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Game of the Year 2013

Bahska's pick for GotY


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Tuesday, October 3, 2017

Garothi Worldbreaker

Garothi Worldbreaker is the first boss in the upcoming raid: Antorus, the Burning Throne.

Constructed deep within the core of Argus and outfitted with an arsenal capable of decimating worlds, this war machine has been designed for a single purpose: to bring the mortals' invasion to its knees.

  • Overview - The fel reaver's cannons continously alternate between Annihilation and Decimation. Upon reaching 65% and 25% health, the fel reaver activates its Apocalypse Drive exposing its weapon platforms. Unless one of these weapons is destroyed before the cast can complete, the party will be eradicated. On Mythic difficulty, the cannons can no longer be destroyed, but instead go haywire, granting the cannons additional effects.
    • Damage Dealers -
      • When the Fel Reaver activates Apocalypse Drive, destroy a Fel Cannon to interrupt its cast.
      • Move into Annihilation to avoid inflicting damage to the raid.
      • Move away from your allies when targeted by Decimation.
    • Healers -
      • When a weapon platform is destroyed, the fel reaver continuously damages the raid with Searing Barrage.
      • Move into Annihilation to avoid inflicting damage to the raid.
      • Move away from your allies when targeted by Decimation.
    • Tanks -
  • Fel Bombardment - The Fel Reaver locks onto its current target. Upon expiration, missiles bombard the target's location every 1 sec for 5 sec, inflicting 4,495,000 Fire damage to enemies within 7 yards of impact and knocking them back.
  • Searing Barrage - Repeatedly fires a searing barrage, inflicting 426,500 Fire damage to random targets every 2 sec.
  • Luring Destruction - The fel reaver inflicts 805,500 Fire damage to all enemies every 1 sec while drawing them closer for 3 sec.
  • Apocalypse Drive - The fel reaver powers up its Apocalypse Drive, that inflicts 328,350 Fire damage every 2 sec.
    Unless one of the reaver's weapons is destroyed before the cast is finished, Apocalypse Drive inflicts an additional 7,145,000 Fire damage to everyone.
  • Surging Fel - As the Apocalypse Drive powers up, energy erupts across the landscape inflicting 1,560,000 Fire damage to all enemies caught in the blast.
  • Eradication - Smashes the ground, inflicting 6,610,000 Physical damage and knocking back targets within 60 yards. Damage decreases the further targets are from the point of impact.
  • Empowered - After Apocalypse Drive, the fel reaver empowers all weapon systems, increasing damage inflicted by 20% per stack.
  • Carnage - Continuously smashes the ground when not engaged in melee combat, inflicting 643,000 Fire damage to everyone every 1 sec for 10 sec.
  • Decimator - Destroy this weapon to remove its abilities from the encounter.
    • Decimation - Hurls fel energy at random enemies. Upon expiring, the enemy destination is bombarded with missiles, inflicting 2,855,000 Fire damage to enemies within 12 yards and 265,000 Fire damage to everyone.
    • Haywire - While haywire, the Fel Reaver's decimation targets random enemies and stuns them. Upon expiring, the enemy destination is bombarded with missiles, inflicting 4,000,000 Fire damage to enemies within 12 yards, 100,000 Fire damage to everyone and an additional 432,000 Fire damage every 1 sec for 10 sec to all enemies.
  • Annihilator - Destroy this weapon to remove its abilities from the encounter.
    • Annihilation - The Fel Reaver calls annihilation missiles down, inflicting 1,145,000 Fire damage split between players within 4 yards.
      Impacts that are not absorbed inflict 1,430,000 Fire damage to everyone.
    • Haywire - While haywire, the Fel Reaver's annihilation impacts the target area twice. The primary blast inflicts 3,000,000 Fire damage split between players within 4 yards and knocks them back.
      The secondary blast hurls shrapnel that inflicts 3,000,000 Fire damage split between players within 4 yards and knocks them back.
      Impacts from either explosion that are not absorbed inflict 1,430,000 Fire damage to everyone.

The Legion Dungeons Bonus Event is underway!

