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Blood Sport: Do and don't, pro-style

PvP in its purest form is a beautiful thing. Amanda Dean, always obsessed with the thrill of victory and the agony of defeat brings you news you can use in the Arena.


Hailing from Korea, Council of Mages was victorious in this year's World Wide Invitational 3v3 tournament. Second place went to Improved Clicks of Spain. The winners took home a check worth $36,000 for their victory and made an excellent showing throughout the tournament. Improved Clicks cashed in at $18,000, and third place finishers SK-US was awarded $9,000. The final standings for were:

1. Council of Mages
2. Improved Clicks
3. SK Gaming
4. Millenium Dream
5-6. Kill EA
5-6. Made in Taiwan
7-8. SK Gaming
7-8. Pandemic Blue
9-12. aAa nawaK
9-12. Elite
9-12. MoB Gaming
9-12. Pandemic Black
13-16. Sapped Cows cant say moo
13-16. Team EG
13-16. fnatic
13-16. Nihilum.Mousesports

Continue reading Blood Sport: Do and don't, pro-style

WWI '08 Death Knight Demo: General Impressions


We learned at the Q&A panel on Saturday that Death Knights will be starting at a new area just off Eastern Plaguelands called Ebon Hold, but for now, it remains unimplemented. Thus, these demo Death Knights start at Tirion Fordring's house in the west of Eastern Plaguelands.

On Death Knight Gear and Gear Mechanics:

They start with a complete outlay of green gear with DPS Warrior type stats: strength, agility, critical strike rating, and stamina. Their sword itself is blue quality 2 hander named the Massacre Sword. It does 127-191 damage at at a speed of 3.1 seconds, giving it 51.3 DPS. It also provides 22 strength and 23 hit rating.

It should be noted that the gear did not have spellpower, and it doesn't look like Death Knights will need it at all. Almost every spell that did magic damage specifically stated that the damage was modified by attack power. This is perfectly in line with Blizzard's recent trend to simplify and consolidate gear, which they discussed in relation to Retribution Paladins at Saturday's class panel. Perhaps we'll even see this mechanic show up on other magical melee hybrids in the future.

The Death Knight came loaded with 6 runes on their rune weapon bar: 2 Blood Runes, 2 Unholy Runes, and 2 Frost Runes. Talents points were unavailable with this demo, although we could see the talent descriptions themselves.

Death Knight Starting Spells and Playstyle:

The Death Knights started with a few basic skills:

Blood presence:
Requires level 55
Costs 1 Blood Rune
Instant cast, 1 second cooldown
Description: Strengthens the Death Knight with the presence of blood, increasing damage done by 15% and healing the Death Knight by 4% of damage dealt. Only one presence may be active at a time.

Blood Strike:
Requires level 55
Costs 1 Blood Rune
Instant cast, 1 second cooldown
Melee range
Description: Instantly strike the enemy, causing 60% weapon damage plus 55 for each disease effect on the target.

Icy Touch:
Requires level 55
Costs 1 Frost Rune
Instant cast, 6 second cooldown
20 yard range
Description: Deals 217 to 235 Frost damage modified by attack power and reduces the target's ranged, melee attack, and casting speed by 15% for 20 seconds.

Death Coil
Requires Level 55
Requires Runic Power
Instant cast
30 yard range
Description:Unleashes all available runic power, causing up to 460 shadow damage modified by attack power to an enemy target or healing up to 460 damage from a friendly undead target.

Death Gate
Requires Level 55
Costs 1 Unholy Rune
10 second cast, 15 minute cooldown
Description: Returns you to Ebon Hold (Note: Since Ebon Hold is not yet implemented, in the demo it returned you to Tirion Fordring).

Death Grip
Requires level 55
Costs 1 Unholy Rune
Instant cast, 35 second cooldown.
30 yard range
Description: Harness the unholy energy that surrounds and binds all matter, drawing the target toward the Death Knight and forcing the enemy to attack the Death Knight for 3 seconds.

Plague Strike
Requires level 55
Costs 1 Blood Rune and 1 Unholy Rune
Instant cast
Melee range
Description: A vicious strike that deals weapon damage plus 37 and plagues the target, dealing 350 shadow damage over 12 seconds.

Casting these spells uses up the listed runes, which have a cooldown of 10 seconds. Our (lucky) play tester reported that the system felt a bit like having 3 seperate mana pools with their own spells, but that the pacing seemed to work well, and that she was now interested in actually trying one out in when beta rolls around where she hadn't been before.

Introducing the Knights of the Ebon Hand

After roaming about a bit and killing stuff, Elizabeth stumbled upon Light's Hope Chapel. This venerated base of the Argent Dawn had some new guests known as the Knights of the Ebon Hand, lead by a night elf named Siouxsie the Banshee, a Death Knight trainer. It's likely, of course, that these NPCs will be gone and moved to Ebon Hold once it's implemented, but for now, they gave us a sneak peek at the new Death Knight faction and some of the spells Death Knights will get post-55.

Patch 2.3: A buff for feral druids

It looks like feral druids will not be denied their bit of love in patch 2.3. The feral talent Heart of the Wild, will be changed to gain +10% attack power in cat form rather than +20% strength as shown in the current version above. As Vorox notes for us in his forum post this is a buff for feral druids.

It may be a nerf for those druids who have stacked as much strength as possible to the exclusion of other stats, but especially considering that they plan to raise the attack power on items that buff druids' attack power while shapeshifted, having this talent to make them even more powerful seems pretty nice to me. It also makes agility scale even better for cat druids than it did before, and in many cases it enables us to get more bonuses from many buffs and items (such as Blessing of Might, and... rogue gear!).

For the mathematically inclined amongst you, here is the formula for calculating your new buffed-up attack power from the original poster Vorox (who translated from German): (Current AP - (Strength in cat form - Strength in caster form)*2)*1.1

WoW Rookie: All you needed to know about stats, part 1


I don't know about you, but when I first started playing World of Warcraft, I couldn't have told you the difference between strength and spirit. I equipped every piece of gear I found without regard for what statistics it had. Intellect for my rogue and strength for my warlock -- why, yes, that sounds almost exactly the way I must have started my adventures in the land of Azeroth. But, yes, I did learn eventually. I read my class forums a lot, took advice from fellow players, and finally figured out what all of those funny numbers meant on my gear -- and whether they were good for my class and playstyle or not. But I imagine there are some new players in the audience who haven't gotten to that phase yet -- and this is written to help them out.

Curious to see what the five base statistics -- agility, intellect, spirit, stamina, and strength -- actually mean? (Note: there are many more statistics to consider than these base five, like attack power and critical rating, but all of the other statistics are influenced by the main five -- so we'll discuss these today and the rest later this week.) Keep reading to find out all about them!

Continue reading WoW Rookie: All you needed to know about stats, part 1


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