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Happy Halloween from Hordelife!
Hordelife would like to wish everyone a Happy Halloween! Have a safe & fun night. Don’t drink and drive and always buckle up. Safety first, pwnage after! Haha! More updates will come tomorrow but for now here is a funny video I will post for viewing pleasures! I duno why but everytime during Halloween this guy comes to mind. The famous LEROY JENKINS!!!! For those who don’t know about him this will be a funny treat, and for those who do, a funny reminder haha! Good alliance hunting! Take care guys!

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Parents Pwn Noob Boyfriend!
Hilarious video from College Humor! Noob boyfriend comes meets parents haha. Loved the part when the mom is like “You might as well date an alliance” LOL!!! Overall hilarious video. Check it out you wont be disappointed. Even if you play alliance you’ll find this to be funny lol.

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So lately we have stirred away from our humorous content, but just a refresher from all packed information here is a funny video we found. A rogue pwns three alliance players his same level. Dude this is just hilarious when it comes to showing the difference between horde players and alliance players! check it out!

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New Blizzcast 11

Blizzard hasn’t released all new information in this one, it’s pretty much a recap about blizzcon 2009 and past information. Hopefully we will see something about cataclysm for the future recordings.

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A guild on Greymane named Alpha have downed Sindragosa. The recording is from the view of the tank. Watch, learn, enjoy! =)

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Ghostcrawler post about Chill of the Throne

Since there was a lot of disappointment about Chill of the Throne Ghostcrawler has responded a blue post to satisfy their complaints. Here is what went down.

Tank Avoidance (Source)

Our original estimations for tank avoidance would have worked fine had we not decided to add extra tiers of gear to reward heroic boss kills halfway through the expansion.

The Cataclysm design will keep tank avoidance at more manageable levels. The loss of defense skill counts for a lot right there. We are also considering giving bosses expertise or other ways of baking in Icewell Radiance — basically the concept that bosses scale with gear rather than just hitting harder and taking more hits.

Best in Slot and Itemization (Source)

You are making the common mistake in thinking that our goal for itemization is to give you the best possible gear that we can. Itemizing your character is supposed to be a choice. There will be better pieces and worse pieces. There will be pieces that combine stats your really want with stats you don’t really need. Wearing the best gear for their character (which is not the same as wearing the best gear) is one way players have to demonstrate mastery of the game.

This is also why I always preach to take BiS lists with a grain of salt. Merely reaching for the item declared to be BiS by a spreadsheet or system you might not even understand could lead you to making bad gear choices, often of the variety of passing over the good upgrade because it’s not the best possible upgrade.

Will you let us know the exact values for mob expertise? (Source)

Yes. We would probably just let you see the numbers directly. I consider it a design flaw that players have to experiment to determine thinks like hit and expertise caps. We’re all for experimentation and theorycrafting, but we don’t think it’s fair to require some players to go out and do a lot of work to generate specific numbers that all players feel like they need to know.

If avoidance is a problem, just have the item team put less avoidance on tank gear (Source)

We just don’t think that works. If you put very unattractive stats on gear then players just go back the previous tier of gear and complain that we don’t know how to itemize. If you put bonus stamina on the tier 10 gear, then that means the next tier of gear better have bonus stamina as well. If it has avoidance instead of that bonus stamina, tanks just shrug and go back to the tier 10 gear.

This is not a tank only problem. Casters won’t upgrade to gear that doesn’t have more spell power on it, because spell power tends to trump everything else for purposes of their dps or healing.

We put a little bonus armor on non-armor items (necks, rings, trinkets and the occasional cloak). We don’t put bonus armor on gloves and chests because that gear would be too good.

It’s an item level problem. If we added another raid tier to Lich King, we couldn’t just keep avoiding avoidance and avoid it for every tier going forward. We just need a system where you avoid a Naxx boss 30% of the time and an Icecrown boss 30% of the time, the same way the Icecrown bosses have e.g. 30% larger health bars and thus take 30% more damage to kill. Otherwise the stats don’t scale and bad thing happen (in this case the boss having to land so much damage to account for the fact that it misses so often).

Items with +Armor instead of Dodge or Parry (Source)

There are some plate ones. There aren’t leather ones any longer, and even the plate ones as you mentioned become so attractive that it’s hard to get players to replace them. I’m not sure we’ll continue to be able to do them in the future.