This Week

All week, open Group Finder (default hotkey: i) and then select Dungeon Finder to queue for any Legion dungeon on Normal or Heroic difficulty. Alternately, get a group of veteran dungeoneers together and travel to one of the Legion dungeons on Mythic difficulty:
  • The Arcway
  • Assault on Violet Hold
  • Black Rook Hold
  • Court of Stars
  • Darkheart Thicket
  • Eye of Azshara
  • Karazhan
  • Halls of Valor
  • Maw of Souls
  • Neltharion’s Lair
  • Vault of the Wardens
  • Cathedral of Eternal Night
  • Seat of the Triumvirate
Look for the following all week long:
  • Archmage Timear near Violet Hold in Dalaran has a quest for you. Or, if you forget to pick it up there, you can start it from within the Adventure Journal.
    • Quest requirement: Complete 4 Legion dungeons on Mythic difficulty.
    • Rewards: One loot box containing a piece of gear from Heroic difficulty Tomb of Sargeras.
  • Passive bonus: The final boss in each dungeon drop additional loot on all difficulties (except Mythic Keystone difficulties).

Every Week

The Bonus Events system consists of a rotating schedule of different activities, currently scheduled to run each week beginning on Tuesdays. Each Bonus Event grants a passive bonus to a particular game activity and offers a once-per-event quest with a noteworthy reward for accomplishing a related goal. The in-game calendar can serve as your one-stop reference for the event schedule. The Adventure Guide also offers a direct link to active Bonus Events, allowing you to easily accept any associated quests.

View the Live Developer Q&A with Ion Hazzikostas October 5th on twitch

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Join us live on Twitch Thursday, October 5, as we sit down with Game Director Ion Hazzikostas for our next live developer Q&A. He’ll be answering many of your questions on the ongoing development of World of Warcraft: Legion.

We’re really looking forward to getting the chance to dive in and answer as much as we can, so we hope to see you Thursday at 11:00 a.m. PDT!

World Boss - Pit Lord Vilemus
Pit Lord Vilemus is up this week, rewarding item level 930 loot!

World Boss - Drugon the Frostblood
Drugon the Frostblood is up this week, rewarding players with gold and a chance at item level 860 loot.

PvP Brawl - Southshore vs. Tarren Mill
Originally Posted by Blizzard Entertainment
Originally introduced as a part of the World of Warcraft 10-Year Anniversary event, this Brawl harkens back to the early days of WoW PvP, with an epic battle between the two towns of Tarren Mill and Southshore.

In this game of war, you’ll need to work as a team and deplete your foes’ resources to claim victory.

WoW News: Patch 7.1.5 Arrives on January 10

Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’re ringing in the new year with a brand new patch on Tuesday, January 10. Patch 7.1.5 offers a variety of new content, including a new Timewalking event, Micro-Holidays, and the return of the Brawlers’ Guild. Dive into our previews and developer Q&As to learn more about each of them.

Patch 7.1.5 Preview - Mists of Pandaria Timewalking
Join the denizens of Azeroth in a new journey back in time to the days of the lifting of the mists—Timewalking is coming to the islands of Pandaria. [More...]

Patch 7.1.5 Preview: The Return of the Brawler’s Guild

After a quick break to mend some wounds and broken bones, everyone’s favorite fighting series is back. A new set of challenging encounters are coming to town, and it’s up to you to muscle your way past them for glory and prizes. [More...]

Micro-Holidays in Patch 7.1.5
Patch 7.1.5 brings with it a variety of updates and new content. One of these new additions is what we’re calling micro-holidays. Each one is meant to make the world feel more alive without making players feel like they need to participate for big rewards—while still providing some more variety and fun. [More...]

Patch 7.1.5 - Upcoming Storm, Earth, and Fire Changes

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hey Windwalkers!

We previously responded to feedback about Serenity feeling mandatory due to bugs with Storm, Earth, and Fire, and we said that we were working on those bugs. Here’s an update on how we’re doing with that.

