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Author: Warheart Date: Thursday, 24 July 2014
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Author: ZeRoX Date: Thursday, 24 July 2014
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Author: Frame Date: Thursday, 24 July 2014
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Author: h2GVaka Date: Thursday, 24 July 2014

Naxxramas ne Izlazi 15 Jula, Pozadine Heroic Karata Biće Objavljene Pre Naxxramasa

Naxxramas ne Izlazi 15 Jula
Aratil je na zvaničnom forumu objavio da Naxxramas Patch neće biti pušten 15 Jula, ali da je i dalje planirano da patch ugleda svetlost dana u Julu mesecu.
Originally Posted by Blizzard 

We are still on track to release Curse of Naxxramas in July, but it will not be tomorrow. - Aratil (Source)

We'll still eat that gummy bear when it releases. Extreme coincidence about gummy bear day, though.
People are looking too deep into it. I understand they are excited, and so are we, but not everything we say is a hint. - Zeriyah (Source)
 
Pozadine Heroic Karata Biće Objavljene Pre Naxxramasa
Zeriyah je objavio danas na twitteru da ćemo videi Heroic pozadine karata pre izlaska Naxxramas patcha.
Originally Posted by Blizzard (Source)
When will we see the card back for the heroic mode?
We'll show it off sometime before Naxx hits.

Starcraft 2 Balance Test - 11 Jul

Blizzard je pozvao igrače na balans test 11 Jula. Posebna mapa "(2)OvergrowthLE (2.1.3 Balance v1.0)" dostupna je igračima gde mogu testirati izmene kod Widow Mine’s splash damage, Thor’s AA prioritization i Mothership Core’s Time Warp ability.
Originally Posted by Blizzard (Source)
Call to Action: July 11 Balance Testing

We’ve just published a new version of the Balance Test Map to the StarCraft II Custom Games list titled "(2)OvergrowthLE (2.1.3 Balance v1.0)". In this new version, we’ll be testing changes to the Widow Mine’s splash damage, the Thor’s AA prioritization, and we’ll be decreasing the duration of the Mothership Core’s Time Warp ability. During this testing phase, please keep in mind that none of the changes listed below are final. Our plan is to first explore how each change impacts the game and potentially test additional changes after reviewing your feedback. Let's have a look at the full list of changes you'll be testing in this version:

Terran

  • Widow Mine
    • Splash radius increased from 1.25/1.5/1.75 to 1.5/2/2.5
  • Thor
    • Changed to prioritize their AA weapon over the AG weapon

Protoss

  • Mothership Core
    • Time Warp duration decreased from 30 to 15 seconds

Balance Testing Extension Mod

We’ve also updated the Extension Mod for balance testing, so that you can try your hand with these changes on maps other than Overgrowth. Those of you who are interested in trying out the Extension Mod can use the following steps to get a game started:

  1. Navigate to Browse Maps on the Custom Games menu,
  2. Select a map and click the Create with Mod button in the lower right corner,
  3. Choose to sort by Blizzard Mods from the dropdown list at the top of the screen.
  4. Select the “Balance Test Mod” Extension from the list and then hit Create Game.

If you're interested in the StarCraft II Balance Team's reasoning behind each change, you can check out David Kim's initial and recent forum posts on the topic.

We’d like to remind you that feedback based on playtesting is the most helpful information you can share with us at this time. We kindly ask that you spend some time playing games on the test map before offering your thoughts on the changes listed above.

As always, thank you for your continued feedback and support. We’d like to restate that none of the changes listed above are final. Once you feel you’ve had enough time to test thoroughly, we welcome you to share your feedback.

Garrison Level 2 Preview, Letenje u Warlords of Draenor, Blue Teme

Garrison Level 2 Preview
Danas Vam prikazujemo kako izgleda Garrison Level 2 na Alijansi i Hordi.
 


 
Letenje u Warlords of Draenor
Originally Posted by Blizzard (Source)
We still think a 6.1 patch seems like a pretty reasonable point where flying would become available in Draenor, likely with some kind of aforementioned prerequisite. Maybe it's gold, maybe it's some kind of epic quest, maybe something more straightforward. But we're staying open to changing that post-release if it seems like it's working out really well and we want to keep rolling with it. I'm digging that there seems to be a pretty reasonable mix of beta experiences here though. Definitely looking forward to feedback when we get to the max-level content too.
 
Warlords of Draenor Theorycraft Blue Teme
Originally Posted by Celestalon (Source)
Is there a certain reason that special ability multistrike rolls are delayed (especially the 2nd multistrike roll being time dependent on the 1st), while auto-attack multistrike rolls are instant and independent?

This 0.3-0.7 second delay is problematic for Colossus Smash, as any multistrikes from the last ability in a CS window will most likely land after CS has worn off.

It's an important part of making Multistrike feel like a distinctive stat. If you Multistrike a Frostbolt, you shouldn't just see 2-3 damage numbers pop up, you should actually see 2-3 Frostbolts fly out of your hand. Or if you Multistrike a Sinister Strike, you should at least see 3 impact visuals. This naturally includes delays, so that these effects are visual.

There already is a slight delay built into the animation of whatever ability you use (time it takes to swing your weapon down to the impact point, or raise your hands to the launch point of the spell). These average around something like 200ms. Multistrikes are offset by 533ms for the first one, and 866ms for the second one.

That all describes the visual, but what about the functionality? The 200ms delay I mentioned is purely visual, it doesn't actually exist for determining damage. For Multistrikes, the caster's stats are always used at cast time (t=0). Sometimes the target's stats matter as well, and those are used at impact time (t=533ms and t=866ms, plus travel time if there's a missile).

However, the Multistrike delays don't apply to all cases of Multistrikes. Auto attacks, heals, and periodic ticks have no delay. Special attacks do have the delay.

TL;DR: Yes, it's important, and Colossus Smash is a bit of an outlier in that it has a notable impact on DPS.

Should the Thirst for Blood talent be proccing off of multiple Rends? Rage generation gets pretty ridiculous around 5 targets.
Yes, for now.

Currently it seems SR doesn't gain bonuses from Find Weakness or Sanguinary Vein. This makes sense because it's a different 'entity'. Is this intended? Should a rogues 'pet' gain bonuses like this?
Yes.

Another question separate from this. Should SR's Ambush/Backstab Multistrikes trigger Sinister Calling?
For now, no.

Shadow Reflection is inherently a unique situation, and we have a lot of decisions to make about what it can do and what it can't. We have to balance it feeling rewarding to the user, and not being overpowered or buggy or overly complex. A lot of these decisions are somewhat fluid, and we can adjust them based on how things play out. If it ends up underpowered for Subtlety, we may end up enabling Sinister Calling for it, for example. Here are some more current details:

- It does not currently trigger any of your procs.
- The Reflection ignores stealth requirements, but does not ignore positional requirements.
- It can multistrike/crit as normal.

This description of multistrike concerns me greatly. For rolling DOT effects such as ignite, if I understand you correctly, the following situation could occur:
No, Ignite is always rolling, and you never care about just the ignite from a single hit. You're observing the difference between the very very first ignite impact of the entire fight to every other one.

EDIT: Oh, and ignoring the damage of the Multistrikes.They add to the Ignite.

The current AT POM Pyro-chaining behavior for building up combustions utilizes "ignite tick time gaming" a lot.
We'd rather remove that obscure, unintuitive, super-precise-timing-based mechanic. We're considering the best way to do that, currently thinking of changing Ignite to be a 1sec periodic, 5sec base duration.

The majority of raiders completely ignore the numbers that they are doing
Not only is this false, it's something we're looking to improve, and it's not the only type of gameplay.

The small delay that you are using does not result in any multistrike-feel either, as they are still so closely spaced together that it feels like they instantly happen. You would have to be paying special attention to each and every spell in order to notice multistrikes (coming from personal testing, hitting the dummies for a few minutes).
Again, totally false. Regardless, this thread is for theorycrafting, not philosophy.

Has the Creature-Attack-Player crit chance formula changed at all, in WOD? It did not get posted with the previous info dumps on page 1. If it did not, is it still (5% + (0.2% * LD))? And can the base 5% be reduced by mobs lower level than you?

While on the topic of Creature-To-Player crit chance, can you explain the mechanics behind "Sit Crit", where sitting down will result in always being crit? It seems that this got half-removed in WOD, unless I did my testing wrong.

Unchanged. Sitting should still increase your chance to be crit by 100% and lower your chance to dodge/parry/block by 100%.

Theorycrafting Details for Molten Earth
As long as you have attacked something within the last 6 sec, molten stone bolts will rise out of the ground periodically and fire at your most recently attacked target.

Period is 2sec/haste. Each tick, the bolt that it fires is offset by randomly up to 4sec/haste, to create visual variety/clustering, but still average to a 2sec/haste period.

Aborts firing if the target is dead or has a breaks-on-damage aura. Can crit, can multistrike. SP Coefficient is [MasteryPoints]*5%.

Could you elaborate what you were talking about in this Tweet: https://twitter.com/Celestalon/statu...47450841841664 ? Specifically, I am confused about the mechanic you are proposing and the intention/reasoning behind the change. Is the aim for it to heal less then it does (comparatively speaking, I know all healing right now is insane) now? More then it does now? Or is the goal something else entirely?
Conversion is straight up overpowered on beta right, so it's going to come down across the board. However, what I'm talking about there is the difference between specs. Frost has significantly increased RP generation rate through Frost Presence, and Blood gets significant extra RP through Multistrike. They're both balanced around that increased RP generation rate.

