3.3!

[]knight[];13314110 nói:
cái nguyên tắc armor này , bê y chang từ trong warcraft ra luôn mà
cùng 1 lượng armor , sẽ làm giảm cùng số % damage taken so với trước đó
Công thức khác nhau nhiều tình yêu ạ :)
 
Ông LeAnh đưa công thức đúng đấy, lên wowwiki search là ra... Tui tại lười nên đoán đại con số ấy mà :), sorry sorry
 
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.

Dồn 1 đống gem, enchant vào dogde, bây giờ ông ấy ignore 20%, tèo rồi ...
 
lại y như sunwell lol :)) chả có gì khác cả :)) blizz vẫn k0 cân bằng được để đến instance cuối các anh tank lại imba vì avoidance =))
 
tớ thấy stack stam là dễ lừa tình nhất =((
mà mới phát hiện ra gem intellect nói chung là gem của caster thì gs tăng vọt =.=
 
tớ thấy stack stam là dễ lừa tình nhất =((
mà mới phát hiện ra gem intellect nói chung là gem của caster thì gs tăng vọt =.=

gem intellect thì gs tăng à o.0? Thật ko?
 
thằng bạn shammy của tớ test thử thế
nó so sánh resto gear và enhance gear của nó cùng level mà resto gear có nhiều sp, int, mana enchant/gem thì gs cao hơn ( hôm đó cãi nhau về vấn đề gs/ach với mấy bạn RL )
ngoài ra thì pvp gear cũng thuộc dạng cheat -.- mình là mình ko muốn cheat nhưng mà pug nó khổ thế đấy
 
Guardian Spirit :>
24.gif
 
Thread 3.3, nhưng bới forum có cái suggestion hay quá nên share qua đây: =)

GUILD MOUNTS PLEASE :Airships, Pirate Boats, whatever.

This would be AWESOME. All officers or higher of your guild have a 15 min CD summon shared by all other guild officers to summon a zeppelin. This mount would move at 100% speed (upgradable with guild ranking points) have particular armaments only effective against enemy faction zeppelins, reagent vendors, bankers, and auctioneers (all upgradable). If your zeppelin is destroyed by an enemy guild through zeppelin / zeppelin combat the CD on your guilds zeppelin respawn is increased to 3 hrs for repairs. The 15 min summon timer does not start until after the zeplin is dismissed. If no guild member is on with officer or higher status the zeppelin will automatically despawn after 1 min.

Zeppelins are colored guild colors and are customizable both in design and function using guild points accumulated through the rank up system.
 
http://static.mmo-champion.com/mmoc/images/news/2009/october/flyinghorse_updated.jpg

Ngựa của Arthas

http://static.mmo-champion.com/mmoc/images/news/2009/october/boss_10747_1.jpg

Con boss này có model ấn tượng quá.

Paladin
Holy

* Flash of Light no longer heals for an additional 100% over 12 sec if the target has the Sacred Shield effect.
* Lay on Hands is now affected by Forbearance and can now be cast on self again - Heals a friendly target for an amount equal to the Paladin's maximum health and restores 1950 of their mana. Once healed, the target cannot be targeted by Divine Shield, Divine Protection, Hand of Protection, or Lay on Hands again for 2 min.
* Infusion of Light now causes your Flash of Light to heal the target for an additional 50/100% over 12 sec.


Protection

* Hand of Protection, Divine Shield, Divine Protection have been modified to include Lay on Hands.
* Hand of Reckoning now deals damage if the target is tauntable.

Fix/nerf/buff/change or w/e. Class lịt gì bị sửa cứ như bài làm văn trên giấy nháp :|
 
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