The following fixes for Storm, Earth, and Fire are coming in Patch 7.1.5:

  • Clones' Fists of Fury now channels faster with Haste, plus an additional 25% faster, to further eliminate any chance of it being clipped due to tight timing.
  • Clones now travel much faster between targets.
  • Clones will no longer target Immune enemies, or crowd-controlled enemies, or enemies you aren’t in combat with.
  • Clones now choose a target within 15 yards of themselves (was 30 yards), to make them more responsive and give you tighter control of them. You may still manually re-target them, or summon them in a location closer to your intended target.
  • Clones will now only re-target when you use an ability that applies Mark of the Crane, and their current target already has Mark of the Crane.
  • If a clone is not in range of their target when an ability is used, they will leap to the target and then use the ability (instead of not using the ability).
  • Clones now inherit your stacks of Transfer the Power when they are summoned. They now generate and benefit from these stacks.
  • Clones now inherit your stacks of Hit Combo when they are summoned (and continue to generate and benefit from it).
  • They now have 100% of your health (was 50%), and they now inherit your Dodge chance.
  • Storm, Earth, and Fire no longer reduces the damage/healing of spells and abilities that the clones do not mirror (such as trinket procs).

We’re committed to making this a fun and functional ability. Please let us know if you find any further bugs with it.

Thank you very much!

Thursday, January 16, 2014

S by JJ Abrams And Doug Dorst Mid Book Review

Reading this. Im about a half of the way through. Liking it a lot so far. The main story is a mystery and the second story thats made up of comments by two people in the margins and news paper clipping etc is a mystery/people trying to figure out who the author of the first story was/love story.
I really like that the book itself looks like a old library book complete with a "Book on loan" stamp and a ripped binding. The only mention of the real authors JJ Abrams and Doug Dorst is on the cardboard slip the book comes in.
If you left it on the bus whoever picked it up would think it really is a old library book someone wrote in.

The one thing i had to learn is there are old comments and newer comments left in the margins the old ones are in black and blue or light grey and the new ones are orange, red and green but its all the same two people just a different timeline. Some of the comments help you understand whats going on in the main story a little more to.

Cant say to much about the actual story without spoiling much but its a very deep book and super interesting. However some of the deepness makes it hard to read sometimes. I know I'll be going back and reading the comments in the margins a second time after I read the first story an thats fine
some of the fun is learning how you want to read the book.

One example of the deepness is that the girl is talking to the guy in the margins about how her parents wouldn't understand her about something and then there is 2 papers left in the book about that back story on why her parents wouldn't understand her/are over protective that also ties into the original story and their main story.

Highly recommended if you like mystery's at all you could totally forget the second story and still enjoy the first one or the second without reading the first but reading both together is a great experience that im finding really hard to put down.

Sunday, December 22, 2013

Bahska's 2013 Game of the Year + Honorable Mentions

However I do have a honorable mention list my best game of 2013 choice is Path of Exile from Grinding Gear games, not only is it my Game of the Year it could be the best game I have ever played pushing both Disgaea: Hour of Darkness (PSP version) and Warcraft out of that spot.
Path of Exile is a dungeon crawler like no other. Sure you can make comparisons to Diablo 2 and rightfully so, it barrows a lot from that game however it also has its own original concepts like the massive 200+ node passive skill tree, skill gems with a unique gem slot and linking system that allows you to link support gems to skill gems, leagues with specific mods that last anywhere from 12 minutes to a month and its unique map end game system that set it apart from its competition.

Not only does it have original concepts that are as deep as your imagination. It handles quite well to. No frame drops despite having upwards of 100 enemy's on screen at any given time.

All this from a company that has never made a game before, from a part of the world where gaming is just now becoming a big part of there economy. Grinding Gear Games a company that may have the best CM's out of any company I have ever come into contact with. They truly listen to there fan base. One example of this is when the game was going into open beta GGG wanted to sell weapon art as a Micro-transaction (More on that later) and the concept was dreadful. You would buy one for a cheap price, use it,
and say you  upgrade a sword now you need to re purchase the art....
Needless to say that didn't go over well an GGG listened, within a few hours and some store maintenance that concept was totally changed for the better.

