Thursday, July 22, 2010

New cata build for fury warriors! (new beta build 12604)

Here is the new build recently released for warriors on cataclysm. This is my custom build meant for max DPS for fury. More builds are to come when they have a solid build.

Friday, July 16, 2010

Things to come!

Hey everyone soon I will be adding new things like prot spec for cata and arms spec for cata. I will also be helping out with ruby sanctum and ICC stuff. I will also be adding any new updates coming out for warriors for cataclysm in the future. Stay tuned!

Fury build for Cata!



Here is a quick build I came up with for fury warriors for the next expansion. Enjoy!

This is for dual wield 2 handers. For 1 handers is the same thing just switch around titans grip with Single-Minded Fury.

New warrior Talent tree

So in cataclysm they are revamping all of the talent trees for every class. Yes they are going to be 41-point talent trees. Here is a look at then new talent trees for warriors.

http://www.wowtal.com/#k=.9mn.warrior

Source: http://mmo-champion.com

Warriors in Cata!

Here are all the upcoming warrior changes for cata!

http://www.mmo-champion.com/content/1676-Warrior-Cataclysm

Thanks MMO-champion!

Tuesday, March 9, 2010

Cataclysm for Warriors

Last post of the day here everyone. Just wanted to let you all know that once cataclysm is released I will be also updating this blog with information for warriors, I will also do a big post when the release date comes closer for cataclysm. The update will contain ALL of not MOST of the upcoming warrior changes. Stay tuned!

Cheers,

Aerialslayer

My new and improved fury build.



This is my current fury build. It is great for that extra DPS. :D

ICC 10 man, what a night :D

hey guys,

Alright so lastnight I ran ICC10 man. It was actually a pretty good pug. I got Citadel Enforcer's Claymore again for my offhand, as well as Deathspeaker Zealot's Helm. I also got a new ring for becoming honored with the Ashen Verdict. When I went in I was surprisingly top DPS with almost 8k. I was pretty happy with the overall results and I plan on going back to ICC later this week. I will keep you all posted with my gear and DPS updates. Also coming up in the near future I will be talking more about fury and arms as promised. I will also be posting my new build for fury shortly.

Cheers,
Aerialslayer

Tuesday, March 2, 2010

WTF is up with my DPS!?

Alright so I have been having major issues lately with my DPS in ICC and other raids. I don't know what it is. I went to ICC on Sunday night, we got up to professor putricide or whatever his name is. So anyway I am hitting hard, criting big, pretty sure I was pulling tons of DPS. Well I thought wrong once again. I went to go check my DPS and i cannot do more than 3.8k DPS. That is bad in ICC. I was in last with DPS and the guy above me was at 5.5k. My gear score is 5300, and I SHOULD be able to pull a lot more than a miserable 3.8k right? Well I don't know, I need to figure out this problem before no-one wants to pug me anymore because of my low DPS. Really driving me nuts!!

Wednesday, February 24, 2010

Cataclysm Information!!

All this information is taken directly from Blizzard entertainment and wowhead.

Cataclysm is the third World of Warcraft expansion and is currently in development. Cataclysm was officially announced on August 21, 2009 at BlizzCon. When will Cataclysm be released? Soon

This guide contains everything known (so far) about the upcoming expansion!

Table of Contents

1 * General - General features and additions! Some big changes!

2 * Goblins & Worgen - Two new races! New mounts, racials, and more!

3 * A Brand New World - Cataclysmic changes in Azeroth!

4 * Dungeons & Raids - Heroic Deadmines and Shadowfang? Yes, please!

5 * PvP - Even more places to melt faces!

6 * Guild Advancement - Guild talents, experience, achievements, currency, heirlooms, ...

7 * Paths of the Titans - Bored of your talents? Pick a path!

8 * Spells & Talents - A brand new batch of nerfs n' buffs!

9 * Professions - Archaeology & Reforging. What is this??

1 * General - General features and additions! Some big changes!

This video, first presented at BlizzCon 2009, unveiled Cataclysm to the world!
http://www.youtube.com/watch?v=58XMAHlqM3Q - WoW Eu channel.

Cataclysm is not currently available to anyone but Blizzard employees. Neither the F&F Alpha nor the Beta have begun yet.

New Race/Class Combinations

Human - Hunter.
Dwarf - Mage, Shaman.
Night Elf - Mage.
Gnome - Priest.
Draenei - No current combinations to this race.
Worgen - Death Knight, Druid, Hunter, Mage, Priest, Rogue, Warlock, Warrior.

Orc - Mage.
Undead - Hunter.
Tauren - Paladin (Holy Cow!), Priest.
Troll - Druid.
Blood Elf - Warrior.
Goblin - Death Knight, Hunter, Mage, Priest, Rogue, Shaman, Warlock, Warrior.

Stat Changes

These stats are seeing drastic changes in Cataclysm:

~ Armor penetration rating - Removed from items and talents. Some specializations will receive it it through the Mastery system.

~ Attack power - Removed from items. Death Knights, Paladins, and Warriors will receive 2 AP per 1 Strength. Druids, Hunters, Rogues, and Shamans will receive 2 AP per 1 Agility.

~ Block value - Removed from the game. Blocks will now reduce a percent of the overall damage, rather than a value.

~ Defense rating - Removed from the game. Tanks will now achieve crit immunity through talents alone.

~ Haste rating - Redesigned. Melee physical classes will receive higher power (e.g. Energy) regeneration rate. Spellcasters will continue to gain casting speed through haste.