We’re going to continue to itemize different gear differently. We don’t want the PvE gear to become even more like the PvP gear where all the stats advance in lockstep with item level. Fundamentally, we just don’t buy the argument that if we didn’t put avoidance on gear that avoidance wouldn’t get too high. Stats increase because players power level increases, not because of the mix on a particular tier piece.

Chill of the Throne’s effect on Rune Strike — oversight? (Source)

It’s not an oversight. The question is how many times are you prepared to use Rune Strike but can’t because you haven’t gotten a dodge or parry. If you are replacing most of your white swings with Rune Strikes, then you shouldn’t see much of a difference.

Yeah, per my previous response we are looking at Rune Strike. We’re not convinced it will be a problem yet.

Remove avoidance from items (Source)

And your tier 10 gear looks exactly like your tier 9 gear with just 13 more stat points.

Even worse, many tanks will decide that threat isn’t their problem to solve or else they can’t afford the luxury of threat since they need to survive, and those stats will be considered junk.

Bosses in Icecrown (Source)

I am pretty sure on day one of 3.3 going live this forum will be filled with tanks who died and respond with “I thought bosses weren’t going to hit hard.”

It’s Icecrown. It’s not going to be Naxx.

Naxx was but a setback….

This just makes the dodge stat worse (Source)

Nerfing dodge does not make the dodge stat worse. It only makes the amount of dodge on your dude worse. Would you stop stacking stamina if we nerfed your health?

There was too much item inflation, causing the need for Chill of the Throne (Source)

We would not have this problem if Icecrown gear had been item level 245 or so, as we originally intended. We added a few extra tiers of gear to support heroic modes. We felt like we had to do that to have different difficulty levels and make raiding more accessible overall. We felt like we had to reward the harder modes with the better gear or nobody would have been very interested.

The proportions of relative stats on your gear are not the problem. They are proportional, give or take a little, at every tier except for stats like hit that cap out. The problem is not the class and item teams being out of sync. In fact, they are the same team.

Will Chill of the Throne mess with diminishing returns on dodge and parry? (Source)

The 20% nerf is applied after diminishing returns. That is why I am saying it won’t affect the relative value of dodge and parry. The Icewell Radiance won’t get you closer to diminishing returns by itself.

The whole point of this change is so bosses can hit less hard but more often, for the same damage over time but with fewer deadly spikes. That should feel better to everyone overall. The reason I am reluctant to say that is because some players are going to go into Icecrown, find it hard, and then expect us to buff their class.

It won’t be Brutallus hard, at least most of the bosses and at least on normal mode. We’re not going to be particularly sympathetic to players who find heroic mode too hard.

Blue Posts
General update on all the latest blue posts.

Blizzard’s thoughts on Effective Health (Source)

I am going to attempt to explain the disconnect the community and the developers have over effective health.

When I first learned to tank, long before I came to Blizzard, I learned that effective health is a measurement of your stamina in relationship to your armor. This is a pretty easy number to generate. It’s reasonable to include say shield block and other simple forms of mitigation into the calculation.

However, you cannot directly translate effective health into best tank. Avoidance matters. If it didn’t, we would have no reason to nerf it in Icecrown. Good tanks don’t depend too much on avoidance, but great tanks understand its value.

Furthermore, your estimations of effective health become less and less accurate the more variables you try to factor in. Most saliently, you can’t easily account for cooldowns. You can’t compare a short duration that reduces damage by 80% to a long duration that reduces damage by 10%. Mathematically they might generate the same effective health number, but in reality they work pretty differently and each has their own benefits in certain situations, which vary depending on boss mechanics. (I’d generally take the first one though.)

We purposely made the cooldowns difficult to compare from class to class. You shouldn’t then be surprised when we take your effective health calculations based on direct comparisons of said cooldowns with a grain of salt.

It’s fine to compare health, armor, avoidance or cooldowns. I would not recommend putting too much faith in one ubernumber that you generate by combining all of them.

Avoidance is irrelevant (Source)

That’s just not true. If you turned your back on a mob, your armor and health would not change. The boss would hit you a lot more. You would be a worse tank. If you could somehow remove all of your dodge and parry, you would take more damage.

