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  #1776  
Immortal Goat Immortal Goat is offline
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Old Jul 23rd, 2006, 11:18 PM       
The thing is, though, there's a lot of people that already DO only choose sides because of aesthetics. Since the vast majority of the classes up until now were the same, I would say that MOST choose sides due to aesthetics. I chose a Night Elf druid simply because I like elves. My brother chose a Tauren because they don't sound like pansies like the Night Elves do (in his opinion).

Aesthetics already play a big part in character selection, so this won't change much at all.

I do have to agree with you about having liked to see two new classes, but this isn't the "game killer" that a lot of people claim it is.
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  #1777  
DeadKennedys DeadKennedys is offline
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Old Jul 24th, 2006, 01:42 AM       
A unique class would really add some variety. I think it's a bad idea to add a shaman to alliance and whatever to the horde.

Spellbreakers would be an awesome class. A primarily fighter class with the ability to burn opponents mana, silence them, and steal their spells and buffs. Could hold its own in melee no doubt, but no ranged weapons cause of the big shield
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  #1778  
Carnivore Carnivore is offline
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Old Jul 24th, 2006, 02:33 PM       
Definitely not a game killer. Hell, I might even level a shaman. The decision is made and I'm not going to be a whiny bitch about. I just think they could've done better, that's all.
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  #1779  
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Old Jul 24th, 2006, 06:43 PM       
Personally, I agree with Carni on the whole race class type, but that would be bloody hard to pull off. So why not just modify it for the entire alliance/horde conflict. But give them the option of going "Hero" class. Make it easy to get, but explain that it takes more skill, and more time to use. Levels 64-70 would be the hero exp levels (if you choose) and you level 6x slower.

Horde War: Blademaster
Alliance War: Knight

Horde Warlock: Necromancer
Alliance Warlock: Whatever

Horde Pally: Spellbreaker or Deathknight
Alliance Pally: Champion
etc. etc.

And finally give those blasted Druids the ability to turn into birds. Let them get the bonus of not having to purchase a flying mount.
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  #1780  
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Old Jul 25th, 2006, 03:43 AM       
I got to main tank Onyxia today, and I got my Legplates of Wrath as well to bring me up to 3/8 Wrath and 3/8 Might equipped. Tanking is the fun.
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  #1781  
AChimp AChimp is offline
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Old Jul 25th, 2006, 09:24 AM       
The first end game Horde guilds to have level 60 paladins (and Alliance guilds with level 60 shamans) will be at a huge advantage for raiding. There are so many encounters where having just one of the other class helps a lot.

I might even level a paladin. I'll make a hot BE chick and call her Frasskette.

Regarding hero classes, I think Blizzard already stated that they've abandoned that idea in favour of giving each class a few really good crazy 70 abilities.
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  #1782  
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Old Jul 25th, 2006, 03:24 PM       
sad on the hero classes
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  #1783  
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Old Jul 27th, 2006, 02:58 AM       
kay, so, I made a new character on laughing skull. I'm a troll priest named potemkin. someone give me some bags.
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  #1784  
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Old Jul 27th, 2006, 03:02 AM       
make one on archimonde!
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  #1785  
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Old Jul 27th, 2006, 03:05 AM       
noooo

my poor tauren main dealy deal already doesn't get enough attention
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  #1786  
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Old Jul 27th, 2006, 03:07 AM       
i can make you bags, and get a 60 lock to run you through the instances! he ran me through.
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  #1787  
Misdemonar Misdemonar is offline
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Old Jul 27th, 2006, 11:12 AM       
I made a Pirest on Laughing SKull, his name is Serosaunt..
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  #1788  
AChimp AChimp is offline
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Old Aug 3rd, 2006, 12:10 AM       
NEFARIAN!

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  #1789  
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Old Aug 3rd, 2006, 01:52 AM       
Oh shit! The very next attempt after I posted that picture we killed Nefarian for the first time :O

Look at the new staff I'm sporting :O



Quite the upgrade from what I had over a year ago.

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  #1790  
Carnivore Carnivore is offline
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Old Aug 3rd, 2006, 06:38 AM       
Congrats on killing Big Brother, Chimp. Since our first kill (5/16/06), we've seen SEVEN Judgement chests and ZERO Stormrage or Nemesis. The numbers for the other classes are pretty low too. This is after having only three Judgement legs since our first Rag kill on 11/29/05! We're currently working on Twin Emps in AQT. I'll grab some screens from our next raid there.
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Old Aug 3rd, 2006, 09:25 AM       
Thanks!