Now you might be asking Micro-transactions? Yes this game is free 2 play however the only thing that has any impact on the game itself are character slots and stash slots, not bad considering you already get a fairly generous amount of slots and space from the base game.
GGG have made it clear they will never be a pay 2 win game nor will they ever sell things like boosts as that would kill the competitive things like race events they offer. How can they make money you ask? When you listen to what your fans want people will donate butt loads of money as long as you deliver on promises made. GGG have delivered more than I ever thought possible since i started testing this game 3 years ago in its Alpha build an people have donated butt loads of money.

The only issue is it's netcode stutters sometimes specifically with fast mobs or skills like Cyclone. This is called desync where the server is either ahead or behind what you see on screen and has caused many many deaths.
But this has been put on the promise list and I have no doubt that this issue will be fixed.

Not only is Path of Exile original, fun to play and completely free. This game has more features than I can list or even dream of fitting in my Game of the year article and they continue to add more content every two weeks like this upcoming patch do out very soon.

Path of Exile has made such a splash this year that even Blizzard Entertainment have incorporated a unique concept of GGG's into its upcoming xpac Reaper Of Souls. Make "A" legendary with the devs. One legendary, however in Path of Exile anyone who can afford it can make a legendary (Or Unique in PoE's case) Its such a unique concept and helps players feel like they are part of the games creation it's a no brainier for Blizzard and im not shocked by any means that Blizzard chose to use the idea as well.

The hardcore dungeon crawler genre isn't for everyone but if you enjoyed Diablo 2 but felt Diablo 3 was lacking and want something else to quench the thirst I highly recommend this title however be prepared to have many many weeks if not months of time sucked away from you like it has from me that's why this is hands down my favorite game of 2013.

Honorable mentions:
1. Beyond: Two souls Breath taking story Fairly unique concept with very little flaws.
2. Papers Please Very unique concept
3. Hearthstone: Heroes of Warcraft Very good CCG with some unique twists thats both deep and easy to pick up an play without a terrible F2P system unlike other CCG's on the market today. A game that so many people said would be garbage than it hit beta and people paid outrages prices on the blackmarket to experience the fun for themselves..

Wednesday, November 27, 2013

So Long, and Thanks for All the Spectral Fish|Ghostcrawlers Official Farewell.

Most of the people who understood what your job actually was will miss you. Most forum posters just saw this man as someone who made all the choices at Blizzard in terms of game design.
In a big company that's not the case. Im sure it has been a enjoyable but stressful 6 years and I wish you well in the future. Also a Holy Priest? Eww... ;)
My thought when i first heard -

Originally Posted by Ghostcrawler (Blue Tracker / Official Forums)
You know that part at the end of raid night when the final boss is dead and you’re done handing out loot and everyone kind of goes their separate ways? Yeah, this is one of those times.

We just came off of a great BlizzCon. We had so many different games to talk about, and we were thrilled at the reception of Warlords of Draenor. It was great to meet or reconnect with so many of you. I love BlizzCon dearly, which makes it so hard to tell you that this will be my last one, or at least my last one up on stage. An opportunity has come my way, and I have made the very tough decision to move on from Blizzard.

I wanted to thank all of you for being a part of this grand quest. I have said a hundred times that having passionate gamers, including the angry ones, is a far better place to be than having a community that doesn’t care. You all care. Like us, you want the game to be the best that it can be. So I ask you to keep on providing your feedback. I promise (and I rarely promise!) that the developers care very much about what you have to say.

I’ll be out there, and I can’t imagine it will be that hard to find me.


P.S. No, you can’t have a pony. Or a moose. Or a mantis shrimp. Or a tardigrade. Or a crab. Keep trying though.

P.P.S. I play a Holy Priest.