I think what is happening here is that some of you are adhering too tightly to the guideline that since bosses can potentially two-shot you that avoidance is unreliable and health * armor is king. I understand that logic. But don’t take it to the illogical conclusion that avoidance is irrelevant. If your 50-60% avoidance went to 0% you would notice quickly.

Dungeon system gear restrictions (Source)

It uses all the items you own to make that determination, not just what you have equipped.

Honestly though, we are really relaxed about how we use this restriction. It’s basically in there to prevent newly minted 80s in quest greens from rolling into a heroic dungeon that is likely to kick their butt. Most players sophisticated enough to be on these boards won’t run into it day to day practice.

Should the LFG channel be world-wide? (Source)

I don’t think a world-wide LFG channel would be something you’d really want. It would immediately become the global chat channel for trade, spam and Chuck Norris jokes.

On live it’s restricted to people using the LFG tool. The new dungeon tool honestly makes matches so quickly under most conditions that that implementation won’t work. We feared people would just use the /trade channel if we didn’t make a similar /lfg channel.

Weapon swapping (Source)

We think the problems with swapping weapons get overstated a lot. There is some theoretical evidence that you can get a small dps increase by swapping weapons. In reality, many of the rogues who try it find that it’s too prone to error given the marginal benefit. If you can make it work, that’s great for you, but we don’t think that weapon swapping will be the typical way for rogues to max out their dps.

Now if it got the point where the typical raiding rogue was dependent on swapping weapons, we’d probably do something about it.

Give casters wands at level 1 (Source)

As far as wands go, we definitely do not want to give them to casters at level 1. Wands play a very different role for casters than melee weapons do for melee classes. They’re generally used as mana conservation DPS. We are removing the Attack button from level 1 casters’ action bars specifically so new players aren’t inclined to walk around trying to melee foes without learning the way the spells available to them function. Giving them a wand and placing the Shoot icon on the action bar would lead to the same issue for players new to the game rolling casters. They might be inclined to run around using their wands rather than learning their class spells.

With mana regeneration being greatly improved for the level 1-10 experience in patch 3.3, mana issues should not warrant the use of wands too often when players are getting started. Because of this, we want to make sure new players are focused purely on learning how to use spells to kill enemy targets.

Paladin

Retribution viability in arenas (Source)

Ret should be viable in Arena and all aspects of the game. You have to be very careful when you analyze Arena statistics however. If say Shadow priests aren’t viable in Arena, then many Shadow priests would rather stop competing than to go Disc. We have found that many paladins will switch specs at the drop of a hat for PvP purposes. You individually may not, but that doesn’t prove the trend invalid. So if actual Ret spec paladins are low, you have to ask yourself how many of them are essentially behaving like Ret paladins but going to get a great talent deep in Holy or Prot. How many of them switched to Prot because Prot is too good at healing? You can’t just jump to a “buff Ret” solution.

Rogue

Why the Vanish fix was reverted (Source)

It actually wasn’t working well on the PTR because some casts that should not have broken it still broke it and it also prevented legitimate stealth breakers from functioning well. We probably could have lived with one of those problems, but with both it didn’t seem worth the change.

I know it’s more fun to blame it on forum QQ though.

Why are rogues being given dual wield at level 1 in 3.3? (Source)

While other classes can viably dual wield, it’s a core part of the rogue class. As one aspect of the many changes we’re making in patch 3.3 to improve the learning curve for brand new players, we’re making it so that rogues, by default, know how to dual wield.

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WoW Patch 3.3 PTR – Sindragosa Testing