The idea with how Conversion limits RP generation on live is to try to equalize them by costing Frost/Blood more (by preventing their extra RP gen). However, a fair point with that approach is that it reduces all of their RP gen, not just the RP they spend on Conversion. So, we're considering alternatives. The leading one is simply making it cost different amounts for each spec, for the same healing, such as 15/sec for Frost/Blood, and 10/sec for Unholy. Don't know if those are the right numbers offhand, but something in that ballpark.

It seems that eminence dont work with multi strike. Is it intentional?
No.

Blue Teme
Originally Posted by Blizzard Entertainment
Beta Information
You guys are cranking out these builds!
Yeah, we'd like to be able to keep up this pace as much as we can. Even if a build doesn't have massive new content (new zones, etc) it will just be more current in terms of class design changes and data changes in general. Additionally, we sometimes only discover issues when a build is released to the public and we have the large beta userbase logging in and straining the servers. Sometimes that results in a less-than-ideal play experience for you folks, and while I know that can be frustrating it is very helpful for us to uncover those issues now as opposed to later on down the road.

Hopefully the newest build will clear up some of the Garrison problems, including as was mentioned earlier in the thread the Garrison locking characters inside and rarely letting them out. I haven't been able to complete any missions for days sadly.
I can clear some of this up, maybe. Despite looking like it's connected to the Draenor Continent, your garrison is actually on a different "map", in the same way that Kalimdor and Eastern Kingdoms are on different maps. Using some pretty fancy tech new to 6.0, we're able to transfer you from your garrison to the Draenor continent and vice versa without a loading screen, but if there are server stability issues you can be in a situation where Draenor is "down" but your Garrison is fine. When you attempt to leave the Garrison, you'll get snapped back to your Garrison because the transfer failed. (Note that even without this new tech, you'd experience pretty much the same behavior with walking through a portal).

I can't say with certainty this build will clear all that up, as you'll experience that behavior whenever a continent crashes. In reality it'll be an ongoing thing as we work to address the issues encountered on beta. (Source)

Tank Specs in PvP
Hard to test out tanks in PVP when they are so broken right now. Unkillable gods of destruction.
So hey, about that...

We discovered a teeny tiny little issue with the Battle Fatigue debuff. Turns out, it was set to increase tank damage taken by -25%. Yes, that's an increase of negative 25%... which means that Battle Fatigue was actually reducing the damage tank-specced characters were taking.

This should now be fixed on Beta servers, which should make quite a difference. Let us know how things feel now.

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
Death Knight
Important question about Multistrike: If I use Icy Touch with the glyph that dispels and multistrike procs will it dispel twice?
No. (Celestalon)

RE DK Loving Blood Caked Blade for Unholy, looks great - anything similar coming for Frost?
Not really; Frost isn't supposed to favor Multistrike. That said, for that feel, Razorice is slightly similar (and has been buffed) (Celestalon)

Druid
Without an affordable swiftmend, rdruids are locked into refreshing harmony via healingtouch (i.e. forced to use HT once in 20s)
In the world of Warlords healing, that's expected (and very normal). (Celestalon)

Plans to re implement glyph to starfall that reduced its radius by 50%? I can see the huge range being a problem in dungeons.
Glyph of Guided Stars is for you in that situation then. (Celestalon)
What about adds with small amounts of hp Im thinking like alot of adds spawn they need to be killed quickly I can't dot them all
Hurricane. (Celestalon)

As it stands, MoC is strictly superior to Germ/RG, because the later add restrictions, while the first removes them ...
Moment of Clarity is likely overpowered with current tuning. It's not designed to be "strictly superior", obviously. (Celestalon)
How is MoC being op related to Germ/RG being awful talents? As long as MoC is slightly useful, you won't pick the other two...
A) If you think Germ is an awful talent, you're not thinking of all the potential situations. B) RG probably needs to buff SM. (Celestalon)

Hunter
LnL changes: Trying it out now, I like it a lot. One Q: what happens at lvl 90, patch 6.0 with 0% multistrike?
There's at least raid buffs that provide Multistrike. Agree that it's awkward for now, but perhaps worth it. (Celestalon)

Are there any plans to making Clefthoofs and Talbulks tameable for hunters?
Still working out final implementation of the WoD families. Thinking maybe a Stag family w/deer, talbuk, MoP stags, etc. (Muffinus)

Mage
How exactly does conjured food count as a survival ability? You never get a chance to sit and eat in arena. Debuffs don't help.
That's not what that section of the patch notes is about. Most are unusable in arenas, if you notice. (Celestalon)
Most of what are unusable? Debuffs?
The sustainability section that you're referring to. They're to aid with questing and other soloing. (Celestalon)
But you can't eat while in combat. Any class can get food from a vendor so it isn't comparable to sustain. of other classes.
Most of those are primarily used out of combat. And no, Mage food is better. It's for questing/soloing, as I said. (Celestalon)
Mages have a lack of over time healing compared to every other class. a 40% heal from ice block every 5 minutes is underwhelming
Yes, and they're designed to *avoid* damage, not heal it back. They have burst absorbs, damage reversal, Invis, Nova, etc. (Celestalon)
So are these avoidance-abilities being retuned for warlords, because right now my absorbs aren't comparable to healer ones.
Nor should they be. You shouldn't be soaking up that much damage. (Celestalon)

are frost mage mastery Icicles going to snap shot off frost bolts, or scale to the damage of a frost bolt at the time of fire
Still snapshot; nothing's changing with that. (Celestalon)
will icicles scale to the current level of incanters flow or will they snap shot off a frost bolt that was buffed by flow
Icicles are based on the damage that created them. (Celestalon)

Monk
Are WW monks really suposed to feel this slow? im energy starved all the time with no buttons to press level 100
If you're the type of player that wants to fill as many GCDs as possible, you should favor Ascension, Haste gear, and Chi Wave. (Celestalon)

Priest
shadow priest self healing feels very lackluster atm. maybe have instant and in shadowform PoM back? or renew?
No, but DP is changing to cause healing equal to 100% of damage done (DD and DoT). (Celestalon)
while questing, you barely get a tick of DP before mob dies. Biggest issue I had with Shadow. Healing on initial cast?
....I'm fairly certain that you just responded to the answer with the question. (Celestalon)
Does that mean even the initial cast will do 100% healing of that damage and not just the rolling dot?
Ah, there's the missing link, I think. "DD" = Direct Damage. Yes. (Celestalon)

Is it intended that Clarity of Power priests remove Devouring Plague immediately after applying it?
No, you should not do that. Better to Mind Flay during Devouring Plague. (Celestalon)

Since Multistrike is supposed to be H Priest Attunement/best stat, can H Priest Multistrikes proc EoL and/or vice versa?
Multistrikes will be able to Echo. (Celestalon)

Shaman
Will Elemental retain its niche of 3-5 target cleave with the change to mastery?
Absolutely. It works on chains. (Celestalon)

Will Elemental Blast work with the new mastery and would it add to fire or lightning stacks?
Yes and yes.(Both) (Celestalon)

Warlock
Will the new Warlock talent: Demonic Servitude work with the existing Warlock talent: Grimoire of Service?
Yes. (Celestalon)

Warrior
I can accept HS being removed. Don't like it but accept it. Still a 3 button rotation (4 w/ rare RB proc) is too much.
I question why you think RB is rare. It's more frequent than CS, even naked. With even blues it's twice as frequent. (Celestalon)

Spent a lot of time this evening playing on Fury. The 0.5sec Wild Strikes really make rage capping easy to avoid. Rage feels in your control (Celestalon)
It can definitely still get away from you if you don't pay attention to it, but you certainly have the tools to manage it now. (Celestalon)
I look forward to the feedback from people who give it a real try in the next build (day or few, I believe). (Celestalon)
How will 0.5sec WS work for me, as I play with 180ms if I'm really lucky? Most of times I get 270 ms. 0.5sec going to be bad.
That won't actually be bad at all. You're not GCD capped so slight timing offset doesn't matter, plus huge responsiveness upgrades. (Celestalon)

Any thought to adding a defensive aspect to Prot Warrs' Ultimatum procs? It just seems outdated to only be an offensive proc.
They have enough defensives; it's nice to have a proc that you know you don't need to worry about for defensive value; a bonus. (Celestalon)

On the Warrior Prot: Unyielding Strikes: Will using Ultimatum consume the stacks?
The Unyielding Strikes buff isn't consumed. (Celestalon)

WS would have to massively beat out RB in DPR to compete, and at that point you'd say, "why have both spells filling the role?"
WS doesn't beat RB in DPR, but it does beat it in DPCT, handily. And if you're GCD locked, DPCT starts mattering a lot. (Celestalon)
5 rage + 0.5 gcd WS? sounds painful to play with high latency.
The -25 thing was just to illustrate that it's untuned, not any indication that that's remotely correct. (Celestalon)

There are a lot of abilities requiring defstance. Is it intended that Gladstance be excluded from using them, or just not update
Gladiator Stance is for DPS, but restricted from swapping, so will likely count as both Battle and Defensive. (Celestalon)

Warlords of Draenor Stats
Does Multistrike benefits from + %damage buffs?
Yes. (Celestalon)