~ MP5 - Removed from items. Spirit and optional (Meditation-like) talents will provide all the mana regeneration needed for healers. DPS casters will not need Spirit anymore, talents will be sufficient.

~ Spellpower - Removed from items. Spellcasters will gain Spellpower through Intellect, similarly to how melee classes will gain attack power from Strength/Agility.

New Mastery Stat

In Cataclysm, the Mastery system will be added to the talent system. You will gain passive bonuses for spending points in any of the talent trees. A side result of this will be the removal of some of the current talents that are just baseline increasers (e.g. Spell Power, Cruelty, and Fire and Brimstone). With this Blizzard hopes to allow more choice in talent decisions, such as picking this fun talent (e.g. Body and Soul, Juggernaut and Lightning Overload) over the 10% DPS increase.

Additionally, there will be a new item stat added, called Mastery. This stat will increase the passive bonuses from the tree you spent the most points in.

~ Masteries will be "invisible talents" you get as you put points in your trees. They improve stats the specific tree focuses on. You will gain masteries only for the talent tree you have the most points in.

~ For classes with several talent trees that perform the same function (e.g. DPS): Combat rogues will get melee damage, hit chance, and armor penetration, whereas Subtlety rogues will get melee Damage, melee haste, and energy regeneration.

http://static.wowhead.com/uploads/screenshots/normal/156610.jpg

Possible Changes

The changes below have been mentioned in Blizzard's developer chats on Twitter.

~ Blizzard designers are discussing the possibility of increasing the storage space available to players, and providing a more convenient storage method for tabards.

~ Several realm first achievements will most likely be changed to say "without XP bonuses".

~ Worgen/Goblin race change will most likely be locked for a few weeks or months when Cataclysm is released.

New Visual Features

Revamped Water
The water has been drastically improved in Cataclysm, thanks to some new shader effects.

http://static.wowhead.com/uploads/screenshots/normal/156596.jpg
http://static.wowhead.com/uploads/screenshots/normal/156597.jpg
http://static.wowhead.com/uploads/screenshots/normal/156598.jpg

Terrain Phasing
Cataclysm introduces a new technology, terrain phasing, which changes the terrain over time as you complete quests or other requirements. Terrain phasing differs from regular phasing in that it affects the world environment.

http://static.wowhead.com/uploads/screenshots/normal/156614.jpg

2 * Goblins & Worgen - Two new races! New mounts, racials, and more!

Goblins

After a betrayal from one of their own trade princes, a series of cataclysmic events in the Lost Isles and Undermine, and open hostility from members of the Alliance, the goblins of the Blidgewater Cartel decide that their relations with the Horde should no longer be neutral. Through the orcs, the goblins enter the Horde, becoming the 6th race to follow the Warchief's leadership and are even given an opportunity to save Thrall himself!
Quick Facts

* Starting area: Kezan. (1 - 5), Lost Isles (6 - 15)
* Mount: Race kart.

Available Classes

Death Knight - Hunter - Mage - Priest - Rogue - Shaman - Warlock - Warrior

Racials

~ Best Deals Anywhere (Passive) - Best possible gold discount, regardless of reputation. That is 20% off everything that is subject of reputation discount!

~ Better Living Through Chemistry (Passive) - Alchemy skill +15, your potions give more health/mana.

~ Pack Hobgoblin - Calls in your personal servant, allowing you bank access every 30 min.

~ Rocket Jump - Activate your rocket belt to jump up to 20 yards. Works similarly to Disengage, only propelling you towards the target, instead of away from it.

~ Rocket Barrage - Fire your belt rockets at an enemy within 30 yards. Shares cooldown with Rocket Jump.

~ Time Is Money (Passive) - Cash in on a 1% increase to attack and casting speed. Not to be mistaken with Haste, which is now a redesigned stat.

Images

http://static.wowhead.com/images/guide/cataclysm/races-goblin.jpg - Goblin Race (Male)
http://static.wowhead.com/uploads/screenshots/normal/157592.jpg - Goblin Race (Female)
http://static.wowhead.com/uploads/screenshots/normal/156983.jpg - Goblin Mount (Sketch)


Worgen

Years have passed without news from the isolated human kingdom of Gilneas. King Greymane and his people severed any connection with the outside world after the Second War, and ever since then the Greymane Wall, the seas, and the mountains have protected the people of Gilneas from outsiders' eyes. Now the wall is broken, the Forsaken advance in the area, and the mysterious curse of the worgen summoned by Arugal has infected large number of Gilnean citizens.
Only the timely intervention of the night elves saves the people of Gilneas - but even the elves could not prevent all of the damage - almost the entire country have been transformed into worgen. A "cure" of sort has been developed and while not perfectly effective, it allows the cursed people to keep their mind and consciousness even when transformed.

Quick Facts

*Starting area: Gilneas. (1 - 15)
*Mount: Mean creature. (Name not known yet)

Available Classes

Death Knight - Druid - Hunter - Mage - Priest - Rogue - Warlock - Warrior

Racials

~ Aberration (Passive) - Reduces duration on Curses and Diseases used against you by 15%.

~ Darkflight - Activate your true form, increasing movement speed by 70% for 6 sec. 3 min cooldown.

~ Flayer (Passive) - Skinning skill +15, skinning speed increase, no knife required.

~ Two Forms - Transform into your currently inactive form. 1.5 sec cooldown.

~ Viciousness (Passive) - Increase damage done by 1%.

Images

http://static.wowhead.com/images/guide/cataclysm/races-worgen.jpg - Worgen Race (Male)
http://static.wowhead.com/uploads/screenshots/normal/157593.jpg - Worgen Race (In Armor)
http://static.wowhead.com/uploads/screenshots/normal/156984.jpg - Worgen Mount (Mean Creature)

3 * A Brand New World - Cataclysmic changes in Azeroth!