Encounter Details


Sindragosa
Health: 34.9m (25) / ?? (10) Other: Soft enrage at 30%
Abilities
Blistering Cold
Deals 35000 Frost damage to enemies within 25 yards. This is used after she casts Icy Grip.
Cleave
Inflicts normal damage plus 50 to an enemy and its nearest allies, affecting up to 10 targets.
Frost Aura
Deals 4500 Frost damage to all nearby enemies every 3 sec.
Frost Beacon
Marks a target for imprisonment in an Ice Tomb.
Frost Bomb
Deals 23563 to 26437 Frost damage to all nearby targets. You need to hide behind Ice Tombs to avoid this damage. Sindragosa will target locations in the room while flying and cast it there. After she uses this 4 times she lands.
Frost Breath
Inflicts 37000 to 43000 Frost damage to enemies in a 60 yard cone in front of the caster. In addition, the targets’ attack speed and chance to dodge are decreased by 50% for 6 sec.
Ice Tomb
Entombs the targeted foe and all enemies within 10 yards in ice. She targets 5 random players after taking off and casts this on them. The tombs have 454k HP and must be killed after she lands to free the players stuck in them, though you should begin dealing damage to the tombs before she lands for maximized DPS on her post-land.
Icy Grip
Extend tendrils of frigid wind to pull all nearby enemies to the caster. After she uses this, she will follow it up with a Blistering Cold.
Instability
Using magic while afflicted with Unchained Magic will build up unstable energy, dealing 2000 Arcane damage to the caster per spell cast, 8 sec after spellcasting ends. Stacks 99 times.
Mystic Buffet
Buffets all foes within 200 yards with arcane energy, increasing all magic damage taken by 10% per application for 8 seconds. Stacks 99 times.
Permeating Chill
20% chance on physical attacks to be chilled to the bone, dealing 1000 Frost damage per 2 sec. for each application over 8 seconds. Stacks 99 times.
Tail Smash
Inflicts 11250 to 18750 damage on enemies in a cone behind the caster, knocking them back.
Unchained Magic
Inflicts an arcane malediction on the target, causing any spells cast to result in a backlash of Arcane power after 8 sec.  Multiple spellcasts by the afflicted target will intensify the backlash.
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Icecrown Citadel will now have it’s own version of Sunwell Radiance.

Quote from: Daelo (Source)

For Icecrown Citadel, we are implementing a spell that will affect every enemy creature in the raid. The spell, called Chill of the Throne, will allow creatures to ignore 20% of the dodge chance of their melee targets. So if a raid’s main tank had 30% dodge normally, in Icecrown Citadel they will effectively have 10%.

Why are we doing this?

The high levels of tank avoidance players have obtained is making the incoming damage a tank DOES take more “spiky” than is healthy for raiding. Ideally, tanks would be receiving a relatively constant stream of damage over time. This allows healers to better plan their healing strategy, broaden their spell options, and simply give more time to react. Tanks could use their cooldowns more reactively. Instead, the current situation is that if we make a hard hitting melee boss and a tank doesn’t avoid two successive swings then the tank could very well be dead in that 1-2 second window. The use of reactive defensive abilities instead becomes a methodically planned affair, healers have to spam their largest heals just in case the huge damage spike happens.

We’ve been trying to do a fair amount to mitigate the effect of high tank avoidance on the encounter side of things during this expansion with faster melee swings, additional melee strikes, dual wielding, narrowing the normal variance of melee swing damage, and various other tricks. There’s a limit to what we can do, however. So to give us a bit of breathing room we’ve implemented Chill of the Throne. Going forward past Icecrown Citadel, we have plans to keep tank avoidance from growing so high again.

We’ll have this on the PTR soon so players can see the effects inside Icecrown Raid.

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3.3 PTR Testing – Gunship Battle
There will be updated a couple times throughout the testing process with more info. Stay tuned to this page for future updates!

Encounter Details
The fight starts with your gunship being pulled up next to the opposite factions gunship. Then all players take control of the cannons and fire at the gunship to reach the next part of the encounter. When the oppsoite factions gunship reaches 75%, a mage will freeze the cannons and start to teleport NPC’s to your gunship. What next? The fight begins!

At this time you fight the NPC’s on your ship, and some players are sent over to the other ship by using jetpacks to kill that mage thus allowing your gunships to work again. And the process repeats over and over again.

Muradin Bronzebeard
Health: 4.8m (25) / ?? (10) Damage: ?? (25) / ?? (10)
Abilities
Battle Fury
Increases all damage done by 5% for 20 seconds. Stacks 75 times. This is placed on Muradin’s target and procs every time he hits them.
Cleave
Inflicts 110% of normal melee damage to an enemy and its nearest allies, affecting up to 3 targets.
Alliance Gunship Cannon
These are the cannons players use to attack the other gunship. They work off of an “overheat” mechanic with a special resource bar. As you use your first ability your overheat bar fills up. If you fill it up completely it will lock the cannon for 5 seconds, preventing use.