I'm assuming like all tertiary stats, multistrike will not be in abundance so it won't be something we should bank on
Multistrike is a secondary stat, as abundant as Crit or Haste or Mastery. (Celestalon)

it's seems like pvp power and resilience build into one stat . So very awful...
PvP Power/Resilience & Versatility have a common effect but overarching design is very different. (holinka)
We didn't like Resilience because it got so large that spells felt VERY different in PvP/PvE. (holinka)
We didn't like PvP Power because it was meant to compete directly with ilevel, which led to a lot of confusion. (holinka)
Versatility is a secondary stat on PvP and PvE gear and competes with Haste/Mastery/Crit/Multistrike. (holinka)
is it possible for Versatility to actually outperform other stats? ex. Frost Mastery, Subtelty Mastery etc.
Since it has damage reduction, it is tuned to not be as good at increasing damage. (holinka)
up to now we've been told "not as good as your best stat". Is it going to actually be dead last, or somewhere in between?
It has benefits that aren't related to damage so it is subjective. But it won't be your first or second best stat for damage. (holinka)

Challenge Modes
CM's are too item oriented, 30s tries then 10m wait for banner cd is no fun, could you either make cds reset or items unusable?
Agreed. In Warlords we'll be much more careful about which items are allowed to work in CMs. (WatcherDev)

PvE
With the removal of feats for SoO in 6.0 will this mean the Kor'kron Juggernaut will not longer drop guaranteed upon 6.0?
Slightly different handling there -- the mount will drop 100% of the time on Mythic until Draenor opens. (WatcherDev)

PvP
whats the thought behind adding those crazy pvp-only items to Ashran? variety and more action packed? some stuff of it scares me yo
."Crazy" items, spells in Ashran is an opportunity for us to "rewrite the rules" for a short time. It is about variety. (holinka)
By "short time", do you mean the abilities granted are temporary, i.e. you have to find another book later?
I mean during the life of the expansion, when Ashran is relevant content. (holinka)

will skirmishes reward Conquest? So we can gear there and then do rated Arenas after?
The conquest acquisition rate will likely be slower than normal unrated battlegrounds. (holinka)

Any chance on having a window to swap specs during arena preparation in WoD? Sometimes certain specs work better against classes.
It would just end up as a mandatory ritual in arenas to bluff you opponents. (holinka)

I know low lvl pvp isn't priority, but any chance we'll ever see gear options for pvp leveling (honor purchased)?
We want to expand on it, but we won't have the time just yet. (holinka)

will conquest/honor gear have random tertiary stats on them?
We haven't come to a decision on tertiary stats and pvp gear (holinka)

PvP Gear-grind for alts will be better but still potentially tedious when facing conquest-geared opponents in BGs
40 ilevels leaves room enough to feel progression in your gearing without the gap being too large. (holinka)
Think a lot of people would prefer to have less of a sense of progression for sake of alts not being facerolled in BGs
I'm sympathetic to the alt concern but I think 40 ilevels from no gear to full gear is reasonable. (holinka)
Especially when there two tiers of gear in between top and bottom. (holinka)

Naxxramas i Dalje Predvidjen za Jul, Naxxramas Blue Teme

Naxxramas i Dalje Predvidjen za Jul
Iako je izgleda došlo do nekog odlaganja, Hearthstone dev tim planira da pusti Naxxramas Adventure Mode dodatak ovog meseca.
Originally Posted by Blizzard (Source)
Still on track for July though! :)
 
Naxxramas Blue Teme
Originally Posted by Blizzard 

Will the new Naxxramus board be available in Ranked and Arena once Naxxramus comes out?
The Naxxramas board will only be playable while playing the actual Curse of Naxxramas adventure. - Aratil (Source)

After you unlock a wing, will we be able to play Naxxx adventure mode without being connected to the server/internet?
An internet connection will be required to play Curse of Naxxramas. - Aratil (Source)

Is the heroic mode only for self-made decks, or is it also for class challenges?
There are no Heroic Class Challenges. - Ben Brode (Source)

Will defeating bosses in Naxxramas on Normal or Heroic give you experience for your hero?
Yes! - Ben Brode (Source)
On par with the current AI, slightly more?
Same as current AI - Ben Brode (Source)

Sexism in Hearthstone - Misdirection says "...HE attacks another..." Do you have something against women? Minions are both genders!
No - and this is something we have been trying to do better at. Jaraxxus no longer says "he" in the next patch, for example. - Ben Brode (Source)

Will the naxxramus cards be disenchantable and will the dust amounts be different, also will the cards be reobtanable if de'd?
Naxxramas cards are soulbound and cannot be disenchanted. - Zeriyah (Source)

Warlords of Draenor Beta - Build 18546

Novi Beta build 18546 postavljen je na test serverima, i on je sa sobom doneo dosta doterivanja sadržaja u igri, class izmena, kao i Death Knight PvP Set.
 
Season 16 Death Knight
 
 
Dark Portal ponovo Ažuriran
Tanaan Jungle gde se nalazi Dark Portal, dobila je novo nebo.


User Interface
Warlords of Draenor cinematic dugme ubačeno je u meniju, a tu su i posebna podešavanja grafike kada ste u raidu ili battlegroundu.


Novi Stringovi
Originally Posted by AdriaCraft
  • COLLECTIONS_MICRO_BUTTON_SPEC_TUTORIAL - Mounts, pets, and toys can all be found here!
  • CONFIRM_SUMMON_STARTING_AREA - %s wants to summon you to %s.\n\nYou will be unable to return to this starting zone.\n\nThe spell will be cancelled in %d %s.
  • GARRISON_BUILDING_LEVEL_LABEL_TOOLTIP - Level %d
  • GARRISON_FOLLOWER_TOOLTIP_UPGRADE_XP - %d XP to next upgrade
  • GARRISON_FOLLOWER_XP_LEFT - %d XP
  • GARRISON_FOLLOWER_XP_UPGRADE_STRING - to next upgrade
  • GARRISON_MISSION_STARTED - Mission Started
  • LFG_MICRO_BUTTON_SPEC_TUTORIAL - Find other players to go on an adventure with!

Game Text
  • Game Text #86635 - Knowledge is half the battle.
  • Game Text #86636 - Keep your wits about you, commander.
  • Game Text #86637 - The battle is heating up. We must push forward!
  • Game Text #86638 - This is our chance to send the Iron Horde scattering. Steel yourself. We must hold the front line!
  • Game Text #86715 - You have seen nothing yet. Beyond these gates lie the jungles of Tanaan. And I will be waiting.
  • Game Text #86747 -
  • Game Text #86748 -
  • Game Text #86749 -
  • Game Text #86750 -
  • Game Text #86775 - Commanda, we can hold a Iron Horde here. We don't got much time. Ya need ta find Warlord Bladefury inside da main compound.
  • Game Text #86786 -
  • Game Text #86788 - Lay down your weapons, Grommash! Look around you. You are lost.
  • Game Text #86789 - Wait then, Grommash. Wait, because we are coming for you.
  • Game Text #86790 - Thank you, hero. Today, we taste victory! Lok'tar ogar!

Achievement Izmene
Originally Posted by AdriaCraft
Ashran
Player vs. Player

Feats of Strength
  • Challenger: Warlords Season 1 (New) Challenger: Warlords Season 1End a PvP season in the top 35% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Challenger.
  • Duelist: Warlords Season 1 (New) Duelist: Warlords Season 1End a PvP season in the top 3% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Duelist.
  • Gladiator: Warlords Season 1 (New) Gladiator: Warlords Season 1End a PvP season in the top 0.5% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Gladiator.
  • Hero of the Alliance: Primal (New) Hero of the Alliance: PrimalEnd Warlords of Draenor PvP season 1 in the top .5% of the rated battleground ladder.
  • Hero of the Horde: Primal (New) Hero of the Horde: PrimalEnd Warlords of draenor PvP season 1 in the top .5% of the rated battleground ladder.
  • Primal Gladiator: Warlords Season 1 (New) Primal Gladiator: Warlords Season 1End Warlords PvP season 1 in the top 0.1% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Primal Gladiator.
  • Primal Gladiator's Mount [TBD] (New) Primal Gladiator's Mount [TBD]Obtain the Primal Gladiator's Mount from Warlords of Draenor Arena Season 1
  • Rival: Warlords Season 1 (New) Rival: Warlords Season 1End a PvP season in the top 10% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Rival.

Player vs. Player
  • Primal Combatant (New) Primal CombatantWin 100 Arena (3v3) or 40 Rated Battlegrounds in Warlords Season 1 Reward: Vicious Saddle. 15 points.
  • Primal Combatant (New) Primal CombatantWin 100 Arena (3v3) or 40 Rated Battlegrounds in Warlords Season 1 Reward: Vicious Saddle. 15 points.
  • Primal Conquest (New) Primal ConquestEarn 27,000 Conquest Points in Warlords Season 1. 10 points.
  • Primal Conquest (New) Primal ConquestEarn 27,000 Conquest Points in Warlords Season 1. 10 points.

Spell Izmene
Originally Posted by AdriaCraft
Mounts
  • Core Hound (New) Core HoundSummons and dismisses a rideable Core Hound. Account wide. 1.5 sec cast.

