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Ui Mod For World Of Warcraft

World of Warcraft Starter Tips

Start out with a character you actually want to play rather than what might be "needed" at the time. There is nothing more frustrating than leveling a new toon and then realizing you don't necessarily enjoy what is required to play it. Remember, it's you wh purchased the game and it's ultimately your money every month.

Find mods and addons that work with your play style. There are plenty of downloads out there that address whatever concern you might have as you play through the game. Need more bag organization? There are bag mods. Need better pricing on auction house items? Grab an auction house mod. Do you think the default user interface is clunky? Many custom UIs are out there for the asking. Even something as simple as quest research - there are indeed quest helpers available.

PvE raiding works for some, a more casual approach is better for others. It's all about the amount of effort you would like to put forth in developing your character(s). There is no wrong way to go about it - whatever works for you is fine.

Figure out what kind of player you are by the amount of time you have to spend playing World of Warcraft. Knowing what style suits you will be helpful in choosing what circles of people you play with. Once you find folks who share a similar viewpoint and play style, you'll find your experience far more enjoyable.

Contrary to popular belief, guilds are not mandatory in World of Warcraft. Far from it - a person could occupy themselves with solo-oriented content for years on end. Joining a guild is a personal choice which should reflect on the sort of play style you have and/or would like to have. Consider your own motives first, then find a guild that matches them closely.

Improve your overall playing experience by immersing yourself in World of Warcraft lore. There are many sites out there who publish bios, plotlines, and other extraneous information. Sure, knowing what color Kel Thuzad's eyes are might not help you push hotkeys any faster, but little details like that will help you get in to the feel of the game.

Worry about number crunching after level 60. Honestly, levels go by so quickly from questing now that fine tuning and tweaking your character is next to pointless unless you plan to do PvP in a particular level bracket. All your equipment will be replaced over and over again until it's time for the end game (post level 80).


Tony Poulin is a webmaster for several well known sites. If you would like to a more in depth guide for World of Warcraft, Click Here

Article Source: ArticlesBase.com


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10 Mar 2010 at 1:53pm



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Ui Mod For World Of Warcraft News


Your Questions About Mastery Answered (Possibly)

10 Mar 2010 at 1:42am 

 

Cataclysm

 

After giving us a rundown of the new Mastery system planned for Cataclysm, World of Warcraft developers answered a few burning questions that players had asked. Naturally, most people seem to be worried about what this means for hybrid classes.

"1. 28/28/20 spec. Does mastery on gear affect both highest trees or give no benefit at all?
Mastery on gear gives you one bonus. That bonus is the third passive (the unique one) in the tree in which you’ve spent the most points. In the examples we gave, those are Absorption, Radiance and Runic Power generation."

As they've said before, Mastery bonuses on gear won't be retroactive on current level 80 gear, except type bonuses. So, we'll assume this is for level 80+ gear.

"2. How are ferals and Dks as tanks working with mastery system in place? Are they to care about it for threat or do they have separate bonuses.
Ferals will have passive bonuses that say Cat: melee damage done, Bear: damage reduction. For death knights we have a different plan in mind that we’re not quite ready to discuss. DKs are undergoing some slight changes so they aren’t so GCD constrained and are less limited by rune cooldowns."

It has been noted that the details of Mastery so far seem to neglect Death Knights somewhat; or at least, it doesn't seem to mesh quite properly with their intricate tanking structure. Cataclysm Death Knights are going to be "less limited by rune cooldowns"? Interesting.

"3. How are the non-pure classes going to be balanced against those with a full 76 point passive benefit? Balance, enhancement(not so much), shadow, feral, ele, resto, holy and Ret all have this issue.
Assume you only get the passive bonuses for the tree in which you’ve spent the most points, and there is a ceiling per tree (which could be something like 51-55 talent points). If you spend more points than that in a tree you still get the benefits of the talent. If you spend points in another tree, you are benefiting from those talents instead. Unless you try to make say a 40 / 36 / 0 build, you shouldn’t be losing passive bonuses. If you turn level 10 and spend 1 point in Discipline, you are now a Disc priest. You receive the Disc talent tree passive bonuses and mastery rating on gear benefits your Disc passive bonus (Absorption). If you reach level 85 and have 70 points in Disc and 6 in Holy, you are still a Disc priest and the same rules apply. If you change your build to 51 Disc / 20 Holy / 5 Shadow, you are still a Disc priest."