The cataclysm has caused, well, cataclysmic changes to the world as we know it! All of Azeroth has been affected by the return of Deathwing, and as such many zones incurred incredible changes! The cataclysm has resulted in abundant visual differences to once familiar zones of Azeroth (such as The Barrens). Blizzard has also streamlined these old world zones to make questing and leveling more efficient and follow a more logical progression path. Quite possibly the most important change being made to the old world is the ability to use flying mounts, which were previously restricted to use in only Outland and Northrend!

*This video is from the BlizzCon 2009 press kit and shows some of the major zone changes and the Worgen/Goblin starting zones.

Featured zones: The Barrens, Ashenvale, Darkshore, Desolace, Stonetalon Mountains, Gilneas, and the Lost Isles!

http://www.youtube.com/watch?v=uBi6hMrAPBY


Leveling Flow Changes

The changes should make it easier to decide where to level and Blizzard expects that you should spend no more than 5 levels in a zone before moving on. These classic zones will not only be facing a plethora of visual redesigns, but some now feature different level ranges than the were generally assigned pre-Cataclysm!

http://static.wowhead.com/uploads/screenshots/normal/156410.jpg - North Eastern Kingdoms
http://static.wowhead.com/uploads/screenshots/normal/156409.jpg - Southern Kalimdor

New Zones
Eastern Kingdoms

Gilneas (1 - 15) – Worgen starting zone
With the destruction of the Greymane Wall, the previously inaccessible human kingdom of Gilneas can now be found southwest of Silverpine Forest. This zone serves as the starting area for the new Alliance race, the Worgen. Gilneas is rather dark and dreary, as though the Worgen curse affected not only the people but the landscape, as well. The constant Forsaken threat has led the people of Gilneas to join the Alliance, with whom they will constantly battle the Horde - even at low levels! The people of Gilneas also battle the terrible Worgen curse that has corrupted their noble people, and new players will play through an introductory storyline in which they get accustomed to what they have become.

http://static.wowhead.com/uploads/screenshots/normal/156510.jpg - Map
http://static.wowhead.com/uploads/screenshots/normal/157589.jpg - Screenshot
http://static.wowhead.com/uploads/screenshots/normal/156511.jpg - Screenshot

Twilight Highlands (84 - 85)
The Twilight Highlands is a new high level zone located just east of the Wetlands, accessible through the eastern path that currently leads into the small, undeveloped subzone of Grim Batol. This entryway has been drastically redesigned and the pathway will now lead through the mountains and into the new Grim Batol raid instance. The area is densely populated by Twilight Hammer members, who have set up many camps throughout the zone. Deathwing himself currently resides deep in the fortress of Grim Batol, and the zone features a strong dragon population - including members of the black, red and twilight dragonflight. This zone will feature both Horde and Alliance encampments and will be accessible by boats, presumably to and from other coastal port cities and a new eastern port located between Eastern Plaguelands and The Hinterlands.

http://static.wowhead.com/uploads/screenshots/normal/156508.jpg - Map

Tol Barad (84 - 85) – Outdoor PvP zone
The island of Tol Barad can be found located in the Baradin Bay, south of Hillsbrad and to the west of the Wetlands. This zone will serve as a new outdoor PvP zone, much like Wrath of the Lich King's Wintergrasp. In Tol Barad, players will fight for control of the magical Tol Barad Prison which, when captured, will offer new Daily quests to the victors!

http://static.wowhead.com/uploads/screenshots/normal/156509.jpg - Map

Deathwing Scar – Entrance to Deepholm
The area which will be known as Deathwing Scar can be found north of Stormwind City. This is where the mighty dragon aspect Deathwing, the main villain (and cause) of the Cataclysm, broke free into Azeroth. This broken area of land will grant players access to the underground continent of Deepholm, where Deathwing had been resting and plotting for many, many years.

Kalimdor

Mount Hyjal (78 - 82)
The previously inaccessible zone will finally be added as a new leveling zone for level 78 - 80 players. Obviously not phased by Archimonde's failure, Ragnaros the Firelord (of Molten Core fame!) is now trying to destroy the World Tree and this time it is up to Malfurion Stormrage himself to lead Cenarius' armies in the fight to defend. This zone will be densely populated with elementals, and features numerous outposts for both Horde and Alliance. Hyjal will also become the home of a new raid, the Firelands, a new outdoor raid dungeon where players will battle the new-and-improved (and really, really angry) Ragnaros.

http://static.wowhead.com/uploads/screenshots/normal/156512.jpg - Map

Uldum (83 - 84)
The mysterious 'Land of the Titans', Uldum, will be opened up and accessible from the southwestern end of Tanaris, way down at the bottom of Kalimdor. This large desert area is heavily influenced by ancient Egyptian styles with features such as pyramids and a large, Anubis-styled race of cat people known as the Tol'vir. This zone will feature two leveling dungeons, the Halls of Origination, a level 83 dungeon, and the Lost City of Tol'vir, intended for players level 84 - 85.

http://static.wowhead.com/uploads/screenshots/normal/156513.jpg - Map

Elsewhere in the World

Kezan (1 - 5) – Goblin starting zone
The island of Kezan is the goblin homeland, and presumably where new goblin characters will start out upon entering the World of Warcraft. Kezan is a thick and beautiful jungle littered with goblin greed featuring a massive underground city called the Undermine. Cities are controlled by goblins and their trade princes, leaders of the Trade Coalition, who wheel and deal every which way possible to accumulate and circulate massive quantities of gold. However, their smooth-talking, money-grubbing skills were no match to the might of Deathwing's return, as the force of his eruption into earth caused another eruption - that of the massive volcano Mount Kajaro, which decimated much of Kazan and forced the goblins to escape the island.