Companions

Item Set Bonuses
Before complaining about set bonuses, heed Celestalon's warning!
  • Item - Death Knight T17 Blood 2P Bonus While Bone Shield is active, your rune regeneration rate is increased by 10%.Casting Pestilence increases the value of your current Blood Shield by 10%.
  • Item - Death Knight T17 Blood 4P Bonus Activating Vampiric Blood now also imbues you with Bloodstained Armor. Bloodstained Armor increases your bonus armor by 10 for 10 sec.While Vampiric Blood is active, your Blood Shield cannot be reduced below 25% of your maximum health.
  • Item - Death Knight T17 Frost 2P Bonus When Rune of Cinderglacier activates, you gain the Frostbite effect. Frostbite makes your next Obliterate consume no runes.Activating Pillar of Frost refreshes all of your Runes as Death Runes and generates 6 Runic Power.
  • Item - Death Knight T17 Frost 4P Bonus While Pillar of Frost is active, all of your special attacks deal 10% additional damage as Frost damage.your special attacks trap a soul in your rune weapon, increasing Frost damage dealt by 10%. When Pillar of Frost fades, your rune weapon discharges the souls at your current target, dealing 10 damage per soul.
  • Item - Death Knight T17 Unholy 2P Bonus Increases the damage bonus of your Ghoul while under Dark Transformation by 10%.When Soul Reaper deals its bonus damage to a target, you gain 3 stacks of Shadow Infusion.
  • Item - Death Knight T17 Unholy 4P Bonus Scourge Strike deals its shadow damage a second time at 50% of normal damage. When you activate Dark Transformation, 3 of your runes are automatically refreshed as Death Runes.
  • Item - Druid T17 Balance 4P Bonus Wrath and Starfire reducescasts reduce the cooldown of Celestial Alignment by $[3,000/1,000} sec.
  • Item - Druid T17 Feral 4P Bonus While Berserk is active, special attacks cause a Gushing Wound on the target. Gushing Wound deals 15% of the damage of the special attackdeal an additional 15% bleed damage to the target over until cancelled.
  • Item - Druid T17 Restoration 4P Bonus When you cast 3 sequential Healing Touch spells, you gain Nature's Wisdom. Nature's Wisdom increases your spirit by 75% for 10 sec.the mana cost of your next Wild Growth is reduced by 75%.
  • Item - Hunter T17 Beast Mastery 2P Bonus Kill Command has a 25% chance to increase the size and damage of your pet by 10% for until cancelled.reset the cooldown of Bestial Wrath.
  • Item - Hunter T17 Marksmanship 2P Bonus Name Changed from Item - Hunter T17 Marksmanship 4P Bonus to Item - Hunter T17 Marksmanship 2P Bonus. Aimed Shot critical strikes have a chance to call down an artillery strike on your target, dealing 10 damage. (Approximately procrppm procs per minute)restore 10 additional Focus.
  • Item - Hunter T17 Marksmanship 4P Bonus Name Changed from Item - Hunter T17 Marksmanship 2P Bonus to Item - Hunter T17 Marksmanship 4P Bonus. Activating Rapid Fire also grants you Deadly Aim. Deadly Aim increases your critical strike damage by 10%.While Rapid Fire is active, your critical strike damage increases by 5% per second.
  • Item - Hunter T17 Survival 2P Bonus Increases the Focus restored from Serpent Sting by 2.Black Arrow deals damage 33% more often.
  • Item - Hunter T17 Survival 4P Bonus When you hit a target with Explosive Shot, you gain the Rapid Shot effect. Rapid Shot increases your haste by 10%, stacking up to 0 times.your multistrike damage is increased by 25% for 3 sec.
  • Item - Mage T17 Arcane 2P Bonus After using Evocation , you gain the Arcane Affinity. Arcane Affinity reduces the cast time and mana cost of Arcane Blast is reduced by 10% for until cancelled.
  • Item - Mage T17 Arcane 4P Bonus When you gain an Arcane Charge, you have a chance to gain the Arcane Instability effect. Arcane Instability increasesincrease the number of missiles your next Arcane Missiles will fire by 10.5.
  • Item - Mage T17 Fire 4P Bonus When Hot Streak activates, you have a 100% chance to gain the Pyromaniac effect. Pyromaniac causescause all Pyroblasts to have no cast time and be guaranteed critical strikes for until cancelled.6 sec.
  • Item - Mage T17 Frost 4P Bonus Each Ice Lance cast while Frozen Orb is active generates one stack of Ice Shards. When Frozen Orb ends, each application of Ice Shards reduces the cast time of Frostbolt by 25%5% and increases the damage of Frostbolt by 30%. 5% for 10 sec.
  • Item - Monk T17 Mistweaver 4P Bonus Surging Mist multistrikes imbue you with Chi-ji's Guidance Chi-ji's Guidance causescause your next Thunder Focus Tea to generate 1% Chi. Stacks up to 0 times.
  • Item - Monk T17 Windwalker4P Bonus While Tigereye Brew's damage effect is active, you gain Forceful Winds. Forceful Winds increases multistrike damageyour multistrike damage is increased by 2% per stack of Tigereye Brew consumed.
  • Item - Paladin T17 Holy 2P Bonus When you cast Light of Dawn, you gain Lawful Words, which lets you cast a free Word of Glory as though they were cast with 3 Holy Power.have a 25% chance to also be able to cast a free 3 Holy Power Word of Glory.
  • Item - Paladin T17 Holy 4P Bonus When you cast Word of Glory, you gain Light's Favor, which lets you cast a free Light of Dawn at 10% effectiveness. have a 25% chance to be able to cast a free 3 Holy Power Light of Dawn.
  • Item - Paladin T17 Protection 2P Bonus When you use Avenger's Shield, you gain Faith Barricade. Faith Barricade increases your block chance by 50 for 5 sec.your block chance is increased by 50% for 5 sec.
  • Item - Paladin T17 Retribution 2P Bonus Using Templar's Verdict or Divine StormSpending Holy Power has a 30% chance to empower you with Crusader's Fury. Crusader's Fury allowsallow the use of Hammer of Wrath regardless of your target's current health.
  • Item - Priest T17 Discipline 2P Bonus Increases the duration of Penance by 1 sec.Penance channels for 1 additional second and generates 2 stacks of Evangelism.
  • Item - Priest T17 Discipline 4P Bonus Heal has a 10% chance imbue you with Clear Thoughts. Clear Thoughts increases your spirit by 10% for 10 sec.When you active Archangel, the mana cost of Prayer of Healing is reduced by 50% for 10 sec.
  • Item - Priest T17 Holy 2P Bonus Prayer of Mending jumps to 1 additional Ltarget:targets.2 additional targets.
  • Item - Priest T17 Holy 4P Bonus Heal has a 10% chance to imbue you with Spiritual Vigor. Spiritual Vigor increases your spirit by 10% for 10 sec.When Prayer of Mending heals a target, you have a 40% chance to gain a stack of Serendipity.
  • Item - Priest T17 Shadow 2P Bonus Mind Blast deals an additional 10% of its damage over until cancelled to the target.Consuming Shadow Orbs resets the cooldown of Mind Blast.
  • Item - Priest T17 Shadow 4P Bonus Each time Devouring Plague deals damage over time, you gain the Mental Instinct effect. Mental Instinct increases your haste by 10%, stacking up to 0 times.your haste increases by 3% for 4 sec, stacking up to 12 times.
  • Item - Rogue T17 Assassination 2P Bonus MutilateMutilate and Dispatch critical strikes restore 10 energy.
  • Item - Rogue T17 Assassination 4P Bonus Envenom also instantly deals 35% of the damage of your Deadly Poison on the target.Envenom refunds 1 Combo Point and activates Blindside.
  • Item - Rogue T17 Combat 4P Bonus When you use a finishing move, there is a 25% chance to gain the Deceit effect. Deceit generates 5 combo points instantly and causesYour finishing moves have a 25% chance to generate 5 combo points and cause your next Eviscerate to consume no Energy.
  • Item - Rogue T17 Subtlety 2P Bonus While Shadow Dance is active, you gain the Quick Blades effect. Quick Blades generates 10 Energy every 1 sec for 10 sec.your abilities cost no Energy.
  • Item - Rogue T17 Subtlety 4P Bonus While Shadow Dance is active, your special attacks deal 10% additional damage as Shadow damage to the target.For 5 sec after Shadow Dance ends, your finishing moves will refund 5 combo points.
  • Item - Shaman T17 Elemental 2P Bonus Lightning Bolt and Chain Lightning have a chance to activate the Thundercaller effect. Thundercaller causes your next 5 offensive spell casts to also strike the target with lightning.Each stack of Lightning Shield consumed by Fulmination increases your multistrike damage by 2% for 10 sec.
  • Item - Shaman T17 Elemental 4P Bonus Lava Burst deals an additional 10% of its damage over 2 sec to the target.When you consume more than 12 Lightning Shield charges with Fulmination, you automatically gain Lava Surge.
  • Item - Shaman T17 Enhancement 2P Bonus Windfury Weapon now deals 2 extra attacks.Stormstrike reduces the cooldown of Feral Spirits by 5 sec.
  • Item - Shaman T17 Enhancement 4P Bonus Stormstrike reduces the cooldown of Feral Spirit by 5 sec.While Feral Spirits is active, you also turn into a Feral Spirit. Your Stormstrike, Windfury, and movement speed are improved.
  • Item - Shaman T17 Restoration 2P Bonus Targets healed by your Chain Heal spell receive an additional 15% of the healing received over time.When Earth Shield heals a target, you gain a charge of Tidal Waves.
  • Item - Shaman T17 Restoration 4P Bonus Heal has a 10% chance to grant you the Harmony of the Elements effect. Harmony of the Elements increases your spirit by 10% for 10 sec.When you gain Tidal Waves, you have a 10% chance to reduce the mana cost of Chain Heal by 75 for 10 sec.
  • Item - Warlock T17 Demonology 4P Bonus ShadowboltHand of Gul'dan has a 50% chance empower your inner demon, temporarily bringing your Metamorphosis form out even while you are not transformed.
  • Item - Warlock T17 Destruction 4P Bonus When a Burning Ember is filled up, you have a 25% chance to get a Chaotic Infusion. Chaotic Infusion reducesreduce the cast time of Chaos Bolt by 50% and causescause Chaos Bolt to consume no Burning Embers when cast.
  • Item - Warrior T17 Arms 4P Bonus Colossus Smash has a 50% chance to grant you the Deadly Calm effect. Deadly Calm reducesreduce the cooldown of Mortal Strike by 50% for 10 sec.
  • Item - Warrior T17 Fury 4P Bonus When you activate Recklessness, you also gain the Rampage effect. Rampage increasesWhile Recklessness is active your attack speed and critical strike chance by 0% every second Recklessness is active.increase by 5% every second.
  • Item - Warrior T17 Protection 2P Bonus Shield Slam has a 101%25% chance to automatically cast Shield Charge.
  • Item - Warrior T17 Protection 4P Bonus [ShieldShield Charge increases the damage of Heroic Strike, Slam, and Revenge by an additional 20%.

