.com)

 

Chains of Ice -- Roots the target in place. When the spell fades, it places a snare on the target that reduces in potency as the duration runs out. (Curse.com)

 

Death Pact -- Sacrifices the raised ghouls to heal the Death Knight. (Curse.com)

 

Death and Decay -- Targeted, AoE Damage-over-time which pulses similar to the Paladin spell Consecration. Anyone affected by Death and Decay has a chance to be feared. (Curse.com)

 

Frost Presence -- Increases Armor by 45% and allows the Death Knight to generate 25% more threat. Only one presence can be active at any time. (Curse.com)

 

Unholy Presence -- Increases Attack Speed and Movement speed by 15%. Only one presence can be active at any time. This was described by Tom Chilton as the "PvP" presence. (Curse.com)

 

Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power. (Curse.com)

 

Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds. (Curse.com)

 

Summon Deathcharger -- Allows the Death Knight to summon a Deathcharger mount. This mount is acquired through quests, similar to the Paladin and Warlock land mounts. (Curse.com)

 

Raise Dead -- Raises a nearby corpse to fight for the Death Knight for 2 minutes. If used on a player corpse, the player has the option to play as the ghoul for the duration -- gaining access to the ghoul's abilities. (Curse.com)

 

The ghoul has the ability to do the following:

 

Leap to the target

 

Rend for decent damage-over-time

 

Stun target, and of course more

 

 

Stoppa å levle roguen min akkurat nuh! xD

 

Visst faen skal jeg ha meg en Death Knigth!

 

Det er lenge til WOTLK kommer og uansett så må du gjøre en quest chain på høyere level for å lage en.

 

By the way. DEATH AND DECAY ER FOR WARLOCKS111!1!!!!!11!!

"All players with a level 55 character will be able to create one Death Knight per realm, per account. (Gamespy.com)"

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Ville vært veldig irriterende om Blizzard gjorde det slik at alle med en level 55 account kunne lage en Death Knight, men bare de med level 80 account kunne overleve quest chainen som du må gjøre for å få adgang til death knight.

Endret av Bear^
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