Otrkiven Diablo 3 Followers Sistem!

Čekali smo dugo da vidim novi sistem koji će biti objavljen, napkon čekanju je kraj! Followers sistem je objavljen. I kao što je ranije govoreno, Followers sistem je nešto našta je Blizzard radio i pre objavljivanja Diablo III. Malo informacije je podeljeno oko ovog sistem i kako će on funkcionisati drugačije od onoga što smo imali u Diablo II. U Diablo II, igrači su imali mogućnost da izaberu različite plaćenike, iz svakog acta, dok su većina igrača uzimali neprikoslovenog Act II plaćenika. Svaki je imao svoj unikatan način borbe i različitih skillova. Kako uzmete jednog plaćenika igrač je imao mogućnost da ga opremi sa Helmom, Weaponom i Body Armorom. Više podešavanje vašeg plaćenika nije postojalo od ovoga, onda su oni samo vas pratili i ulazili u borbu sa vama protim neprijatelja.

Izgleda da u Diablo II ima da postoji više podešavanje ovih karaktera. Postoje tri vrste plaćenika Enchantress, Templar, i Scoundrel. Svaki dolazi sa svojim načinom igre i skillova koje igrač izabere. Skill setovi biće po tierima kako ih igrač setuje i svaki skill se otkuljučava na svakom 5 dingovanom levelu. Takodje postoje i dodatni slotovi za oružija, amulete, i dva prstena. Izgleda da se odredjeni deo slota za opremu otključava kako vam se vaš plaćenik leveluje. Imaćete pregled na njegovu jačinu armora, damage, life i resistance na Cold, Fire, Lighting, Poison, Holy i Arcane. Više o Diablo III Plaćenicima možete pročitati u daljem tekstu. Imajte u vidu da ovaj sistem nije objavljen od strane Blizzarda!
The Enchantress

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The Enchantress will be your magic Follower. Able to cast skills from afar, she will pair nicely with a more melee oriented character to blast away enemies from a distance.

Skill choices:
  • Tier 1 (Unlocked at lvl 5) - Disorient, Forceful Push, Charm
  • Tier 2 (Unlocked at lvl 10) - Decoy, Reflect Missles, Powered Armor
  • Tier 3 (Unlocked at lvl 15) - Focus Mind, Amplify Damage, Lower Resistance
  • Tier 4 (Unlocked at lvl 20) - Energize, Energy Bomb, Guidance

The Scoundrel

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The Scoundrel will be a ranged physical fighter. Wielding a crossbow or bow, the Scoundrel will stay away from the forefront of the fight and pick off enemies from a distance.

Skill Choices:
  • Tier 1 - Crippling Shot, Rapid Fire, Poison Bolt
  • Tier 2 - Bandage, Dirty Fighting, Scavenge
  • Tier 3 - Power Shot, Multishot, Rain of Gold
  • Tier 4 - Anatomy, Black Market, Vanish

The Templar

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The Templar is your melee Follower. Taking the role of a Paladin like character, he will be in the front of the fight. Pairing him up with a ranged class may be a good idea to help keep your enemies at bay. WE actually saw this character as the Jack of Spades in the Diablo III poker set.

Skill Choices:
  • Tier 1 - Charge, Heal, Protection
  • Tier 2 - Guardian, Intimidate, Loyalty
  • Tier 3 - Intervene, Inspire, Tribute
  • Tier 4 - Empathy, Onslaught, Knight

Zarhym govori o Tier 12 Set Bonusima

Napokon je Zarhym odgovorio na bitna pitanja koja se tiču Tier 12 set bonusa. On je napomenuo da Blizzard i dalje radi na testiranju i  prikupljanju više informacija kako bi Tier 12 set bonus bio balansiran za sve klase. Više o tome pročitajte u daljem tekstu.

Originally Posted by Zarhym (Source)
We've seen a lot of discussion and debate over the new set bonuses. Just so everyone is aware, we're still assessing the set bonuses for tier 12 as we go through more testing and gathering more feedback.

To give you a heads up on what we're looking at so far though, here are the most recent bonuses we have in mind for some of the sets (some of what's listed below are amendments to the existing bonuses on the PTR).

Some of these bonuses might already be live as of the build pushed earlier this week, while some are yet to be implemented. If your class/specialization isn't listed here, it means the bonuses either haven't changed, or the changes haven't been solidified. Just the same, all of this is subject to ch-ch-changes over the course of the PTR process. Your feedback is appreciated!

  • Blood Death Knight 4-Piece: The bonus to parry from Dancing Rune Weapon now begins when Dancing Rune Weapon wears off, instead of lasting while Dancing Rune Weapon is active.

  • Frost/Unholy Death Knight 4-Piece: Old bonus removed and replaced -- Your Obliterate and Scourge Strike abilities deal 6% additional damage as Fire damage over 4 seconds.

  • Feral Druid 4-Piece: The bonus to dodge from Barkskin now begins when Barkskin wears off, instead of lasting while Barkskin is active.

  • Restoration Druid 4-Piece: Old bonus removed and replaced -- Your Swiftmend also heals an injured target within 8 yards for the same amount.