Death Knight
Talents

Runeforging
  • Rune of Razorice Affixes your weapon with a rune that causes 3% extra weapon damage as Frost damage and increases enemies' vulnerability to your Frost attacks by 33%, stacking up to 5 times. Modifying your rune weapon requires a Rune Forge in Ebon Hold. Runes. 5 sec cast.

Druid
  • Cyclone Tosses the enemy target into the air, preventing all actiondisorienting them but making them invulnerable for up to 6 sec. Only one target can be affected by your Cyclone at a time. 7.5% of Base Mana. 20 yd range. 1.7 sec cast.
  • Primal Fury proc now requires a non-periodic critical strike to your primary target.

Feral & Guardian
  • Survival Instincts Reduces all damage taken by 70% for 12 sec. Max 2 charges. Instant. 12 sec cooldown.Druid - Feral & Guardian Spec. Instant. 12 sec cooldown.

Guardian, Balance, Restoration
  • Barkskin The Druid's skin becomes as tough as bark, reducing all damage taken by 20% for 12 sec. Usable while stunned, frozen, incapacitated, feared, or asleep, and in all forms. Druid - Guardian Balance, Restoration Spec. Instant. 30 sec cooldown.

Hunter
  • Freezing Trap Place a frost trap that freezes the first enemy that approaches, preventing all actionincapacitating them for up to 60 sec. Any damage caused will break the ice. Only one target can be Freezing Trapped at a time. Trap will exist for 60 sec. Frost Trap. Instant. 30 sec cooldown.

Talents
  • Wyvern Sting A stinging shot that puts the target to sleep, incapacitating them for 30 sec. Any damage will cancel the effect. Hunter - LvL 30 Talent. 40 yd range. Instant. 45 sec cooldown.

Mage
  • Polymorph tooltips now note that the target wanders around incapacitated.

Talents
  • Ring of Frost tooltip now note that the target is incapacitated rather than frozen.

Fire
  • Dragon's Breath tooltip now note that the target is incapacitated rather than disoriented.

Monk
Mistweaver
  • Jade Mists You gain 5% more of the Multistrike stat from all sources. Your Renewing Mist and Rising Sun Kick have a chance equal to your multistrike chance to not go on cooldown when used. Monk - Mistweaver Spec.The next Renewing Mist or Rising Sun Kick cannot trigger this effect. Monk - Mistweaver Spec.

Paladin
  • Turn Evil tooltip now note that the target is incapacitated rather than disoriented.

Priest
  • Divine Star tooltip no longer notes that the spell can be cast while moving.
  • Divine Star tooltip no longer notes that the spell can be cast while moving.

Talents
  • Clarity of Purpose Heals an ally for [ 1 + 492.4% of Spell Power 1;], increased by up to 100%, based on how injured the target is. Also heals up to 5 injured allies within 10 yards of the target for the same amount. Replaces Prayer of Healing. Priest - LvL 100 Talent. 5.7% of Base Mana. 40 yd range. 2.5 sec cast.
  • Divine Star is now an instant cast.
  • Dominate Mind Controls a mind up to level 4, incapacitating them for 30 sec. Does not work versus Mechanical beings. Priest - LvL 60 Talent. 2% of Base Mana. 30 yd range. 30 sec cast (Channeled).
  • Psychic Scream The caster lets out a psychic scream, causing 5 enemies within 8 yards to flee, disorienting them for 8 sec. Damage caused may interrupt the effect. Priest - LvL 60 Talent. 3% of Base Mana. Instant. 45 sec cooldown.
  • Shadowy Insight Name Changed from Divine Insight to Shadowy Insight
  • Spirit Shell (New) Spirit ShellFor the next 10 sec, your Heal, Flash Heal, and Prayer of Healing no longer heal but instead create absorption shields that last 15 sec. Priest - LvL 75 Talent. Instant. 60 sec cooldown.

Holy
  • Divine Providence now also increases the absorption of your multistrikes.
  • Holy Word: Chastise Chastises the target for [ 1 + 63.6% of Spell Power ] Holy damage and disorientsincapacitates them for 3 sec. Priest - Holy Spec. 3% of Base Mana. 30 yd range. Instant. 30 sec cooldown.

Shadow
  • Psychic Horror Consumes up to 3 Shadow Orbs to terrify the target, causing them to tremble in horrorincapacitating them for 1 sec plus 1 sec per Shadow Orb consumed. Priest - Shadow Spec. All Shadow Orbs. 30 yd range. Instant. 45 sec cooldown.

Rogue
Talents
  • Anticipation When one of your attacks generates a combo point on a target that already haswhile you already have 5 combo points, you gain an Anticipation charge, up to a maximum of 5. When you perform an offensive finishing move on an enemy, any Anticipation charges are consumed to grant you an equal number of combo points on that target. Rogue - LvL 90 Talent.Performing an offensive finishing move consumes all Anticipation charges and grants you a combo point for each. Rogue - LvL 90 Talent.
  • Cheat Death An attack that would otherwise be fatal will instead reduce you to no less thanFatal attacks instead reduce you to 7% of your maximum health, and damage taken will be reduced by 85% for 3 sec. This effect cannot occur moreFor 3 sec afterward, you take 85% reduced damage. Cannot trigger more often than once per 90 seconds. Rogue - LvL 45 Talent.
  • Cloak and Dagger Your Ambush, Garrote, and Cheap Shot abilities can now be used from 40 yards away, and will cause you to appearAmbush, Garrote, and Cheap Shot have a 40 yard range, and cause you to teleport behind your target. Rogue - LvL 60 Talent.
  • Combat Readiness Enter into a state of heightened awareness, deflecting enemy weapon strikes with increasing effectiveness. Successive attacksEnter a state of heightened defensive awareness. Each successive weapon attack will deal 10% less damage per application, stacking 5 times. Lasts for 20 sec, but if 10 sec elapse without any incoming weapon strikes, this state will endstacking 5 times. Lasts 20 sec or until not attacked with weapons for 10 sec. Rogue - LvL 30 Talent. Instant. 2 min cooldown.
  • Deadly Throw (Assassination, Combat) Finishing move that reduces the movement speed of the target by 50% for 6 sec. If performed with 3 combo points, also interrupts spellcasting and prevents any spell in that school from being cast for a period of time. Damage dealt: 1 point : [ 1 + 17.8% of AP ] damage 2 points: [ 1 + 35.6% of AP ] damage 3 points: [ 1 + 53.4% of AP ] damage 4 points: [ 1 + 71.2% of AP ] damage 5 points: [ 1 + 89% of AP ] damageFinishing move that deals damage, reduces the target's movement speed by 50% for 6 sec, and interrupts spellcasting when used with 3 or more combo pioints: 1 point : [ 1 + 17.8% of AP ] damage 2 points: [ 1 + 35.6% of AP ] damage 3 points: [ 1 + 53.4% of AP ] damage 4 points: [ 1 + 71.2% of AP ] damage 5 points: [ 1 + 89% of AP ] damage
  • Deadly Throw (Subtlety) Finishing move that reduces the movement speed of the target by 50% for 6 sec. If performed with 3 combo points, also interrupts spellcasting and prevents any spell in that school from being cast for a period of time. Damage dealt: 1 point : [ 1 + 22.1% of AP ] damage 2 points: [ 1 + 44.1% of AP ] damage 3 points: [ 1 + 66.2% of AP ] damage 4 points: [ 1 + 88.3% of AP ] damage 5 points: [ 1 + 110.4% of AP ] damageFinishing move that deals damage, reduces the target's movement speed by 50% for 6 sec, and interrupts spellcasting when used with 3 or more combo pioints: 1 point : [ 1 + 22.1% of AP ] damage 2 points: [ 1 + 44.1% of AP ] damage 3 points: [ 1 + 66.2% of AP ] damage 4 points: [ 1 + 88.3% of AP ] damage 5 points: [ 1 + 110.4% of AP ] damage
  • Marked for Death Mark the target, instantly generating 5 combo points on themCooldown reset. If the target dies within 60 sec Marked for Death's cooldown is reset. Rogue - LvL 90 Talent. 30 yd range. Instant. 60 sec cooldown.
  • Nerve Strike A successful Kidney Shot or Cheap Shot also reduces theKidney Shot and Cheap Shot also reduce damage dealt by the target by 50% (25% on player targetsup to 50%) and healing done by the target by 10% for 6 sec after thetheir effect fades. Rogue - LvL 30 Talent.