Your second ability does damage in part based on the amount your cannon is overheated, so it’s important to use ability #1 until you can’t anymore without locking your cannon.

Abilities
Cannon Blast
Launches a cannonball at the target. Inflicts 1000 Siege damage and generates 6 to 10 Heat.
Incinerating Blast
Consumes all of the cannon’s Heat to launch a massive ball of fire at the target. Inflicts 1000 Siege damage plus additional damage per point of Heat.
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Quel’Delar: The Sister Blade

Quote from: Bornakk (Source)

In ages past the great Dragon Aspects worked alongside the night elves to forge powerful prismatic blades that could be used to thwart any evil that came into the world. One of these weapons, Quel’Serrar, was recently unearthed. Another will soon be found…

In the upcoming content patch the sister blade, Quel’Delar, will be obtainable by players. If you want to know more, take a glimpse into this weapon’s tragic past and where the quest to re-forge it will begin.

Link: http://www.worldofwarcraft.com/info/underdev/3p3/queldelar.xml

Story of Quel’Delar

Quote from: Blizzard (Source)

In ages past the great Dragon Aspects worked alongside the night elves to forge powerful prismatic blades that could be used to thwart any evil that came into the world. They would become known as the blades of Quel’Serrar. One of these blades, which had become lost in time, was recently unearthed again by brave heroes of Azeroth. Now rediscovered, Quel’Serrar is revered once more as a mighty tool of raw power.

Its sister blade, however, has not been seen for many years…

The sword known as Quel’Delar was held by the group of kaldorei who would eventully become the high elves, and it was handed down from generation to generation. Most recently Quel’Delar was wielded by the valiant high elven warrior Thalorien Dawnseeker. Thalorien fought tirelessly in the Troll Wars to defend his beloved home of Silvermoon, the Sunwell, and all of Quel’Thalas. When the Scourge swept through the lands during the Third War, Thalorien was among the last lines of defense for the Sunwell. Despite the sword’s power, he was ultimately slain by the overwhelming might of Arthas and his legendary runeblade, Frostmourne. Quel’Delar was thought to be lost forever.

Following the destruction of their homeland, the determined blood elves began to regroup and rebuild. It was during this time that the battle-hardened warrior Lana’thel stumbled upon Quel’Delar, and soon afterward the greatest opportunity to use the blade presented itself: Prince Kael’thas Sunstrider raised an army and combined forces with Illidan Stormrage, who led them north to Icecrown on a mission to destroy the Lich King. Lana’thel readily followed her prince with one thought in mind — revenge against the Scourge — but only tragedy awaited her.

In the icy hills of Northrend, Arthas ultimately defeated Illidan and Kael’thas, and the expedition’s few survivors were scattered across the frozen wastes. One by one the Lich King sought out those who had challenged him, and Lana’thel found herself cornered. Using Quel’Delar, she struck at him with all her might… but Frostmourne’s evil powers overwhelmed her. Through his blade, the Lich King chose Lana’thel to serve him in undeath as queen of the San’layn, a group responsible for overseeing the Scourge’s operations across Azeroth.

Queen Lana’thel eagerly carried out her new duties, but every time she looked at her blade, maddening anger would swell within her as she remembered her former life. She could not afford such distractions, and with a scream that echoed throughout Icecrown, she shattered Quel’Delar and flung the fractured pieces as far as she could.

Now…

The champions of the Alliance and the Horde who confront the Lich King’s armies have but a slim chance of finding the pieces of this fabled blade. If they succeed, the heroes can embark on an epic adventure to re-forge Quel’Delar. They will require the strongest materials and a source of great power to make this shattered blade into the fearsome weapon it once was. Several classes can use Quel’Delar, and the sword can fit several different play styles. For any class that is unable to wield it, however, the Sunreaver blood elves and the Silver Covenant high elves will gladly take this relic of their history in exchange for a usable weapon.

The search begins soon…

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About Author

Hey, I've created this fansite for all World of Warcraft players to come conversate and read up on interesting information. I will post humerous pictures, polls, and topics for people to view as well as comment. I do play World Of Warcraft and I play for the Horde faction! So all you alliance players, watch your backs! FOR THE HORDE!