"4. Hybrids who use spells not improved by their spec on occasion such as heals or the extra lava burst are feeling that their non-specced spells are going to be extremely weak as compared to now.
They are weak now and the intent is to keep them that way. We aren’t trying to nerf them any more than they are today. If we want to make sure Resto shaman can do big Lava Bursts, we’ll give them a talent or something to make that happen. We don’t want Resto shaman to Lava Burst anywhere on the scale of an Elemental shaman. Again, how they perform today is pretty much the target for where we want to end up."

Ah, the big questions. Since Mastery grants bonuses for staying within your class's natural abilities, many are worried that it will suck the diversity out of the game. Blizzard's response seems to indicate that varied classes are still going to be useful, but ultimately, they WILL be weaker - but, in their view, it's not that big of a change. The last part, however, makes it seem like they're willing to tinker with the balance a little. We'll keep you up to date on the rest of Cataclysm's changes as they come!

 



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Presentaci?n SiK Old

9 Mar 2010 at 6:24pm  Primera parte de la presentaci?n de la serie de videos SiK. tags: sik wow world warcraft fumetas wof Gaming Presentaci?n SiK Old
recent posts - blip.tv (beta)

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World of Warcraft: Stormrage eAudio Book excerpt available

9 Mar 2010 at 5:09pm 
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World of Warcraft: Cataclysm Mastery System Preview

9 Mar 2010 at 8:27am 
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Mastery Revealed

8 Mar 2010 at 9:00pm 

 

cataclysm

 

Cataclysm's new statistic, Mastery, got a bit of a reveal today. After teasing the new gameplay mechanic a few days ago, Blizzard has outlined some of the changes Cataclysm will bring to the game in greater detail.

"Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree -- meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear." Source

Blizzard had mentioned before that the goal of Mastery was to reward players for performing their class roles. Basically, this system means that the talent tree is now even more important as far as developing your character goes - staying on a certain path will net better bonuses, and going for a jack-of-all-trades build will hinder players as far as extra stats go.

The question is, will this promote diversity, or will it suck the fun out of character building? Hopefully the former. The trees are already wide enough that bonuses shouldn't end up too rigid - this isn't Borderlands, after all. Naturally, though, some are worried that this change will end up shoehorning players into the "best" tree for their class.

Another interesting tidbit - the Mastery bonus for gear that Blizzard mentioned last time? As in, promoting the use of your specific class gear? Currently, there are no plans to go back and work it into current level 80 gear. You'll gain a bonus for wearing the right type of armor, but for now, it looks like the more advanced perks will be reserved for Cataclysm's 80+ gear.

 



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3.3.3 Still Wonky

8 Mar 2010 at 12:45pm 

 

wow logo

 

 Are you excited for 3.3.5's Ruby Sanctum? Or perhaps just anxious to give 3.3.3's UI and move updates a whirl? It'll have to wait, sadly, because so far the PTR servers for 3.3.3 have been less than successful.

Well, alright, that's a little harsh - better things go wonky on PTR servers than actual realms - but it definitely looks like we'll be waiting a little bit longer for the next patch. So far, 3.3.3 has been undergoing numerous problems and changes on the test realms, with moves being added and removed, and UI tweaks causing issues for testers. 

All should be sorted out soon; and hopefully these changes will make the transition to Cataclysm that much smoother. We'll let you know when 3.3.3 is planned to go live - and if it's sometime this week, we'll be just as surprised as you.



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World of Warcraft: Stormrage # 1 at The Wall Street Journal

8 Mar 2010 at 11:23am 
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