Lost Isles (6 - 15)
Lost Isles are a chain of jungle islands located northeast of Durotar and south of Azshara. These islands serve as a low level goblin zone which player characters will arrive to after their escape ships from Kezan suffer extreme crossfire from rivaling Alliance and Horde naval fleets. The goblins wash up on the shores of the Lost Isles, a rich jungle populated by humans, orcs and an intelligent race of monkeys who mine Kaja'mite, the powerful ore that originally gave the goblins their intelligence and allowed them to overthrow their jungle troll slave-masters. Here, goblin players will help perform quests for their own people and for the orcs of Orgrimmar.

http://static.wowhead.com/uploads/screenshots/normal/156514.jpg - Map
http://static.wowhead.com/uploads/screenshots/normal/157601.jpg - Screenshot
http://static.wowhead.com/uploads/screenshots/normal/156516.jpg - Screenshot

Sunken City of Vashj'ir (78 - 82)
The Sunken City of Vashj'ir is the first completely underwater zone in World of Warcraft! This zone, located south of the Maelstrom at the center of the Great Sea, was once home to Lady Vashj before she left to assist Illidan Stormrage before her eventual demise in Serpentshrine Cavern. This underwater zone can be traversed through use of special underwater mounts allowing transport across the ocean's surface, but players will also be able to swim at will simply by jumping off the ground. This zone will serve as an introductory Cataclysm zone for leveling players, and will feature both a raid and 5-man dungeon located within the Abyssal Maw. Here, players will battle Neptulon the Tidehunter and his legions of elementals.

http://static.wowhead.com/uploads/screenshots/normal/156515.jpg - Map

Deepholm (82 - 84)
The underground zone of Deepholm can be accessed through Deathwing Scar, a new area added just north of Stormwind City. This continent is covered with mountains and caves and is reigned over by Therazane the Stonemother. The area is densely populated by stone and fire elementals, as well as troggs, and will also feature airship hubs for both Alliance and Horde players. Players will also encounter more of Deathwing's Twilight Hammer Clan who have set up camps throughout the zone.

http://static.wowhead.com/uploads/screenshots/normal/156517.jpg - Map
http://static.wowhead.com/uploads/screenshots/normal/157582.jpg - Artwork

But wait! There is more! - More information can be found here:
http://www.wowhead.com/?guide=cataclysm&world

4 * Dungeons & Raids - Heroic Deadmines and Shadowfang? Yes, please!

New Raids
Eastern Kingdoms

Blackrock Mountain: Blackwing's Descent (85)
The Blackrock Mountain, historically a place hated by most players, makes its return in Cataclysm with a new raid (and a dungeon). Designed as a continuation of Blackwing Lair, Blackwing's Descent will be a place rich on lore and history, but with new layout and bosses.

http://static.wowhead.com/uploads/screenshots/normal/156620.jpg - Screenshot

Grim Batol: Raid (85)
The name of Grim Batol has become a synonym for evil in Azeroth. Dwarven clans have battled for control over the ancient fortress, dragons have bred and fought in it, and now it becomes clear that the future of this place is just as grim as its name. The latest word is that players will fight Deathwing himself here.

Elsewhere in the World

Sunken City of Vashj'ir: Abyssal Maw (85)
The Elemental Plane is an artificial plane created by the Titans tens of thousands years ago to serve as a prison for Azeroth's native (and very hostile) elementals. The Abyssal Maw is one of the regions - or domains - of the Elemental Plane. It is the domain of Water, where water elementals of Azeroth live under the rule of Neptulon the Tidehunter, one of the Old Gods' most powerful lieutenants and an elemental lord. Adventurers who find themselves in the Abyssal Maw will find an endless ocean with little else. However after Deathwing's emergence from the Elemental Plane directly to Azeroth, rifts between the two realms have made it possible for Azerothians to find kaldorei and naga buildings and even cities in proximity of the Abyssal Maw. The Sunken City is one of those cities - former night elven center of civilization, Vashj'ir is now home of nagas, and one of the few doorways to the Domain of Water. It is rumored that there Neptulon holds an artifact the power of which is enough to control the very seas. Power that every mortal desires. Power no mortal should ever posses...

http://static.wowhead.com/uploads/screenshots/normal/156621.jpg - Screenshot

The Firelands (85)
The Firelands is one of the regions - or domains - of the Elemental Plane. It is the domain of Fire, where fire elementals of Azeroth live under the rule of Ragnaros the Firelord, one of the Old Gods' most powerful lieutenants and an elemental lord. In Cataclysm, it will serve as a new outdoor raid. Adventurers unfortunate enough to find themselves in the Firelands will find it a very hostile place. A giant lake of molten lava, burning tar, with only "safe" islands, the Firelands are home of the fire elementals. Volcanos and erupting noxious gases are a frequent part of the landscape. And in the center of this madness lies the Sulfuron Keep, Ragnaros' citadel. It looks like the events of the Cataclysm have opened a pathway to the Firelands, and the entrance lies dangerously close to the Hyjal Summit and the World Tree. Players will have to enter the dangerous domain of fire and defeat Ragnaros at the peak of his power in this new outdoor raid.