We were having problems with the same loot dropping over and over again. In MC, all we were getting was Felheart/Cenarion over and over again with some Nightslayer thrown in. BWL kept dropping the same stuff, too.

We decided to change the person who starts the raids each week, and the loot we get is completely different now. Seeing some completely new drops and a lot more loot. I started last week's MC raid and set a guild record with 12 BoE's and over 20 cores.

I know Blizzard has said that the loot table has nothing to do with the raid leader, but the fact that we went for weeks with the same loot, and then suddenly get different loot the week we change raid leader seems to be more than a coincidence! You should try rotating the leader and the master looter, just to see what happens.
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  #1792  
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Old Aug 3rd, 2006, 08:24 PM       
Quote:
Originally Posted by AChimp
Regarding hero classes, I think Blizzard already stated that they've abandoned that idea in favour of giving each class a few really good crazy 70 abilities.
This was posted on our guild board as rumor, but I have a big ole wall of text regarding hero classes, that I honestly hope is nothing more than a rumor.

Quote:
as quoted from a buddies site...


Sources inside Blizz have revealed their plans for hero classes. Blizzard does plan to release hero classes with the expansion, but they haven't explicitly stated it because they want to announce it close to the release date, insuring a huge amount of hype. I haven't been told much more than the basics, but I'll try to explain the system as best as I can:

At any given level there is a certain amount of content; at level 60, the amount of content is very disproportionate with the available content for other levels. The reason is obvious: it is the current endgame, and players need something to enjoy. However, with the level cap raised players would be able to blow through and skip a lot of the content that has been developed over the past year, and allowing players to do so would be a poor use of the developers' time. This is where hero classes come in.

You will be stuck at level 60, just like you are now, even when the expansion comes out. An epic quest (of REALLY epic proportions) for each hero class will be made available to level 60 players. The only way to break the level 60 barrier will be to go on one of these quests to become a hero class. The quest will require the player to do a lot of solo content as well as a variety of group and raid content. Upon completion of the quest, the player will become a level 61 hero class . They can then once again begin their normal level progression. A hero class is not innately more powerful than a normal class (but the level differentiation makes them more powerful of course). Hero classes will be available to everyone and although the hardcore players will naturally get their hero classes first, it is designed so that players of all play styles will be able to become a hero class in a reasonable amount of time. Blizzard's implementation of hero classes will accomplish a lot of things. It will create a natural barrier at level 60 that will insure that the average player will experience more of the content Blizz has developed, it gives players a way of further differentiating themselves, and it adds a huge amount of new dynamics between different classes.

Each race/class combination will have 2 hero classes available to them (with several overlapping). This presents a monumental balance job (there are about 50 hero classes), which is probably another reason why Blizzard is delaying the information release. Choosing your hero class will be irreversible, much like the tradeskill masteries. Some hero classes are an extension of the "father" class, some have tweaked mechanics, while others are radically different. The easiest example I can think of is a Night Elf priest, for which the 2 hero classes are a Priest(ess) of the Moon (a continuation of the priest's current form) and Demon Hunter (an agility-based combat hero with a variety of discipline-esque abilities).

So without further ado, here is a brief overview of some of the hero classes:

Druids

Night Elf Druid
Arch Druid: This will be a hybrid class in the same vein as its "father" class, and Storm Crow form may make a reappearance.

Keeper of the Grove: The druid will sacrifice some of his shapeshifting abilities in exchange for improved healing and casting, and will even be able to command treants on occasion.

Tauren Druid
Arch Druid: see above

Elder: This is essentially a druid that has lost some shapeshifting abilities and gained some beast-like abilities similar to the hunter. The casting and healing abilities are also amped up, but not nearly as much as the Keeper of the Grove. The Elder also has a bit of the Diablo II druid mixed in for good measure.
Hunters

Night Elf Hunter
Ranger: The Ranger is sort of a hunter/rogue mix. The Ranger will use the energy bar, will have a few stealthy abilities (but not of the same caliber as the rogue), and will no longer have a pet.

Beastmaster: The Beastmaster focuses more on the beast aspect than the ranged aspect of the hunter. He gains new beast abilities, such as switching pets in battle, and is a bit meaner in melee combat in exchange for a lot of his ranged hitting power.

Dwarf Hunter:
Mountaineer: The Mountaineer is similar to the ranger (no pet, energy bar), but without the stealth aspects. The Mountaineer is hardier in melee combat than the hunter and and also has more extensive tracking and detection abilities.