Friday, November 8, 2013

Warlords of Draenor FAQ

Originally Posted by Blizzard Entertainment (Blue Tracker)
Q: What are the key features of Warlords of Draenor?
Some of the new content and features of Warlords of Draenor include:
  • Explore a Savage World: Explore the hostile world of Draenor, home of the orc and draenei races, as it once existed, and adventure in all-new zones alongside characters central to Warcraft history.
  • Build Your Garrison: Construct, command, and expand your own customizable stronghold on Draenor, and gather NPC followers to collect resources and embark on missions on your orders.
  • Instantly Upgrade to Level 90: Boost one character of your choosing to be ready to adventure on Draenor, making it easier than ever to enjoy the latest content alongside your friends.
  • New Player Character Art: Character models and animations for many of World of Warcraft’s existing playable races are being fully revamped in keeping with the game’s iconically epic style.
  • Adventure to Level 100: Reach new heights of power and unlock bonuses to further enhance your abilities on your way to the new level cap of 100.
  • …And More: Take on a wide array of Dungeons, Raids, Scenarios, Battlegrounds, Challenge Modes, and more—no matter what kind of content you enjoy, new adventures await.

Q: How does the Garrison work? What kinds of followers and upgrades are available?
To establish a foothold on Draenor and bolster your faction’s defenses against the formidable Iron Horde, each player will need to build and manage their own Garrison, a customizable fortress that serves as your personal base of operations throughout the course of the expansion. As you complete quests and win allies to your cause, your Garrison will expand and you’ll be able to choose which upgrades you’d like to construct from a variety of options. You’ll also meet and recruit NPC allies and followers who will join you at the Garrison, each providing different benefits.

For example, a miner rescued from a dungeon might take up residence and help gather Mining resources. A heroic warrior you quarter might embark upon quests at your command, with a chance to return with valuable treasures. Other characters might provide you with quests that expand upon their own stories or lead you to valuable assets in your campaign.

When it comes time to upgrade your Garrison, you might choose to build a Barracks to send more followers on missions simultaneously, an Inn to provide new recruits, or an Infirmary to speed up injured followers’ recovery time between assignments. You may instead decide to build a Smithy and recruit a Blacksmith to research new plans and craft valuable resources (such as those with daily cooldowns). You’ll also be able to invite friends to visit your Garrison to trade resources and see how your home base stacks up against their own.

Q: What new zones will I explore on Draenor?
The expansion sends players to Draenor as it existed before it shattered into the realm World of Warcraft players know as Outland—and while some of the names of these places might be familiar, we’re building them all from scratch for the expansion.
Here’s a breakdown of Draenor’s zones:
  • Frostfire Ridge: Across snow-covered wastes and beneath towering volcanoes, heroes of the Frostwolf clan and the Horde unite to repel invaders from their homeland.
  • Shadowmoon Valley: Amid rolling moonlit hills, the draenei at the holy temple of Karabor unite with the Alliance in a desperate fight for survival against the Iron Horde and Shadowmoon clan.
  • Gorgrond: Deep within the desert canyons of Gorgrond, an arsenal of massive siege weapons built by the Blackrock clan is about to be unleashed upon the whole of Draenor.
  • Talador: In the shadow of a besieged Shattrath City, the Auchenai Soulpriests actively seek to safeguard the countless draenei souls inside Auchindoun from a terrible demonic threat.
  • Spires of Arak: At the height of their power, the regal arrakoa plot atop their high peaks, well out of the reach of the brutal Shattered Hand orcs and the wingless outcasts below.
  • Nagrand: Among the fertile hills and outcroppings of Nagrand, the bloodied wolf-riders of the Warsong clan remain a threat not to be trifled with.
  • Tanaan Jungle: Within the overgrown jungle home of the Bleeding Hollow clan, a Dark Portal is under construction . . . and an Iron Horde army makes grim preparations to conquer Azeroth.

Q: Why are you giving everyone a level-90 character boost?
World of Warcraft is constantly evolving, and these days players engage with the game in a wider variety of ways than ever. Some enjoy the process of exploring the world and leveling up. Others enjoy the challenge of raiding. Many simply enjoy playing with their friends, wherever they may be. One of our primary goals with Warlords of Draenor is to empower WoW players to quickly and easily be able to participate in the content they’re most interested in, and giving everyone a level-90 character upgrade right out of the gate helps make that possible.

One common piece of feedback we’ve received from new players and those who’ve taken an extended break from the game is that World of Warcraft requires a significant time investment before they’re able to “catch up” and play with high-level friends. Design changes such as speeding up the leveling curve and features like the popular Scroll of Resurrection and Recruit-a-Friend system have proven very popular, but the issues’s only getting more challenging with each patch and expansion we release. By giving players the option to boost a character to be ready for the latest expansion content, we hope to remove some of these entry barriers and make it so anyone can pick up and enjoy Warlords of Draenor right away, no matter how much World of Warcraft they’ve played in the past.