The Skywall: Raid (85)
The Skywall is a part of the Elemental Plane of Air, where the air elementals have made their home ages ago when they were banished from Azeroth by the titans. The area resembles a vast sky with an immobile yellow sun suspended in the air. Al'Akir rules from his fortress above what would look an endless sky from the ground. Buildings held aloft by winds, columns made of cyclones, eternal lightning storms, and never-ceasing winds - that is the Skywall is.

New Dungeons
Eastern Kingdoms

Blackrock Mountain: Blackrock Caverns (85)
The Blackrock Mountain, historically a place hated by most players, makes its return in Cataclysm with a new dungeon (and a raid). After the incredibly long Blackrock Depths and Blackrock Spire, the Blackrock Caverns are being introduced to the game. All we know about them is that they are a series of tunnels created by Deathwing - tunnels that connect the Blackrock Mountain with the Twilight Highlands, a new zone north-west of the Wetlands. Knowing that the Twilight Hammer inhabits the Caverns as well as the Twilight Highlands, there is a chance that they work with Deathwing.

http://static.wowhead.com/uploads/screenshots/normal/156617.jpg - Screenshot

Grim Batol: Dungeon (85)
The name of Grim Batol has become a synonym for evil in Azeroth. Dwarven clans have battled for control over the ancient fortress, dragons have bred and fought in it, and now it becomes clear that the future of this place is just as grim as its name. Not much is known about the 5-man dungeon, other than it will be full of members of the Twilight Hammer.

Kalimdor

Uldum: Halls of Origination (83)
Uldum is name attributed to a desert south of Tanaris, hidden by a mysterious titanic device until the events of Cataclysm. The changes in the landscape seem to have destroyed the device, or at least damaged it, causing malfunction - and the entrance to Uldum, hidden for ages, has been revealed. There adventurers can find a vast desert with buildings inspired by Egyptian architecture even more than Ahn'Qiraj was. Like in every other research facility abandoned by the Titans, Uldum is expected to contain a myriad of strange and new creatures, backed up with impressive technology. The fact that Uldum was the place where the Titans experimented with new races only suggests that the variety here will be even greater than in other places. And judging by the name, the Halls of Origination may even present us with some information about the early days of some Azerothian races, or even with races that never left the lab.

http://static.wowhead.com/uploads/screenshots/normal/156615.jpg - Screenshot

Uldum: Lost City of Tol'vir (84 - 85)
Nothing is currently known about the Lost City, but there are rumors about some "super-weapon" hidden somewhere in the research facility.

Elsewhere in the World

The Skywall: Dungeon (80 - 82)
The Skywall is one of the regions - or domains - of the Elemental Plane. It is the domain of Air, where the air and wind elementals of Azeroth live under the rule of Al'Akir the Windlord, one of the Old Gods' most powerful lieutenants and an Elemental Lord. Adventurers who find themselves in the Skywall will find an vast sky, endless thunderstorms, an angry yellow sun, and above them - the citadel of Al'Akir himself, held in the air by cyclones shaped like solid columns.

Sunken City of Vashj'ir: Abyssal Maw (81 - 83 and 82 - 84)
The Abyssal Maw is an ocean of incomprehensible size, home of Azeroth's native water elementals. It features 2 new unique dungeons. After the war between the Titans and the Old Gods, the Pantheon decided that Azeroth's elementals were too dangerous to be left on their own in this world - so they were all send to an artificially created world called the Elemental Plane. The Abyssal Maw was where the water elementals settled. Now the cataclysmic changes to Azeroth brought by Deathwing's emerging from Deepholm, the Elemental Plane of Earth, are causing rifts between the two planes to appear. The city of Vashj'ir, and old kaldorei city, now inhibited by naga, is where one of those rifts have breached reality. And the breach leads to the Elemental Plane of Water, where Neptulon the Tidehunter rules and commands the seas from.

http://static.wowhead.com/uploads/screenshots/normal/153865.jpg - Screenshot

Deepholm: Dungeon (81 - 83)
Another part of the Elemental Plane, Deepholm is home of the earth elementals. Deathwing himself has found the place a suitable refuge and hiding place. However after his recent emergence from this plane to the surface of Azeroth, both realms have been damaged badly. Therazane the Stonemother, former Old Gods lieutenant, and now ruler of the domain of Earth was deeply pained by Deathwing's ascend - or descend - to Azeroth. It is likely that she, along with many other earth elementals will join the war effort against the Destroyer. That, or will be driven mad by the pain, and turn against everyone and everything.

Heroic Old Dungeons

Heroic Deadmines (85)
The Deadmines made its first appearance more than 5 years ago when World of Warcraft was first released. It was the first instance Alliance players were likely to encounter, sometimes before they hit level 20. Hidden under a mine in Westfall's village of Moonbrook, the Deadmines are a host of 8 bosses, something may Wrath of the Lich King players might be unfamiliar with - back then most instances were considerably bigger. In Cataclysm, players will once again be able to fight Mr. Smite (who has clearly improvised again!) and Edwin VanCleef, the genius architect Stormwind owes its current design... and quite a few problems.

Heroic Shadowfang Keep (85)
Shadowfang Keep is a castle located in southwestern parts of Silverpine Forest, overlooking the cursed Pyrewood Village. The haunted keep also features 8 boss encounters, including the ghost if its former owner (Baron Silverlaine), a number of Worgen, and Archmage Arugal himself - the Kirin Tor mage who unleashed the Worgen against the Scourge and all Lordaeron. In Cataclysm, players will not only be able to play as Worgen, but also be able to face the "father", so to speak, of most Worgen in Azeroth.

5 * PvP - Even more places to melt faces!