Shaman
  • Hex Transforms the enemy into a frog. While hexed, the target is incapacitated and cannot attack or cast spells. Damage caused may interrupt the effect. Lasts 60 sec. Only one target can be hexed at a time. Only works on Humanoids and Beasts. 3.5% of Base Mana. 30 yd range. 1.7 sec cast. 45 sec cooldown.

Talents
  • Conductivity (Elemental, Enhancement) When you cast Lightning Bolt, Chain Lightning, or Earth Shock, or use Stormstrike, your Healing Rain's duration is increased by 4.00 sec. This cannot cause Healing Rain to last longer than 40 sec.Your Lightning Bolt, Chain Lightning, Earth Shock, and Stormstrike increase the duration of your Healing Rain by 4.00 sec, up to a maximum increase of 30 sec.
  • Conductivity (Restoration) When you cast Healing Wave, Healing Surge, or Chain Heal, your Healing Rain's duration is increased by 4.00 sec. This cannot cause Healing Rain to last longer than 40 sec.Your Healing Wave, Healing Surge, and Chain Heal increase the duration of your Healing Rain by 4.00 sec, up to a maximum increase of 30 sec.
  • Earthgrab Totem Summons an Earth Totem with 5 health at the feet of the caster for 20 sec. The totem pulses every 2 sec, causing roots to ensnare the legs ofrooting all enemies within 10 yards for 5 sec, preventing movement. Enemies that have already been rooted onceEnemies previously rooted by the totem will instead have their movement speed reduced by 50%suffer 50% movement speed reduction. Replaces Earthbind Totem. Shaman - LvL 30 Talent. 5% of Base Mana. Instant. 30 sec cooldown.
  • Echo of the Elements (Elemental) Your spells and abilities have a chance to trigger Echo of the Elements. Echo of the Elements causes your next Lava Burst, Frost Shock, or Earthquake to not incur its cooldown.Your spells and abilities have a chance to cause your next Lava Burst or Frost Shock not to incur its cooldown.
  • Echo of the Elements (Enhancement) Your spells and abilities have a chance to trigger Echo of the Elements. Echo of the Elements causes your next Lava Lash, Stormstrike, Frost Shock, or Fire Nova to not incur its cooldown.Your spells and abilities have a chance to cause your next Lava Lash, Stormstrike, Frost Shock, or Fire Nova not to incur its cooldown.
  • Echo of the Elements (Restoration) Your spells and abilities have a chance to trigger Echo of the Elements. Echo of the Elements causes your next Riptide, Healing Rain, Purify Spirit to not incur its cooldown.Your spells and abilities have a chance to cause your next Riptide, Healing Rain, or Purify Spirit not to incur its cooldown.
  • Elemental Blast (Elemental, Restoration) Harness and directHarness the raw power of the elements towards an enemy target, dealing [ 164.51% of Spell Power ] Elemental damage and increasing the caster's Critical Strike, Haste, Multistrike, or Masteryyour Critical Strike, Haste, Mastery, Multistrike, or Versatility by 0 for 8 sec.
  • Elemental Blast (Enhancement) Harness and directHarness the raw power of the elements towards an enemy target, dealing [ 164.51% of Spell Power ] Elemental damage and increasing the caster's Agility, Critical Strike, Haste, Multistrike, or Masteryyour Agility, Critical Strike, Haste, Mastery, Multistrike, or Versatility by 0 for 8 sec.
  • Elemental Mastery Call upon elemental forces, empoweringElemental forces empower you with 30% haste for 20 sec. Shaman - LvL 60 Talent. Instant. 1.5 min cooldown.
  • Nature's Guardian Whenever a damaging attack brings you below 30% health, your maximum health is increasedAttacks that bring your health below 30% increase your maximum health by 25% for 10 sec, and your threat level towards the attacker is reduced. This effect cannot occur more oftenreduce your threat toward the attacker. Cannot occur more than once every 30 sec. Shaman - LvL 15 Talent.

Elemental
  • Earth Shock Instantly shocks the target with concussive force, causing [ 35.95%[ 1 + 35.95% of Spell Power ] Nature damage. Shaman - Elemental Spec. 5% of Base Mana. 25 yd range. Instant. 6 sec cooldown.
  • Mastery: Molten Earth (New) Mastery: Molten EarthYour damaging spells incite the earth around you to come to your aid for 6 sec, repeatedly dealing [ 160% of Spell Power ] Fire damage to your most recently attacked target. Shaman - Elemental Spec.

Warlock
  • Fear Strikes fear in the enemy, causing it to fleedisorienting it for up to 20 sec. Damage caused may cancel fear. Limit 1 target. 4% of Base Mana. 30 yd range. 1.7 sec cast.

Pets
  • Seduction Seduces the target, preventing all actionsdisorienting them for up to 30 sec. Any damage caused will remove the effect. Only works against Humanoids. Auto-Cast: Cast upon targets who attack, stun, silence or fear their master. (Right-Click to toggle) Special Ability. 20 Energy. 30 yd range. 30 sec cast (Channeled). 30 sec cooldown.

Warrior
  • Bloodbath For the next 12 sec, causes your melee special attacks and their multistrikes to deal an additional 30%your melee abilities and their multistrikes deal 30% additional damage as a bleed over 6 sec. While bleeding, the target moves at 50% reduced speed. 100 yd range. Instant.targets move 50% slower. 100 yd range. Instant.
  • Intimidating Shout Causes the targeted enemy to cower in fear, and up to 5 additional enemies within 8 yards to flee. LastsTargets are disoriented for 8 sec. 8 yd range. Instant. 1.5 min cooldown.

Talents
  • Bladestorm (Arms, Protection) You become a whirling storm of destructive force, striking all targets within 8 yards for $168,969sw2 Physical damage every 1 sec for 6 sec. During a Bladestorm, you can continue to dodge, block, and parry, and are immune to movement impairing and loss of control effects. However, you can only use your Taunt, Demoralizing Shout, Enraged Regeneration, Shield Wall, and Last Stand abilities.Become an unstoppable storm of destructive force, striking all targets within 8 yards for $168,969sw2 Physical damage every 1 sec for 6 sec. You are immune to movement impairing and loss of control effects, but can only use Taunt and other defensive abilities.
  • Bladestorm (Fury) You become a whirling storm of destructive force, striking all targets within 8 yards for $50,622sw2 Physical damage with your main-hand and $95,738sw2 Physical damage with your off-hand every 1 sec for 6 sec. During a Bladestorm, you can continue to dodge, block, and parry, and are immune to movement impairing and loss of control effects. However, you can only use your Taunt, Demoralizing Shout, Enraged Regeneration, Shield Wall, and Last Stand abilities.Become an unstoppable storm of destructive force, striking all targets within 8 yards for $50,622sw2 Physical damage with your main-hand and $95,738sw2 Physical damage with your off-hand every 1 sec for 6 sec. You are immune to movement impairing and loss of control effects, but can only use Taunt and other defensive abilities.
  • Slam now stacks up to 2 times.

Professions
Tailoring
  • Hexweave Cloth May also generate Sorcerous Fire and/or Sorcerous Air. Reagents. 2 sec cast. Gives 10 skillups. Reagents: Native BeastSumptuous Fur (20), Gorgrond Flytrap (10).
  • Hexweave Cloth May also generate Sorcerous Fire and/or Sorcerous Air. Reagents. 2 sec cast. 1 sec cooldown. Gives 10 skillups. Reagents: Native BeastSumptuous Fur (20), Gorgrond Flytrap (10).

Battle Pet Izmene
Originally Posted by AdriaCraft
Aquatic
  • Tail Slap 100% Hit Chance Slaps the enemy with its tail, dealing 14 to 26 Aquatic damage. Aquatic. 20 damage. 100% Accuracy.15 to 28 Aquatic damage. Aquatic. 22 damage. 100% Accuracy.

Beast
  • Barbed Stinger (New) Barbed Stinger100% Hit Chance Instantly deals 19 Beast damage and has a 20% chance to Poison the target for 5 additional Elemental damage per round for 1 round. Beast. 19 damage. 1 round duration. 20% Accuracy.

Critter
  • Apocalypse A meteor is falling from the twisting nether. When it lands all active pets will die. This effect cannot be removed. Cockroaches and Beetles always survive this attack. Critter. 200% Accuracy.
  • Apocalypse 100% Hit Chance Calls down a meteor, which will fall 215 rounds from now, instantly killing all active pets. Cockroaches and Beetles always survive this attack. Critter. 20 round cooldown. 2 round duration. 100% Accuracy.15 round duration. 100% Accuracy.
  • Apocalypse (TEST) (New) Apocalypse (TEST)A meteor is falling from the twisting nether. When it lands all active pets will die. This effect cannot be removed. Cockroaches and Beetles always survive this attack. Critter. 200% Accuracy.
  • Apocalypse (TEST) (New) Apocalypse (TEST)Calls down a meteor, which will fall 2 rounds from now, instantly killing all active pets. Cockroaches and Beetles always survive this attack. Critter. 3 round cooldown. 2 round duration. 200% Accuracy.
  • Apocalypse (TEST) (New) Apocalypse (TEST)A meteor is falling from the twisting nether. When it lands all active pets will die. This effect cannot be removed. Cockroaches and Beetles always survive this attack. Critter. 200% Accuracy.
  • Chomp 100% Hit Chance Chomps on the enemy, dealing 14 to 26 Critter damage. Critter. 20 damage. 100% Accuracy.15 to 28 Critter damage. Critter. 22 damage. 100% Accuracy.
  • Hoof 100% Hit Chance Stomps the enemy, dealing 16 to 24 Critter damage. Critter. 20 damage. 100% Accuracy.25 Critter damage. Critter. 21 damage. 100% Accuracy.

