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Valiona Theralion Heroic World First Kill - Guild Paragon

Paragon je prvi guild u svetu koji je savladao Valion i Theralion u Beastion of Twilight istanci kao 25 man Heroic mod. Sve čestitke.

Srećni Novogodišnji i Božićni praznici!

Srećne Novogodišnje i Božićne praznike od srca Vam želi Blizzard Serbian Community Fansite tim!

One if by Zeppelin: Two if by Boat -- Traveling Azeroth

Originally Posted by Blizzard (Source One if by Zeppelin: Two if by Boat -- Traveling Azeroth)
Azeroth is a large world and it's recently become much larger. There are hills to climb, deserts to explore, fjords to ford, and a vast sea separating the continents. And let’s not forget that beyond Azeroth proper there lies a whole other shattered world -- Outland. Traveling has never been more interesting, and for some, confusing. To help you with getting around, we’ve compiled a list of some of the more common ways you can see the world, meet new creatures, and (likely) be killed by them.

Mounts come in all shapes and sizes, and each race has its own type of mount that becomes available at level 20. You’ll need to learn how to ride, of course, and then you'll need to keep your feet on the ground until level 60 when you can take to the skies -- after purchasing the flying skill and a flying mount.

Riding Skill Available At Requirements
Apprentice Riding Level 20
Journeyman Riding Level 40
Expert Riding Level 60 (Allows for flying in Outland) The Burning Crusade
Artisan Riding Level 70
Master Riding Level 80
Cold Weather Flying Level 68 (Allows for flying in Northrend) Wrath of the Lich King
Flight Master's License Level 60 (Allows for flying in Azeroth) Cataclysm

*Tip - Hitchhiking: Some mounts are designed to carry more than one person, so you can always try to catch a ride with a friend.

Flight Masters
For a little pocket change, you can get a lift from a Flight Master. You’ll need to find the flight paths (as indicated by the green exclamation (!) point) and learn the route before you can fly to many destinations, but they should be easy to find as you explore. It’s important to note that there are flight paths that can be used by Alliance only, Horde only, and by both. These are noted on your map as red for Horde, blue for Alliance, and gold for Neutral (both factions can use.)

Boats are free to use, and while the crew may look like they have loyalties to the Horde or Alliance (depending on the harbor they make their home), they will never attack their passengers. The residents of the harbor, however, may have other things in mind. Most boats dock in Alliance ports and can be an inconvenient means of transport for the Horde, though Booty Bay in the Eastern Kingdoms runs a neutral port.

These flying contraptions may look like floating death traps, but they use the best in goblin technology... so yes, they'e probably death traps. You can’t beat free airfare, though, which is surprising given the goblins' greedy nature. Much like the boats, zeppelins are faction-neutral, but perhaps more difficult to use for the Alliance.

Portals are magical constructs that allow travel from one location to another.

Mage Portals: They may cost you -- either because the mage is charging a fee or you’re generously leaving a tip. These portals are created by a mage and allow party members to travel through them. When traveling alone, mages can teleport themselves without opening a portal.

NPC Portals: NPCs can sometimes help you get where you need to go, though their transportation methods are generally attached to a quest or progression path.

Static Portals: Many portals offer travel to a fixed destination. These can be found in a variety of locations.

  • The Western Earthshrine - Offers portals to Hyjal, Vashj’ir, Deepholm, Uldum, and Twilight Highlands after you've completed the quests that guide you to these new Cataclysm zones.
  • Tol Barad - Found near the Western Earthshrine, you must be level 85 to enter this world PvP zone.
  • Blasted Lands - Found in the Valley of Spirits, you must be level 58 to use this portal. It delivers you safely to an outpost just outside The Dark Portal.

  • Blasted Lands - Found in the Wizard’s Sanctum, you must be level 58 to use this portal. It delivers you safely to an outpost just outside The Dark Portal.
  • The Eastern Earthshrine - Offers portals to Hyjal, Vashj’ir, Deepholm, Uldum, and Twilight Highlands after you've completed the quests that guide you to these new Cataclysm zones.
  • Tol Barad- Found near the Eastern Earthshrine, you must be level 85 to enter this world PvP zone.

Outland Portals
  • The Stair of Destiny: Offers portals to Orgrimmar and Stormwind on either side of the Dark Portal.

Neutral Portals
  • Shattrath: Within the Terrace of Light, a portal transports those of the appropriate level to the Isle of Quel'Danas.
  • Dalaran: Within the Violet Citadel, a portal is available for travelers heading to the Caverns of Time to defend Azeroth’s timeline from the machinations of the Infinite Dragonflight.
  • Within the Sunreaver’s Sanctuary (Horde) and the Silver Enclave (Alliance), portals are available for Wintergrasp, Strand of the Ancients, Warsong Gulch, Alterac Valley, Arathi Basin, Eye of the Storm, and Isle of Conquest. (Note that queuing for Battlegrounds can be done anywhere from within the User Interface.)

When there’s no portal available, you can ask your friends for a helping hand. Players can be summoned by using a meeting stone outside of a dungeon (level requirements need to be met) or by utilizing the services of a warlock.

Many additional means of transportation around the world become accessible via quests, special items, or NPCs, but there are two specialized methods that we just couldn’t leave out.

  • Rocketway Exchange: The goblins have arrived, and with them, a little extra goblin ingenuity. You can find the largest of these Rocketways in Azshara.
  • Deeprun Tram: Running between Ironforge and Stormwind, players can take this underground train for free and easy transit between the two cities.

Magmaw 25 Heroic World First Kill - Guild Method

Method je prvi guild koji je savladao Magmaw u 25-Man heroic modu prošle noći! Sve čestitke.

