Archive for the ‘WoW Instance’ Category

by Daniel Whitcomb

 

We’ll discuss all the latest class changes, as well as look at a couple of other general changes that will affect death knights.

Class changes

New abilities and general changes All non-damaging interrupts off the global cooldown, including Mind Freeze, will now always connect. DPSers should almost always be hit-capped anyway, of course, but this will be especially useful for blood tanks who take some interrupting duties, which can happen quite often in 10-mans.

Many player-generated persistent ground effects, including Desecration, will now have a different visual effect for friendly and hostile players. If you’re an unholy PvPer, this may help your teammates stay out of the bad stuff, so that’s sure to be a welcome change.
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by Fox Van Allen

 

New patches almost always mean changes to classes, specs, and abilities. In this respect, patch 4.1 is no different. For shadow priests, patch 4.1 brings huge nerfs. It also brings huge buffs. There’s an awful lot to keep straight.

Thankfully, you don’t need to go it alone.

New heroics, new loot

Obviously, the biggest news of patch 4.1 is the release of the new (newly redesigned, anyway) Zul’Gurub and Zul’Aman 5-man heroics. New heroics always means new loot, and there are more than a few terrific new item level 353 epics available in these two new instances.
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by Daniel Whitcomb

 

Patch 4.1 looks likely to drop any week now, so now’s a good time to find out what the patch can do for you, gear-wise. The two new dungeons, Zul’Aman and Zul’Gurub, appear to have been completely itemized, so we can probably feel relatively safe in looking at the gear that drops from them. The gear is all ilevel 353, which puts it below raid and valor point gear but above most current heroic dungeon drops. Therefore, casual raiders, non-raiders, and new level 85 death knights will probably find a lot to like in the stuff coming out of this dungeon. Let’s take a look at the gear.

For the most part, these will be clear upgrades over your ilevel 346 heroic options, but in cases where there’s a better or competitive old heroic option, I will mention it. Note that this information is from the patch 4.1 PTR and may therefore change when the dungeons go live.
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by Fox Van Allen

 

If you don’t have a lot of ilevel 359 gear from raiding (or from the auction house, or from reputation rewards), patch 4.1 is a godsend. A ton of great gear drops for shadow priests are about to be added to the game, winnable by anyone with the skill to take on the new heroics. There are some things you won’t find in the new heroics, and some things not worth grabbing though, so it’s a good idea to get your shopping list ready now.

Just ’cause it’s purple doesn’t mean it’s good

The If you haven’t seen it, it’s new to you 5-mans of Zul’Aman and Zul’Gurub are brimming with all sorts of terrific epics for almost every gear slot imaginable. But don’t be confused by that purple-colored text — these new pieces of weapons and armor carry a lower item level than epics currently in the game (353 vs. 359).
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by Brian Wood

 

As always, we never know exactly when the patch will hit, but all signs point to soon. So this then becomes the perfect time to start taking a look at all the new hunter loot the patch will shower on us.

Since this patch is not bringing a new raid tier, the only new loot we’re getting comes from the two new 5-man dungeons, the revamped Zul’Gurub and Zul’Aman. These dungeons will drop ilvl 353 epic loot. This means that while the loot is better than other heroics, it’s still going to be worse than your raid gear. Worse yet, despite dropping a bunch of new loot on us, and there still isn’t a frickin’ gun. Come on, guys! If you’re making new loot, please fill up our gear gaps!

Nevertheless, there are plenty of other shiny new toys for us to play with. Join me after the cut for a rundown of the patch 4.1 hunter loot.
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by Allison Robert

 

Of the two “new” troll dungeons introduced in patch 4.1, Zul’Aman was the more difficult on the PTR, to the point that it actually felt a little overtuned for folks trying to do it solely in heroic blues. I’d compare it to heroic Magisters’ Terrace of The Burning Crusade or heroic Halls of Reflection in Wrath of the Lich King, at least in the sense that it can be a pretty unforgiving place if you’re not sitting on any raid-quality gear. I only ever pugged ZA while on the PTR, so estimates of the content’s difficulty are necessarily colored by that. If you’re going to do this place with a competent set of guildies, you probably won’t need to worry as much.

If you’re familiar with ZA’s pre-4.1 incarnation, you’ll recognize a lot of the same mechanics, mobs, and bosses at 85. I used to organize “bear runs” for my guild back in BC and would go so far as to say that, in marked contrast to Zul’Gurub, about 90% of the dungeon’s raid mechanics have survived in one form or another.

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by Allison Robert

 

Of the two “new” troll-themed 5-mans going live in patch 4.1, Zul’Gurub seemed by far the easier with the groups I had on the public test realm (PTR), though both it and Zul’Aman require an average ilevel of 346 in order to queue through the dungeon finder. However, if you’re going to pug this content, be advised that there are a number of different mechanics that can wipe groups quickly.

Because the instance’s mini-bosses have fairly simple mechanics (and regrettably, I never landed a group that did all of them), I’ve ignored them here in favor of the instance’s five “real” bosses.

The order in which you do the bosses doesn’t really matter; I’ve just organized them here by the most conventional route through the instance. Some of the trash in Zul’Gurub is legitimately dangerous to an unprepared group, so I’ve included notes on how to handle it.
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by Matt Walsh

 

Assumedly — hopefully — we’re a week away from the release of patch 4.1, and with it all the various tweaks to our beloved tanking spec. Some are buffs, some are nerfs (including one fat nerf to Word of Glory), and the others are changes of various import that’ll have some subtle but important effects on our tanking.

The troll hunt will be on, but before you queue for that first Zul’Gurub or Zul’Aman 5-man, you’ll want to get your house in order. I’ll give you the ins and outs of 4.1, what it means for us in terms of every little affected facet, and how to cope with the hardballs that Blizzard tosses at us, so you can hit the ground running with hardly a stumble.
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by Christian Belt

 

So when the patch does hit, whenever that may be, what are you going to do first? You know, besides go hunting for warlocks to stuff and mount on your wall? I find it’s good to have a plan when new content drops. Otherwise, I just end up only hunting warlocks, which — while awesome — doesn’t really involve any of the new content.

So what to do? Fear not, I’ve compiled a handy list of the new features that apply directly to mages so you’ll have something to channel your arcane energies toward once all the warlocks are dead.
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26
Apr

WoW Warrior Guide: Zul’Gearup

   Posted by: free-wow-guide   in WoW Instance, WoW Warrior Guides

by Matthew Rossi

 

The first thing to consider is how this gear is going to interact with our various spec changes. Protection isn’t going to value hit or expertise any more than it does now — but with Fury’s Precision adding 40% damage from white hits, hit just got even better for fury, and with Fury’s mastery dropping from 8 to 2 before gear, stacking hit (and getting more white hits with its added 40% damage) just became even more attractive for fury. Meanwhile, mastery will work better with arms than before (roughly 10% better, in fact). That all aside, let’s start looking at some gear.

Keep in mind this is gear that will either fill a hole that your average raider just hasn’t managed to get a drop for yet or that a non-raiding player will use to upgrade his or her blues. Some pieces are surprisingly competitive with raiding epics.
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