Elemental
  • Burn 100% Hit Chance Blasts the enemy with fire, dealing 16 to 24 Elemental damage. Elemental. 20 damage. 100% Accuracy.25 Elemental damage. Elemental. 21 damage. 100% Accuracy.
  • Sulfuras Smash 100% Hit Chance Devastates the enemy with a swing of Sulfuras, dealing 14 to 26 Elemental damage. Elemental. 20 damage. 100% Accuracy.15 to 28 Elemental damage. Elemental. 22 damage. 100% Accuracy.

Humanoid
  • Crush 100% Hit Chance Crush the enemy, dealing 14 to 26 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.15 to 28 Humanoid damage. Humanoid. 22 damage. 100% Accuracy.
  • Draenic Trap (New) Draenic TrapAttempt to catch a pet below 35% health. Capture chance is increased by 45% each time you fail. Humanoid.
  • Giant's Blood 100% Hit Chance Howls with primitive fury, restoring 22 health and enlarging the user, increasing the damage they dealincreasing damage dealt by DATA ERROR% for 3 rounds. Humanoid. 3 round cooldown. 22 damage. 3 round duration. 100% Accuracy.
  • Gilded Fist 100% Hit Chance Smashes the enemy, dealing 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.25 Humanoid damage. Humanoid. 21 damage. 100% Accuracy.
  • Holy Sword 100% Hit Chance Slices with El'druin, dealing 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.25 Humanoid damage. Humanoid. 21 damage. 100% Accuracy.
  • Jab 100% Hit Chance Jabs at the enemy, dealing 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy.25 Humanoid damage. Humanoid. 21 damage. 100% Accuracy.

Magic
  • Jade Claw 100% Hit Chance Rakes the enemy with jade claws, dealing 16 to 24 Magic damage. Magic. 20 damage. 100% Accuracy.25 Magic damage. Magic. 21 damage. 100% Accuracy.
  • Phaser 100% Hit Chance Shoots the enemy with a phaser beam, dealing 16 to 24 Magic damage. Magic. 20 damage. 100% Accuracy.25 Magic damage. Magic. 21 damage. 100% Accuracy.
  • Spiritfire Bolt 100% Hit Chance Hurls a bolt of mystical fire at the enemy, dealing 14 to 26 Magic damage. Magic. 20 damage. 100% Accuracy.15 to 28 Magic damage. Magic. 22 damage. 100% Accuracy.

Mechanical
  • Missile 100% Hit Chance Launches a rocket at the target, dealing 16 to 24 Mechanical damage. Mechanical. 20 damage. 100% Accuracy.25 Mechanical damage. Mechanical. 21 damage. 100% Accuracy.

Undead
  • Infected Claw 100% Hit Chance Tears at the enemy with plagued claws, dealing 14 to 26 Undead damage. Undead. 20 damage. 100% Accuracy.15 to 28 Undead damage. Undead. 22 damage. 100% Accuracy.
  • Shadow Shock 100% Hit Chance Shocks the target with dark energy, dealing 14 to 26 Undead damage. Undead. 20 damage. 100% Accuracy.15 to 28 Undead damage. Undead. 22 damage. 100% Accuracy.
  • Shadow Slash 100% Hit Chance Slashes at the target with dark energy, dealing 16 to 24 Undead damage. Undead. 20 damage. 100% Accuracy.25 Undead damage. Undead. 21 damage. 100% Accuracy.

Warlords of Draenor Beta Patch Informacije - 11 Jul

Blizzard je ažurirao Warlords of Draenor Beta Patch Informacije sa novim izmenama koje su stigle uz novi Beta build.
Originally Posted by Blizzard (Source)
Secondary Stat Attunements
  • All specializations now receive New passive abilities granting a 5% bonus to specific secondary stat bonuses received from all sources. This bonus is granted through new passive abilities or additional effects added to existing passive abilities. equipped items have been added for all specializations.

Ability Pruning and Consolidation

Instant Cast Heals
  • Priest
    • Divine Star now has a 1.5-second cast time (up from instant cast), but can be cast while moving.

Tank Vengeance, Resolve, and PvP
Tanks in PvP
Finally, we have the topic of tanks in PvP. Apart from a few niche cases like flag carrying; tanks have been intentionally non-viable in serious PvP for several expansions now. The reason for this was simple: fighting against tanks was very frustrating, not fun. They were near-invincible, had numerous CC abilities (primary stuns), but did little enough damage to not be able to kill you (in most cases, anyway). By excluding them from PvP, we preserved the enjoyment of the rest of the playerbase. However, that has the obvious downside that people who prefer to play tanks are excluded from doing so in PvP.

We decided that we could do better, and satisfy everyone involved. Our other changes to tanks in Warlords of Draenor got us most of the way there. Tanks’ damage will already be tuned to be somewhat weaker than damage dealers, but not trivial. We’ve already removed the additional CC that they had during the CC Disarmament and Ability Pruning. All that remains that makes them frustrating to fight against is their invincibility. So, we’re causing tanks to take increased damage in PvP, so that the net result is that they both deal and take somewhat less damage than damage dealers.

  • Tanks now take 25% additional damage while engaged in PvP combat.

Self-Sustainability
  • Shaman
    • Elemental Focus now also triggers any time the Shaman lands a killing blow.
    • Healing Surge now heals for 100% more when cast on self for Elemental Shaman.

Resurrection Mana Costs (Section Removed)
We reduced the mana cost of all Resurrection spells to 4% of base mana, so that mana isn't an inhibitor on the Raid or Party's ability to recover from a wipe. Cast time already functions as the primary cost of these spells. Note that Priests' Resurrection spell was already at 4% of base mana, so it remains unchanged.

Class Changes
Druid
Ability Pruning
  • Barkskin is now available to Balance, Guardian, and Restoration Druids, and no longer provides pushback protection, but its base cooldown has been reduced to 30 seconds.

Ability Consolidation and Refinement
  • Revive’s mana cost has been reduced by 87%.

Details of changes to Balance:
  • Incarnation: Chosen of Elune now increases spell damage by 15% while active (was a 25% increase to Arcane and Nature damage, but only while Eclipse is active).
  • Euphoria has been removed. A new level-100 talent with the same name has been added.
  • Insect Swarm has been redesigned and renamed Stellar Flare.
    • Stellar Flare is a powerful spell benefitting from both Lunar and Solar Eclipse, dealing the most damage when they are equal. Burns the target for Spellstorm damage and cause additional damage over 15 seconds. The ability has a cast time of 1.5 seconds.

Hunter
Ability Pruning
  • Serpent Sting now causes Multi-Shot and Arcane Shot to also apply a Serpent Sting poison dealing instant and periodic damage. Each time it deals damage, the Hunter receives 3 Focus; this effect cannot occur more than once every 3 seconds.

Marksmanship Changes
One of our new secondary stats is Multistrike, which is strikingly similar to Wild Quiver for Marksmanship Hunters. In order to solve this, we replaced Wild Quiver with a new Mastery: Sniper Training. Marksmanship Hunters that favored Mastery before will want to favor Multistrike for a similar feel. For their new Mastery, we wanted to add some depth to their moment-to-moment gameplay, and compliment Critical Strike. In order to do that, we brought back the concept of Sniper Training.

Finally, we added an interaction between Careful Aim and Rapid Fire (and indirectly Aimed Shot through a Draenor Perk), so as to add a bit more depth to their gameplay.
  • Mastery: Wild Quiver has been removed.
  • Sniper Training is a new Mastery for Marksmanship Hunters, replacing Wild Quiver.
    • Sniper Training activates when the Hunter stands still for 3 seconds, giving them the Sniper Training effect for 6 seconds, increasing damage, shot range, and critical strike damage by 4% (increased by Mastery).

Survival Changes
Apart from rotational changes through Ability Pruning, changes for Survival Hunters mostly center on Lock and Load. We changed how Lock and Load is triggered to increase the value of Multistrike, provide gameplay depth and the ability to pool damage more.
  • Black Arrow now deals 60% more damage, inflicts Shadow damage every 3 seconds (up from every 2 seconds), has a duration of 18 seconds (down from 20 seconds), and triggers Lock and Load on Multistrike hits.
  • Explosive Shot now costs 15 Focus (down from 25 Focus).
  • Lock and Load effects have been incorporated into Black Arrow and has been redesigned.
    • Lock and Load now causes the next Explosive Shot to not trigger its cooldown, but no longer causes it to be free or reset the ability's current cooldown. This effect can stack up to 5 times.

Mage
Ability Consolidation and Refinement
  • Ice Floes no longer has a restriction on base cast or channel times for spells (formerly only worked on spells with a base cast or channel time of less than 4 seconds).

Frost Changes
Ice Lance’s non-frozen damage was doubled to make up for no longer having access to Fire Blast and reducing redundancy in the process. We also changed Brain Freeze effect, in order to give Frost mages another cast-time spell in their rotation.
  • The Brain Freeze effect now increases Frostfire Bolt damage by 25%, and can now stack up to 2 times instead of making Frostfire Bolt instant. It also no longer triggers from the Bomb Talents, and instead has a 10% chance to trigger from Frostbolt casts. Each Multistrike of Frostbolt increases that cast's chance by an additional 45%. (Total of 100% on double-Multistrikes).
  • Ice Lance’s base damage has been increased by 100%, but its damage multiplier against frozen targets has been reduced by 50%.