  • Holy Paladin 2-Piece: Old bonus removed and replaced -- Healing with Holy Shock has a 40% chance to grant you 6% of your base mana.

  • Holy Paladin 4-Piece: Old bonus removed and replaced -- Your Divine Light, Flash of Light, and Holy Light spells also heal an injured target within 8 yards for 10% of the amount healed.

  • Protection Paladin 4-Piece: The bonus to parry from Divine Protection now begins when Divine Protection wears off, instead of lasting while Divine Protection is active.

  • Holy/Discipline Priest 2-Piece: Now also triggers from casting Prayer of Mending.

  • Holy/Discipline Priest 4-Piece: Old bonus removed and replaced -- You have a chance when you cast a helpful spell to summon a Cauterizing Flame at the target’s location. Each second the Cauterizing Flame will heal an injured party member within 20 yards for 9250 to 10750 health. Lasts 5 seconds.

  • Shadow Priest 2-Piece: Now requires the priest to be in Shadowform to be active.

  • Warlock 4-Piece: Now also triggers from casting Drain Soul.

  • Arms/Fury Warrior 2-Piece: Old bonus removed and replaced -- Your Battle Shout and Commanding Shout abilities grant you an additional 35 rage. Cannot occur more often than once every 60 seconds.

  • Protection Warrior 4-Piece: The bonus to parry from Shield Wall now begins when Shield Wall wears off, instead of lasting while Shield Wall is active.

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Patch 4.2 Conquest Points Changes (Source)
So, as many of you are interpreting this change, it is to encourage more participation in Rated Battlegrounds. We see the fact that participating in Arenas is by far the superior way of obtaining top-notch PvP gear, in terms of time investment, as a problem. If you want to maximize your Conquest Point gains in patch 4.2, you'll need to participate at least a little bit in Rated Battlegrounds.

We know this may not sound very appealing to those of you who have grown accustomed to spending as little as an hour a week getting the top PvP currency in the game via Arenas over the last couple of expansions. To put things in perspective though, the total number of items that can be purchased with Conquest Points today is much larger than what you used to be able to buy with Arena Points pre-Deathwing world explosion. And there is no longer a requirement to “grind” unrated BGs for Honor each season, so the real time investment isn't changing as much as some players are perceiving it to be.

On top of that, the frank reality is that the total time investment required in season 9 to get all your points has been much, much too low, as you could do that from a few 2v2 Arena games each week completed in less than an hour’s time. It shows that Rated Battlegrounds are currently sub-par in terms of the rate at which points can be accumulated.

We do feel this change is necessary to keep the time investment vs. high-quality item accumulation in check, even if it doesn't read well on paper. However, as always, your constructive feedback is welcomed. :)


Holy Paladins Nerf in 4.2 (Source)
We increased paladin mana costs because they were too efficient at healing. In raid encounters, for instance, paladins were sitting at 40% of their mana while the other healers were flat out of mana. Paladins were casting Divine Light as their main heal because they didn’t need the efficiency of Holy Light. You personally may not have been in that situation, but when looking at the overall picture, as well as running plenty of tests, this was our conclusion overall. It is entirely possible this will hurt Holy paladins in PvP, where mana can be harder to come by. It is our hope that the recent Speed of Light change as well as another change or two coming will help offset that.

We did not make these mana cost changes because of the change to critical heals or because of any upcoming set bonuses (which are still being designed, by the way). We made the changes only because paladins were too efficient compared to druids, priests and shaman.

As a postscript, we see a lot of paladins advocating a strategy of Beacon the tank, heal the off-tank with Divine Light, and never ever do anything else... and if you ever heal the Beacon target, you fail. That’s just not a realistic goal. Stuff is going to happen that is unpredictable, or else you’d probably win every fight. You should make the most of Beacon, absolutely. It’s a great tool. But you shouldn’t consider anything that doesn’t maximize Beacon to be a class design or personal performance failure. Sometimes you’re going to want to heal the Beacon target directly. It happens.

Patch 4.1 Hotfixevi - 11 Maj

Originally Posted by Blizzard (Source)
May 5-11

  • There were several situations on transports or moving objects where players were receiving Movement Enforcement Error messaging, which should now be corrected.
  • Players using Mobile Guild Chat should no longer sometimes receive error messages incorrectly stating they are not in a guild.
  • Mail sent from the Auction House should no longer sometimes display incorrect information about the transaction. This also applies to those using the Mobile Auction House.
  • Parties will no longer disband immediately after all members log out. There is now a 5-minute grace period before the group is disbanded.

  • Characters who are resurrected by a player on a moving platform should now be transferred to the caster’s world position, rather than the location they were in when the spell was first cast.
  • Select classes are no longer able to aggro and pull a single enemy NPC from a linked group through various measures of sneakiness.


  • Stampeding Roar (Cat) should always properly cost 30 energy when used.


  • Hunter pets no longer lose talent points when a Beast Mastery hunter gains a level.
  • The Disorient effect from Scatter Shot should no longer immediately break if Scatter Shot hits the target immediately after a buff on the target fades.