Thrall: Pre i Sada

Blizzard je objavio priču o Thraullu, o tome kako je on nekada bio rob, gladiator, vodja Frostwolf klana, i do skoro vodja Horde. Sada kada je vodjstvo horde prepustio Garrosh Hellscreamu, on je morao da se vrati svom šamanizmu, kako bi pomogao da spase Azeroth od nove pretnje koju je napravio povratak Deathwinga.

Originally Posted by Blizzard (Source)
Fortified citadels lay in ruins. Ancient forests burn brightly in the light of the setting sun. Arid stretches of desert, once known to claim even the most hearty of travelers, now house fertile oases teeming with new species of flora.

The Shattering changed a great many things. While the landscapes of the Eastern Kingdoms and Kalimdor may have been the most visibly affected by Deathwing's return, many of Azeroth's heroes have also undergone drastic physical transformations of their own.

One of the most notable metamorphoses in Cataclysm is that of Thrall. Thrall He's worn many titles in his lifetime: slave, gladiator, shaman, chieftain of the Frostwolf Clan, and, most recently, warchief of the Horde. Now, as the son of Durotan puts down the mantle of warchief and takes up the simple garb of a shaman once again, we take a look back at his journey and the events that shaped him into the orc he is today.

The orcish Horde was once a demonic weapon of indiscriminate slaughter -- a far departure from the orcs' proud and shamanic origins. Thrall's rise to become Horde warchief, however, changed everything. After escaping from his enslavement by the human Aedelas Blackmoore, Thrall helped rally the remnants of the Horde, revitalized the orcs' shamanic traditions, and established a refuge for his embattled race in the arid land of Durotar. In the years that followed, the image of Warchief Thrall bearing the legendary warhammer and battle-worn black armor of the late Orgrim Doomhammer was etched in the minds of friends and foes alike. All that the Horde had become -- its courage, its strength, and its honor -- Thrall embodied.

When Azeroth's elemental spirits grew increasingly erratic just prior to the Shattering, Thrall was torn between his worldly responsibilities as warchief and his spiritual duties as a shaman. Ultimately, he followed his instincts and entrusted control over the Horde -- and everything he had labored to build -- to Garrosh Hellscream. Thrall also shed the armor that had come to symbolize him as warchief and donned the simplistic robes and prayer beads of a shaman. While Garrosh has made questionable changes to the Horde in recent times, Thrall remains focused on allaying the forces that threaten to tear Azeroth itself apart. Some members of the Horde might want him as their warchief, but the world needs him as a shaman above all else.

We'll be examining other key characters' transformations -- including those of Garrosh, Anduin Wrynn, and Magni Bronzebeard -- in the months ahead, so come back soon.

{yoogallery src=[/images/stories/news/2010/Dec/29/thrall] width=[740] height=[200]}
{yoogallery src=[/images/stories/news/2010/Dec/29/thrallart] width=[240] height=[180]}

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Heroic Dungeons Difficulty (Source Cancel your account)
Players were conditioned at the end of Wrath of the Lich King to mow through Heroics at lightning speed. Not only were they too easy to begin with, by the time Dungeon Finder came out players greatly out-geared the majority of these dungeons.

The reality is that it makes sense for Heroics to be a true and necessary stepping stone into raiding. They are more difficult at the beginning of this expansion's lifespan than they were at the beginning of Lich King. We like it that way. We want you thinking and trying new approaches through trial and error in order to succeed, just as groups do while raiding.

As new tiers of gear are released and new raids open up, Heroics will naturally become easier, but that provides little good reason for trivializing them now. This is true even if some groups -- particularly pick-up groups -- lack the patience, will, or teamwork necessary to succeed.

We prefer that skill and character power provide the edge in Heroic dungeons, rather than supplying simple boss fights where mistakes are so easily forgivable.

Will it test you to play at your best and communicate effectively with your group? Certainly. Should Heroic dungeons be tuned down so failure is rarely a real possibility? That doesn't sound like interesting design to me, nor would it act as a good catalyst for compelling, strategic, and social gameplay.

[...] You might have to spend more time in normal dungeons than you did before if you want a very relaxing dungeon experience right now, before you jump into Heroics determined to succeed with ease. The difficulty of this expansion is on a different level right now, but it's still nowhere near the gap between five-player dungeons and raiding which existed in the original release, and to a lesser extent The Burning Crusade.

If you expect a quick, mellow run through Heroic dungeons -- which provide quite powerful gear given we're on the first Cataclysm raid tier -- this early in the entire lifespan of this expansion, you might want to consider collecting items and gear via normal dungeons and other means before regularly hopping into the Heroic queue. They're not super-unfriendly toward casual players, but they do require casual players to exercise skill and proper social/leadership skills. 

Daze / Dismount (Source Daze (Hopefully, a Blue will read))
Granted, there are plenty of creatures out there that provide a completely trivial challenge for your character in terms of power/level which can daze you. Even still, knowing how to path around hostile creatures (or now fly over them) seems like it should be somewhat meaningful. It's not that hard to avoid being hit by creatures while mounted, but that doesn't mean you shouldn't have to care at all about where you're going.

Regardless of level, the world should still feel alive and present some sort of threat, even if that threats merely involves slowing you down en route to your destination.

[...] I don't really follow the logic that you feel it's unnecessary that you can't just gather as many mobs on you as possible in an area with no threat of being knocked off your mount, or slowed down while running. Should it really be considered an inconvenience that a bunch of mobs striking you can do nothing to slow you down? It seems like you could then apply the term "inconvenience" to a lot of aspects of gameplay, but at the end of the day removing those inconveniences would start to dull down the game. 
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