Arenas

New arena locations are planned for Cataclysm but have yet to be announced at this time.

Battlegrounds

Battle for Gilneas City
The Battle for Gilneas City is one of the first new battlegrounds in Cataclysm and has a limit of 40 level 81-85 players on each side. To win the battle, you must conquer as many districts in the city as possible before the other faction does.

Beyond the Battle for Gilneas there are two other battlegrounds that have yet to be announced.

http://static.wowhead.com/uploads/screenshots/normal/156626.jpg - Screenshot

Rated Battlegrounds

Rated battlegrounds will be an alternate way of earning arena points, arena rating, and other rewards. There will be a limit on how many points you can earn each week through this method, and the amount of points able to be earned will be based on your rating. The higher the rating the more points you can earn. Points will be awarded after each win and you will not suffer any rating loss. There will be 2 types of ratings: personal and match-making.

A new featured weekly battleground will be introduced to help concentrate the queues so that games will always be available.

Alterac Valley will also be converted to a 25-player battleground (down from 40).

New Rewards

*Honor titles from the original PvP system will make a come back based in rated battlegrounds.
Including, among others: Master Sergeant, General, Grand Marshal, and Scout

*Guild achievements and experience

*New epic ground mounts!

*Arena points!

World PvP

Tol Barad
Tol Barad is an island located south of Hillsbrad Foothills and west of the Wetlands, located in the middle of Baradin Bay. The island serves as a new outdoor PvP zone for level 84-85 players. The island is the site of a power struggle between both the Horde and the Alliance for control over the prison on the island.

Tol Barad will be similar to Wrath of the Lich King's Wintergrasp. The prison itself is told have many secrets and treasures hidden within that both the Horde and Alliance want. The major bonus to controlling the prison is that it will also function as the major daily quest hub much like The Burning Crusade's Isle of Quel'Danas.

*A mix of Wintergrasp and Isle of Quel'Danas, with PvP objectives and daily quests.

*Players will have to capture control points - whoever gets them all, wins the match.

*There will be daily quests for everybody (winner or loser), special daily quests for the winner, and a raid instance for the winner as well.

*The zone will award Tol Barad Marks of Honor, just like Wintergrasp. You will also be able to earn Guild Achievements & Experience there.

6 * Guild Advancement - Guild talents, experience, achievements, currency, heirlooms, ...

Achievements

Guild achievements are of two basic types - raid achievements and general achievements. Some of the current achievements will become guild achievements. A few example achievements were shown at BlizzCon, including:

*We are Legendary: Complete 10 Legendary items.
*United Nations: Become Exalted with all Northrend factions.
*Working as a Team: Become a Grand Master in all professions.
*Insider Trading: Trade 100,000 craftable items among guild members.

Raid achievements are more or less identical to the players' raid achievements, the only difference in the scale - you need at least 75% of the raid to be from the same guild in order for the guild to earn a specific raid achievement.

http://static.wowhead.com/uploads/screenshots/normal/156577.jpg - Screenshot

Guild Experience & Leveling

Your guild is now able to level up with you! Similarly to players' leveling, your guild gains levels - starting at 1, going to maximum of 20 - based on experience it earns through its members. Most of the semi-significant actions performed by players within a guild will award guild experience - earning achievements, maxing out a profession, winning an arena match or a rated battleground, and a few more. To balance small and big guilds, only the top 20 "contributors" in each guild will attribute their experiences to the guild level every day.

Guild Talents

Cataclysm introduces the idea of guild talent trees, similar to that of a player. Every time your guild gains a level, it will also gain a talent point. These talent points can be spent by the guild master in the guild talents tree. What is really special about these talents is that they affect the entire guild. Some example talents mentioned include features such as:

* More money looted from bosses/mobs
* Reduced repair costs
*Removed reagent cost for casting spells (such as raid buffs)
*A mass resurrection spell that can be used to revive an entire raid (with a cooldown, of course).
*A way to summon your entire raid
*Automatically transfer a certain percentage of the gold looted to your guild blank.
*You can respec.

http://static.wowhead.com/uploads/screenshots/normal/156521.jpg - Screenshot

Guild Currency & Special Guild Items

Experience earned by guild members is converted into a form of currency which can be used to buy special items. These items are bound to the guild and when the player leaves the guild the item is returned to the guild bank. Such items can include:

*Heirloom items

*Profession plans and special reagents
Including guild versions of items that require less/new reagents

*Vanity items (e.g. mounts, tabards, pets)

*Rare reagents

*Raid buffs (e.g. potions, elixirs, flasks)

*Guild bank tabs

*The ability to purchase a banner with your guild's symbol!

Interface

To go with all the aforementioned changes, Blizzard is making several improvements to the in-game UI.
Looking for Guild Tool

*Gives players an easy way to find a guild
*Gives guilds an easy way to find new members
*Simple interface
*Filters based on various requirements

http://static.wowhead.com/uploads/screenshots/normal/156582.jpg - Screenshot

Improved Guild Interface

*Guild Experience: Displays how much experience your guild has accumulated.

*Guild News: Recent activity feed for your guild

*New Roster tab: A better way to browse the members in your guild, and see an overview of all sorts of information about them: achievements, status, professions, PvP, and more.

http://static.wowhead.com/uploads/screenshots/normal/156585.jpg - Screenshot

7 * Paths of the Titans - Bored of your talents? Pick a path!