Monk
Ability Pruning

Ability Consolidation and Refinement
  • Resuscitate’s mana cost has been reduced by 80%.
  • Spinning Crane Kick now always generates 1 Chi, and no longer reduces movement speed.
  • Paralysis now always lasts 60 seconds against creatures, regardless of facing.
  • Zen Sphere no longer has a target limit.

Mistweaver Changes
  • All abilities available to Mistweavers now have a 1.5-second global cooldown (up from 1 second).
  • Focus and Harmony is a new passive ability for Mistweaver Monks, causing Haste to reduce the global cooldown, and causes Attack Power to be equal to 100% of Spell Power.
  • Jade Mist is a new passive ability for Mistweaver Monks, causing them to gain 5% more of the Multistrike stat from all sources, and also causes Renewing Mist and Rising Sun Kick to have a chance equal to Multistrike chance to not go on cooldown when used. This effect cannot trigger on the next Renewing Mist or Rising Sun Kick.
  • Stance of the Spirited Crane is a new ability for Mistweaver Monks, which replaces Stance of the Fierce Tiger, and provides the following effects.
    • The Monk's Attack Power is equal to 100% of their Spell Power, and they no longer benefit from other sources of Attack Power.
    • The Monk gains Eminence, causing all damage dealt to also heal nearby allies.
      • Eminence now causes a nearby target to be healed for 35% of all damage caused by the Monk and includes auto attacks.
      • Stance of the Wise Serpent no longer provides this benefit.
    • Haste reduces the global cooldown of the Monk’s abilities.

Paladin
Ability Streamlining and Refinement
  • Redemption’s mana cost has been reduced by 95%.


Priest
Ability Pruning

Holy Changes
  • Divine Providence is a new passive ability for Holy Priests.
    • Divine Providence increases the amount of the Multistrike stat gains from all sources by 5%, and increases the damage and healing of Multistrikes by 25%.
  • Power Word: Shield may now critically strike or Multistrike.

Talent Revisions
  • Shadow: This effect is now named Shadowy Insight.


Rogue
Subtlety Changes
Honor Among Thieves is an extremely powerful ability, but has the downside that it adds significant disparity between character power while soloing and while in a group. We made this change to bring up the soloing Subtlety Rogue, without having a significant impact on their performance while in a group. The passive ability Sinister Calling also received significant change to better balance scaling rates, the value of secondary stats, improve Multistrike for them, and add rotational depth. The power of their Sinister Calling passive ability has also been reduced, in order to better balance the scaling rates and value of secondary stats for Subtlety.
  • Sinister Calling now increases Agility by 15% (down from 30%), and the amount of Multistrike bonus received from all sources by 5% (in order to act as Subtlety’s Secondary Stat Attunement). And finally, when the rogue Multistrikes with Backstab or Ambush, they also twist the blade, causing all Bleed effects to instantly tick an additional time.


Shaman
Ability Consolidation and Refinement

Elemental Overload and Elemental Discharge
One of the new secondary stats Multistrike, functions very similarly to Elemental Overload. We wanted to keep Mastery and Multistrike feeling distinct, but also know how iconic and important Elemental Overload is for Elemental Shaman. So, we decided to merge the two together with Multistrike driving Elemental Overload, and give the Elemental specialization a new Mastery. For the new Mastery, we wanted to strengthen the Elemental Shaman’s connection to earth energies, and added damage that continues while the Shaman is moving. The summary of all this is that if you liked Mastery before, favor Multistrike instead for the same effect. Or try out the new Mastery: Molten Earth.

  • Elemental Overload is now a regular passive ability and is no longer increased by Mastery. It grants 35% increased Multistrike damage and healing, and an additional 20% to Multistrike chance. It also increases the amount of the Multistrike stat gains from all sources by 5%, serving as Elemental’s Secondary Stat attunement.
  • Molten Earth is a new Mastery for Elemental Shaman.
    • Molten Earth causes the Shaman’s damaging spells to incite the earth around to come to their aid for 6 seconds, repeatedly dealing Fire damage to their most recently attacked target.


Warlock
Ability Pruning

Ability Consolidation and Refinement


Affliction Changes
For Affliction, we're happy with their rotation. But, Drain Soul was causing them to be too strong in situations where they had a steady supply of small creatures to kill. We reduced the effectiveness of its on-kill effect in order to solve this. Additionally, Soul Swap was changed to cost 1 Soul Shard to push it into its intended role of being a more expensive but faster method of applying your periodic damage effects, and better balance it against Haunt.

Movement Abilities
We've reduced the ability for ranged damage dealers to deal damage while moving in Warlords. Kil'jaeden's Cunning became a problematic talent because its mobility made Warlocks much stronger compared to other casters. We redesigned how the ability works to be more powerful in bursts instead of always affecting only some spells. After experimenting with the removal of Fel Flame in an earlier build, we brought the ability back, but reduced its effectiveness.
  • Kil’jaeden’s Cunning has been redesigned. Kil'jaeden's Cunning calls upon the cunning of Kil'jaeden to permit movement while casting Warlock spells. This spell may be cast while casting other spells and lasts 8 seconds with a 1-minute cooldown.
  • Fel Flame now generates 5 Demonic Fury (down from 15), and only generates Burning Embers on critical strikes. was removed.

Warrior
Arms Changes
  • Battle Stance for Arms Warriors now generates 140% more Rage from auto-attacks and Critical Strikes now generate double Rage.
  • Execute for Arms Warriors now costs 10 Rage, and consumes up to 40 additional Rage to deal additional damage.
  • Overpower has been removed. Arms Warriors should now use Rend and Whirlwind instead.
  • Rend is a new ability for Arms Warriors.
    • Rend causes bleed damage over 18 seconds, and a final burst of bleed damage when the effect expires.
  • Slam has been removed. Arms Warriors should now use Rend and Whirlwind instead.
  • Sweeping Strikes now costs 10 Rage (down from 30 Rage).

Talent Changes
A few Warrior talents also were in need of revision. First, Second Wind was problematic; it was sometimes too weak, and sometimes too strong. We chose to change it from a passive health regeneration effect to the new Leech effect, so that low-health Warriors have to maintain combat in order to benefit, instead of kiting, hiding, or otherwise playing defensively. Enraged Regeneration was changed to account for the removal of Enrage from Arms.

The level-45 talent row was removed for crowd-control disarmament reasons, and also wanted to allow you to choose more rotational complexity through talents. We replaced the row with new talents, many of which are specialization-specific, giving you a variety of playstyle choices for your Warrior.

For the level-60 and level-90 Talent rows, certain combinations were proving problematic. We decided that Stormbolt would better compete with Shockwave and Dragon Roar, and that Bladestorm would better compete with Avatar and Bloodbath, so swapped Stormbolt and Bladestorm positions. We also adjusted the effects of a few talents in order to make them more competitive with the talents on their row.

  • Enraged Regeneration now heals for 100% more but the amount healed is no longer increased by being Enraged.
  • Staggering Shout has been removed and replaced with 3 new talents that vary by specialization.
  • Piercing Howl has been removed and replaced with a new talent, Sudden Death.
    • Sudden Death causes auto-attack hits to have a 10% chance to make the next Execute free and useable on any target, regardless of health level.
  • Disrupting Shout has been removed and replaced with 3 new talents that vary by specialization.
    • Arms: Slam: Slam an opponent, causing 100% weapon damage. Each consecutive use of Slam increases the damage dealt by 50% and Rage cost by 100%.
    • Fury: Unquenchable Thirst: Bloodthirst no longer has a cooldown.
    • Protection: Unyielding Strikes: Devastate reduces the cost of Heroic Strike by 6 Rage for 6 seconds, stacking up to 5 times. Once this effect reaches 5 applications, its duration will no longer refresh.

Fury Changes
Fury Warriors received a few additional changes. In particular, Heroic Strike has been removed for Fury Warriors, and modified Wild Strike to fill the role of quick excess Rage dump. We also made a revision to the Critical Strike chance of Bloodthirst to make them less crit-dependant. A new glyph has been added which gives Fury Warriors a choice for a notably different playstyle. Auto attack damage had become too high, so we also moved some damage from that into Execute (which has been changed to deal damage based on Weapon Damage, instead of just Attack Power). Plus, we've updated some to spell alerts to improve usability.

Artcraft - Son of Exodar - Novi Male Draenei Character Model

Novi Artcraft predstavlja nam novi Draenei Male Character Model. Ovaj novi model stigao je uz Beta build 18471 zajedno sa Undead Male, Night Elf Female i Human Female Character Modelima.
 
 
Originally Posted by Blizzard (Source)
DraeneiMaleArtcraft01.jpg

Welcome once again to Artcraft! I’m Chris Robinson, art director of World of Warcraft. This Artcraft is another quick one, but still packed with goodies. Today we’re showing you our work on the male Draenei. The original was one of the better character models in the game, so it didn’t require a ton of translation—but with higher-resolution textures and more polygons to work with, we were able to bump up his fidelity quite a bit, as well as improve how we convey emotion through a new animation rig.

DraeneiMaleArtcraft02.jpg

 
That’s all for now—thanks again for continuing to follow along as we develop these updated character models. See you next time!

DraeneiMaleArtcraft03.jpg

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