  • Molten Core now correctly enhances all three Incinerate spells cast while the buff is active.

Dungeons & Raids
The Bastion of Twilight
  • The Blood of the Old God aggro radius during the Cho’gall encounter has been dramatically increased.

Blackwing Descent
  • Fiends should no longer cause any quirky despawning issues during the Atramedes encounter, particularly after Atramedes is defeated.

  • Kill credit for Kilnara for the Here, Kitty Kitty... achievement can no longer be carried over to the next kill.

  • The Miniature Voodoo Mask dropped in Zul’Aman is now a Greed-only item. No class can roll Need on this item.
  • The Voodoo Hexblade and Amani Scepter of Rites are now properly labeled as Main Hand and can only be equipped as such.

  • Players should no longer sometimes become stuck or crash while in a Battleground or Arena queue.

Quests & Creatures
  • Players should again be able to successfully complete the quest The Firelord in Mount Hyjal. NPC heroes should be functioning correctly.
  • The Horde NPC Kadrak is visible for players to turn in the quest Mor'shan Caravan Delivery after completing the quest To the Rescue! in Northern Barrens.

The Firelands: Lord Rhyolith i Baleroc

Blizzard je ažurirao njihov Firelands Preview dodavši dva nova Screenshota. Interesantno, Lord Anthrycist je izgubio svoje čudno ime i sada se zove Ryolith?

Originally Posted by Zarhym (Source)
Hey all,

We've added new images for Lord Rhyolith and Baleroc [The Gatekeeper] to our patch 4.2 preview of the Firelands.

You can check them out here: http://us.battle.net/wow/en/blog/2682944

Patch 1.3.3 Now Live!

StarCraft II: Wings of Liberty patch 1.3.3 is now live! This small patch features several adjustments to race balance and bug fixes. Be sure to check out the full patch notes below to learn all about the latest changes.


StarCraft II: Wings of Liberty

Table of Contents



  • The default hotkey to toggle in-game music on/off has been reverted to its hotkey prior to Patch 1.3.0. The hotkey to display APM in the observer stat panel has been changed as a result.



    • Archon
      • Now a massive unit.
      • Range increased from 2 to 3.
    • Cybernetics Core
      • Research Warp Gate time increased from 140 to 160.
    • Gateway
      • Sentry train time decreased from 42 to 37.
      • Warp Gate unit train times remain unchanged.
    • Pylon power radius has been decreased from 7.5 to 6.5.
    • Bunker
      • Salvage resource return reduced from 100% to 75%.
    • Ghost
      • Cost changed from 150/150 to 200/100.
    • Thor
    • Thor now has 200 max energy, and starts with 50 energy.
    • 250mm Strike Cannons now cost 150 energy to use (cooldown removed).
  • ZERG
    • Infestor
      • Speed decreased from 2.5 to 2.25.
    • Spore Crawler
      • Root time decreased from 12 to 6.


Bug Fixes

  • Fixed an issue where Ghosts could not quickly EMP the same location.
  • Fixed an issue that allowed players to stack air units when issuing a queued stop command before the units reached the end of their patrol point.
  • Fixed an issue where unplugging your USB headset while another player was talking to you could cause a crash.
  • Fixed an issue where the APM statistic could be artificially increased.
  • Fixed an issue where 3D unit portraits were not animating smoothly at slow game speeds.
  • Fixed an issue where, when viewing a replay, no text message was displayed when a player left a game.
  • The Taiwanese hotkey to display/hide the game UI while in Observer mode now works correctly.

2011 Arena Pass: Faze

Originally Posted by Blizzard (Source)
The 2011 Arena Pass is split into several different phases. To help you gain a more detailed understanding of how this year’s Arena Pass will unfold, you can find an explanation of the different phases in this article. You can also find out which matches are counted towards receiving a pet or title!

Registration Phase
4 May – 21 June (9pm CEST)
During this period you can register for the European 2011 Arena Pass Service. Registration will be closed outside of these dates.

Practice Phase
11 May – 8 June
During this period you will be able to enjoy the Arena Pass Realm and practice your setup with your friends. Matches played during this phase will not count towards the pet and title prizes.

Ranked Ladder Phase 1
8 June– 22 June
All Arena Rating points will be set to zero when this phase begins. Ranked 3v3 matches played during this phase will count towards the pet and title prizes. If a player switches from one Arena Team to another, the Arena Team that the player joins will have their Arena Rating reduced by 150 points.

Ranked Ladder Phase 2
22 June – 4 July (9pm CEST)
Ranked 3v3 matches played during this phase will count towards the pet and title prizes. During the Ranked Ladder Phase 2 of the Arena Pass Service, players cannot switch Arena Teams.

Prize Eligibility
Ranked 3v3 matches that count toward the pet and title prizes will start on 8 June 2011, (once the weekly maintenance has ended) and end 4 July 2011, at 9pm CEST.

Please note that phases begin once weekly maintenance has finished on the dates specified, and end at the beginning of maintenance on the dates specified (unless stated otherwise).
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