Overview

* Choose a path when you reach level 85.
* Unlock 10 ancient glyph slots (new type)
* Earn ancient glyphs through Archeology by trading collected artifacts for ancient glyphs.
* Each path has 2-3 choices of ancient glyph per rank.
* Themed for the Titans
* Not related to Inscription
* Not class-specific
* You can respec.
* Will not feel grindy. (unlike Sons of Hodir/Netherwing)

http://static.wowhead.com/uploads/screenshots/normal/156607.jpg - Screenshot

How to Get Started

Paths become available only when your character hits level 85. At this point a number of different activities will allow you to progress through a Path of your choice. Doing things like PvP, raiding, performing daily quests, or leveling your Archaeology will help you unlock various new glyphs, chosen from a given set (Path). You can have maximum of 10 ancient glyph slots, and each slot can be filled with one of several glyphs.

None of the Paths are designed to fit a single PvE role (e.g. tanking, DPS, or healing), so choosing a Path will be a matter of weighting out the possible benefits, and applying them to your personal playing style (e.g. one tank may decide to take a path with more passive damage reduction glyphs, while another tank goes for a Path with more on-use ones). Ultimately your choice should not impair your ability to perform optimally in end-game content or PvP.

Performing activities like PvP, raiding, doing daily quests, and leveling your Archaeology skill will allow you to unlock more of the unique glyphs your Path provides you with. In addition, unlike all the other character progression methods, players who are able to level quickly and generally "play faster" will not be able to use that as their advantage when going through their Path - there is a limit of how much "progression" you can do over a given period of time (e.g. a week).

The Different Paths

Path of Aggramar, the Avenger

Aggramar is a male titan whose role in the Pantheon is to lead the attack against all evil forces in the cosmos, and namely - the Burning Legion.

Path of Aman'Thul, the High Father

Aman'Thul is a male titan whose main role in the Pantheon is to provide leadership and guidance. He is the one most responsible for the creation and nurturing of all the worlds the titans have visited.

Path of Eonar, the Lifebinder

Eonar is a female titan, consort of Aman'Thul, whose role in the Pantheon is to take care of all life and nature. She abhors the undeath with as much passion as she loves the life itself.

Path of Khaz'Goroth, the Shaper

Khaz'Goroth is a male titan whose role in the Pantheon is best described as "master craftsman". He is the one who shapes that landscape of newly discovered worlds and empowers races with strong connection to the earth, namely Earthen and Mountain Giants on Azeroth.

Path of Golganneth, the Thunderer

Golganneth is a male titan, lord of lightning, storms, seas, and winds. Contrary to his Thor-like image, Golganneth is a relatively peaceful titan, slow to anger, and more willing to create and preserve than fight and destroy; however when angered, he can be as destructive as a raging storm. He is the creator of the Sea Giants on Azeroth.

Path of Norgannon, the Dreamweaver

Norgannon is a male titan whose role in the Pantheon is one of both historian and magician. He is on a never-ending duty to gather all the information about magic in the cosmos, categorize and organize it, and ultimately use it to battle the Burning Legion and help his brothers and sisters create a better world. He also records the history of everything and everyone he encounters.

Example: Path of Golganneth

You can choose one ancient glyph per rank (out of 2-3 choices per rank).

*Rank 1
o Earth's Embrace: Physical damage taken reduced by 4%.
o Battle Hardened: Reduces the duration of Bleed and Stun effects by 20%.

*Rank 2
o Medic: Bandages heal targets by an additional 30%.
o Fortification: Nearby allies take 10% less damage for 6 sec.
* Rank 3
o Breakthrough: Increases damage dealt by 10% for 10 sec. Only usable after you deal a critical strike.

* ...and so on up to rank 10! Details on the higher ranks haven't been revealed yet.

8 * Spells & Talents - A brand new batch of nerfs n' buffs!

Spells

A few changes have been announced:

*All classes will be getting new spells.
*Dwarven racial Find Treasure changed - chests may give extra rewards, and will be similar to rare spawns. The racial ability will also work well for players seeking Archaeology treasures.
*All healers may receive a magic dispel (poison, curse and disease should still remain class restricted).

No More Spell Ranks

Blizzard is removing the rank mechanic from spells, and will instead scale them with the player's level, growing stronger with each level. Presumably, at any appropriate level you will be able to train a spell and from then forth the spell will simply grow in power as your character grows in level.
Since there are no longer new ranks of spells, this will hopefully cut training costs for leveling characters! Spells will see minor changes each level rather than a big change every several levels.

Talents

Here are some of the major changes:

*More fun/utility talents, such as talents with procs and special additional effects

*Talents that provide flat passive bonuses—talents which are boring, but powerful and therefore necessary—will disappear (so things like Anticipation, Genesis, Cruelty and Improved Searing Pain will fly).

*Spending more points in a certain talent tree will grant passive bonuses, based on the tree (see image below for examples).

*The Mastery stat will improve on those passive bonuses (the green Armor Penetration in the example below).

*There will be no additional "deeper" talents - the deepest tier will continue to require 50 points. However players will still get 1 new talent point for every level between 81 and 85, finally allowing for a 51-point talent in one tree and a 21-point talent in another one.

*In many cases the talent changes will introduce new spells to the trees (in addition to the new post level 81 ones).

*No more hit rating talents

http://static.wowhead.com/uploads/screenshots/normal/156613.jpg - Example

Revamped Talent Interface

The in-game talent interface is being improved to display all 3 talent trees at once.

u]http://static.wowhead.com/uploads/screenshots/normal/150831.jpg[/u] - Example

Class-Specific Changes

Blizzard has not yet released specific details of many class changes in Cataclysm, but they did mention a few significant changes being made specifically to some of them. Of course, we will update this section as more information is made available!