Beastmaster: see above

Orc Hunter:
Outrider: The Outrider is very similar to the wolfrider from Warcraft III, focusing on swift maneuvers and incapacitating enemies. He uses the energy bar.

Beastmaster: see above

Tauren Hunter:
Tracker: The Tracker uses the energy bar like the Mountaineer, but still retains the hunter pet, and as a result is not as tough as the Mountaineer.

Beastmaster: see above

Troll Hunter:
Shadowhunter: This is essentially a hunter that drops some of it's beast and survival abilities for some shadow spells (think Hex). The Shadowhunter still uses mana.

Headhunter: The Headhunter still has the ranged emphasis of the hunter, but it focuses on throwing weapons (a massive revamp for throwing weapons is planned). The Headhunter uses energy, has more combat abilities, and drops the pet.
Mages

Human Mage:
Archmage: The Archmage is an exact extension of the mage class, with arcane, fire, and frost spells. Apparently one of the abilities being toyed around with is Summon Water Elemental. The planned incarnation of the spell will be a long-cooldown summon that will not function like a normal pet, and will instead function more along the lines of the Mechanical Yeti (no player control).

Necromancer: The only similarity between the Necromancer and the mage is the emphasis on magical damage. The necromancer uses shadow damage and has a major focus on pets, similar to the warlock. However, unlike other pet classes, the majority of the Necromancer's damage will come from the pet instead of the Necromancer. I do not know if the Necromancer will be able to have multiple pets out at once.

Gnome Mage:
Archmage: see above

Arcanist: The Arcanist is similar to the mage, with a focus on arcane magic. The Arcanist does slightly less damage than the Archmage, but gains added utility and new support spells.

Undead Mage:
Archmage: see above

Necromancer: see above

Troll Mage:
Hydromancer: The Hydromancer is similar to the Arcanist, but with a focus on the frost tree. The Hydromancer may also receive the Summon Water Elemental spell. In addition to added utility and support spells, the Hydromancer will also get some limited healing abilities.

Shadowcaster: The Shadowcaster is essentially a mage that uses shadow magic instead of fire and frost.
Paladins

Human Paladin:
Templar: The Templar is the holy warrior that so many paladins wanted their class to be. The Templar has limited healing, but receives a slew of new combat abilities, making the Templar much better at tanking and melee damage than the paladin.

Cleric: The Cleric is the other side of the paladin spectrum. Instead gaining new combat abilities, the Cleric gains improved healing, more utility and support, and some holy damage spells.

Dwarf Paladin:
Templar: see above

Cleric: see above
Priests

Human Priest:
High Priest: The High Priest is essentially a priest that drops the shadow tree, but gains new damage spells from holy and discipline. The High Priest will be the most powerful healer in the game.

Spellbreaker: The Spellbreaker wears mail, has several combat abilities and diminished healing, and has several anti-caster abilities.

Dwarf Priest:
Thane: The Thane is basically a priest in mail, with a slight hit to healing abilities but a few new combat abilities.

Runelord: The Runelord is similar to the High Priest, although not as healing heavy.

Night Elf Priest:
Priest of the Moon: The Priest of the Moon is similar to the High Priest as well, but has some extra damage and utility spells coming from arcane and nature magics.

Demon Hunter: The Demon Hunter is radically different in playstyle from the priest. The Demon Hunter is a mana-using melee damage hero class. The Demon Hunter has a mix of discipline spells and combat abilities with some shadow spells mixed in.

Undead Priest:
High Priest: see above

Shadow Priest: The name is pretty self-explanatory. The Shadow Priest does not have all the healing abilities of the High Priest, but makes several gains in the damage, utility, and crowd control departments.

Troll Priest:
Shadow Priest: see above

?:
Rogues

Gnome Rogue:
Assassin: The Assassin is an extension of the rogue with damage, stealth, poisons, and martial arts.

Scout: The Scout has slightly less damage than the Assassin, but is tougher in combat, and has the ability to use traps among other new utilities.

Human Rogue:
Assassin: see above

Scout: see above

Dwarf Rogue:
Assassin: see above

Pitfighter: The Pitfighter is a rogue without stealth, but with improved combat and defensive abilities.

Night Elf Rogue:
Assassin: see above

Scout: see above

Orc Rogue:
Assassin: see above

Pitfighter: see above

Undead Rogue:
Assassin: see above

Scout: see above

Troll Rogue:
Assassin: see above

Scout: see above
Shamans

Orc Shaman:
Farseer: The Farseer has more emphasis on healing and casting than the shaman, and as a result has less combat ability. The Farseer doesn't use totems but gains it utility from other abilities. Feral Spirit might make an appearance using a system similar to the Water Elemental.