Druid

*The Eclipse talent will be made cooler in a way that gives the Balance tree more of a kit in general. Blizzard is aware of the current issue where you can lose an important proc because it happened at the wrong time (say just before you moved).

Hunter

*Hunters will no longer use mana, but will instead use focus (just like their pets!) - no need for Intellect, Aspect of the Viper, etc.
o Hunters will have a maximum of 100 focus, and shots will cost either 30 or 60 focus.
o Focus will regen at a rate of 6 focus per second, which might possibly be altered by talents. Steady Shot will be redesigned to increase focus regeneration to 12 focus per second - temporarily, of course. In addition to that, Marksmanship hunters will receive extra focus regeneration through the Mastery system.

*Ability cooldowns will be reduced or, in some cases, removed.

*Ammunition will no longer be consumable, and instead will be an equipped item (much like Librams, Idols, Relics, and Totems), thus removing the necessity for a quiver/ammo pouch!

*Feign Death will no longer miss or resist.

*Pet scaling will be added.

Warlock

*Soul Shards will no longer be items, but rather a resource similar to Death Knight runes.
o Soul Shards will regenerate out of combat, regeneration can be sped up by use of Drain Soul.
o Soul Shards will now only be used for a single new spell: Soul Burn.
o Soul Burn will empower the Warlock spells to modify effects, some examples given being:

+Guaranteeing three critical hits from Searing Pain

+Instant summoning for demon spells

+Instant-cast Fear

+Increased horror effect and healing from Death Coil

9 * Professions - Archaeology & Reforging. What is this??

General

Blizzard has stated they have plans on making the gathering profession perks (such as Master of Anatomy and Toughness) more compelling and useful to everyone.

Archaeology

A 4th secondary profession has been added alongside Cooking, Fishing, and First Aid: Archaeology! Archaeology is focused around the recovering and restoration of artifacts that have been lost for many, many years - finally unearthed by Deathwing's cataclysmic return. Players will be able to track artifacts (similar to mineral nodes and herbs) and recovering these lost artifacts will serve towards the recreation of powerful items that can be used or even traded to the Archaeology Society in exchange for gold and items!

*Secondary profession (like Cooking)

*Collect artifacts throughout the world

*Unlock Paths of the Titans

*Get unique rewards

*Will greatly occupy completionists

Artifacts will be tracked in a journal similar to your quest log, so they will not take up bag space as you scour the world in search of more relics! Archaeology features unique rewards varying from weapons and usable items to vanity pets. Players will even be able to find artifacts that will earn them currency which can be used to unlock paths in the new Path of Titans system!

http://static.wowhead.com/uploads/screenshots/normal/156592.jpg - Example


Reforging

Not much information has been released about Reforging at this time, but the general idea is that it will allow a player with an armor-oriented profession (such as Leatherworking, Tailoring, Engineering, etc.) to customize existing items by re-allotting the item's existing stat points. They will not be able to add stat points to an item (that is, if an item already has Strength they cannot take from another stat to add to Strength), only to re-assign existing points, and this is intended to make an item that would not normally be desirable to a particular class or spec usable so that it would not have to be disenchanted. Some highlights of the feature:

*Customize your gear

*For Blacksmiths, Leatherworkers, Tailors, Jewelcrafters, and Engineers

*Reduce one stat for another

*Some restrictions apply...

Since the expansion is removing many non-base stat attributes (such a spellpower) an item could be entirely changed in its function by switching all of the points in one stat for another. For example, if a leatherworker is in a group and a leather item with 30 Stamina and 30 Intellect drops, and the leatherworker is a rogue, the idea is that he would be able to change the Intellect on that item into another, more useful stat (such as Agility) which would then make the item practical for use. At this time, the idea is that each profession will only be able to augment stats on items of its specific armor type (so Leatherworkers would only be able to modify Leather items, Tailors cloth, etc.). In addition, Engineers will deal with trinkets and jewelcrafters with amulets and rings.

__________________________________________________________________________

That is all the information that Blizzard has supplied Wowhead with. Future information will obviously release so please do check http://www.wowhead.com/?guide=cataclysm for furthur and more detailed information.

Source: http://forums.wow-europe.com/thread.html?topicId=12679928129&sid=1

Monday, February 22, 2010

Little info about Arms (More to come)

Alright so all you arms warriors STOP RAIDING! No but seriously arms warriors were good up to Ulduar and partially through TotC. Arms is meant for PvPing mainly. So if your a PvPer as a warrior please go arms, but if you insist you want to stay arms for raiding then it is your personal preference, which means your retarded. If you know the rotation well as a fury warrior (see below) then you will crank out much more DPS than that of an arms warrior. Sure the bladestorm is really fun but if you want to progress as a warrior in PvE then please for the love of god go fury. For all you PvPers I will be also making a post on PvP as well.

Now arms, fun spec, fun spec indeed. In the raid TotC and TotGC arms is useful because of MS, it isn't necessarily needed but it is handy to have against the faction champions. Now some of you may be asking, well not asking SAYING that "Bladestorm is uber awesomezzz, use that and epic deeps!" Yes if you use that you will get epic deeps.....for the 10 seconds your spinning around like an idiot. But after that, you really ain't got nothing left to pull heavy DPS like a fury warrior. It can be done, not saying it cannot be, but if you want to progress and if you want to get into more raids, people would rather have fury than arms.

~Next post will be a little more about Arms as PvE then will go into Arms for PvP, eventually leading into fury as PvP, then into Prot as of coarse PvP and PvE.

Cheers,
Aerialslayer