Spirit Walker: The Spirit Walker is a more direct extension of the shaman than the Farseer, maintaining a rough balance of combat, casting, and healing ability.

Tauren Shaman:
Farseer: see above

Spirit Walker: see above

Troll Shaman:
Witch Doctor: The Witch Doctor is similar to the Farseer, but has a heavy emphasis on totems. In addition to the elemental magics the Witch Doctor also uses some shadow magic.

Spirit Walker: see above
Warlocks

Human Warlock:
Master Warlock: The Master Warlock is an extension of the warlock class, keeping the pet and the vast majority of the warlock mechanics.

Shadowguard: The Shadowguard has more melee emphasis than the warlock, and loses the demonic pet. The Shadowguard on his own is weaker than other melee classes, but is aided by demonic-type abilities (such as burning blood and fiery breath) to power himself up.

Gnome Warlock:
Master Warlock: see above

Shadowguard: see above

Orc Warlock:
Master Warlock: see above

Shadowguard: see above

Undead Warlock:
Master Warlock: see above

Shadowguard: see above
Warriors

Blizz hasn't fleshed out warrior hero classes as much as the others, so I wasn't able to get much on them. However, it has been confirmed that Orc warriors do have the option to become a Blademaster!

Question marks (?) denote a hero class that hasn't been decided on by the developers yet. I don't know the Blood Elf hero classes. I don't know the new Alliance race (although I hear they're going to reveal it soon). I have no idea how talent/abilities are going to work, I don't know what will happen to armor requirements and class specific sets, etc. Everything I know I've posted here, and it is subject to change as it is still in fairly early development stages.
See, I like the idea of being able to switch talent specs and a little gear and completely change my class role, and this will screw with that pretty hardcore.
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  #1793  
AChimp AChimp is offline
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Old Aug 8th, 2006, 12:03 AM       
Shadowguard for warlocks sounds really stupid. I rarely melee something unless it's PvP and I want to humiliate my opponent!

BTW, Sartura and Fankriss down!
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Old Aug 8th, 2006, 12:59 AM       
I think that is a fabrication. Blizzard is still working on more pet things for hunters. Half of the hunter hero classes lose the pet.

If they go hero classes, I still think they will go down the talent tree you have the most points in, and just add more racial abilites that you can learn. (limited ammount, like 10 new for each race. Select only 6, etc etc)
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  #1795  
Carnivore Carnivore is offline
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Old Aug 8th, 2006, 06:11 AM       
Shit, Chimp! You trying to catch up or something? We're currently putting work in on Twin Emps. Not doing all that well on it atm :/ That means we'll probably have it down in two weeks and be working on C'thun :P
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  #1796  
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Old Aug 8th, 2006, 09:32 AM       
We've made some pretty crazy progress. We've wiped on Sartura for two weeks, and went in on Sunday and one-shot her, then made three attempts on Fankriss before he went down (it was messy, but next week there will be improvements).

The guild's getting pretty popular now. We have like 4-5 applications per day and need to add people to our ignore lists. Stupid thing is it's all rogues and warriors, which we're completely full on.

We'll be making Huhu attempts this week, most likely. I gotta get my SR up, because I think we'll be using the warlock tanking strategy to start with.
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Old Aug 8th, 2006, 10:51 AM       
Quote:
Originally Posted by AChimp
Shadowguard for warlocks sounds really stupid. I rarely melee something unless it's PvP and I want to humiliate my opponent!
Half of that stuff sounded gay as hell to me, and later on someone pointed out that the same rumor had been around for months and months, so I think it's just some fan-boy posting his idea as though it were smuggled out of Blizzard's dev office.

But you reminded me of something fun we used to do in DAoC when our caster group ran into someone in a PvP area who just had no business being in the PvP area (in WoW terms, think: a level 40 running around solo in WPL). Someone would call out "staff beatdown!" over teamspeak, and then we would procede to pummel the opponent to death.
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Old Aug 13th, 2006, 11:37 AM       


I've graduated to Jedi Master.
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Old Aug 13th, 2006, 08:38 PM       
I've finally cancelled my account. Fear not though, I'll be back for the burning crusade. I just need a nice long vacation.
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Old Aug 13th, 2006, 11:50 PM       
i took a nice long vacation from WoW and played another MMO the entire time
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