Q: It’s been a while since I’ve played WoW—will I know what to do with a level-90 character?
At the start of the new expansion, players will be thrust into an exciting introductory experience involving a desperate strike against the orc forces on Draenor. During this opening sequence, new and returning players will have an opportunity to get up to speed on the game before diving into their faction’s starting zone content—similar to the Death Knight starting experience in Wrath of the Lich King. We’ve also recently added features such as Proving Grounds, which help players learn how to tank, heal, and deal damage in dungeons in a solo “teaching” environment, to help ease the learning curve and prepare players for battle as quickly, efficiently, and enjoyably as possible.

Q: How will the included level-90 character upgrade work?
In regions where players purchase World of Warcraft expansions, each World of Warcraft account that you upgrade to the Warlords of Draenor expansion will receive one level-90 character boost (to be used once the expansion releases). You don’t need to decide which character to boost immediately. You can also create a level-1 character from scratch and then use the upgrade on that if you wish. The boosted character will also receive a level-appropriate set of gear (along with some other assistance) to make sure you’re set for adventuring. We’ll have more details to share as development continues.
For regions where players do not purchase expansions (including China, Korea, and Taiwan), we’ll have more information to share on our plans in the future. In the meantime, our goal for all regions remains the same—to give players a way to get straight to the action in Draenor.

Q: Why revisit the player races’ art now? Will I recognize myself in the mirror?
As we’ve released new World of Warcraft content and expansions, we’ve received feedback that some of the earlier player character models and animations are no longer measuring up to the quality of the newer races. Because Warlords of Draenor takes players back to the homeland of the Orcs—one of WoW’s original playable races—it felt like a great time to update not just the Orcs, but other playable races that could use a refresh.
We know that many of you already strongly identify with the look of your current character, so we’re dedicating a lot of time and resources to make sure these updates capture each race’s iconic identity and personality. We’re still in the process of determining which races will be available upon the expansion’s release, but our goal is to update all eight of the original World of Warcraft playable races, along with the Draenei and Blood Elves, over the course of the expansion launch and subsequent content updates.

Q: What kinds of bonuses will my character earn on the journey from level 90 to 100?
Warlords of Draenor introduces a new bonus system that rewards players with powerful perks as they level up to the new cap. At every level from 91 to 100, characters will earn a major permanent boost to one of their their key spells and abilities (e.g. a Fire Mage might earn a +50% damage boost to Pyroblast or +30% boost to Scorch). Players will also unlock a new talent tier once they’ve achieved level 100, rewarding each class with three potent new abilities to choose from.

Q: What are the plans for new Dungeons, Scenarios, and Raids?
We’re planning 6 new 5-player dungeons for the launch of Warlords of Draenor, along with a revamped version of the classic Blackrock Spire. One of our goals is to make sure we’re giving players a good mix of “level-up” Dungeons along with some new, unexplored Dungeons to delve into at max level. The expansion will also give players a chance to earn awesome transmogrifiable weapons and other unique rewards in Challenge Mode Dungeons. We’re also planning a wide variety of Scenarios for launch, along with Heroic Scenarios for those who enjoy the extra challenge.

On the Raiding front, we’re planning 2 new raid instances around launch, as well as new world bosses. We’ll also continue to provide players with a wide variety of raiding options. In addition to offering four tiers of difficulty as in Patch 5.4, we're also extending our Flexible Raid scaling technology to Normal difficulty raiding. We’ll have more details to share as development continues.

Q: What challenges await in the world of PvP?
Warlords of Draenor will feature a new world PvP zone that hurls Horde and Alliance players into an epic conflict fighting for control of strategic fortresses on Draenor. This new area will be seamlessly instanced, with the goal of providing better performance and a more balanced PvP experience than was possible in WoW’s earlier world PvP zones. We’re also planning several major PvP-related UI improvements, including updates to help you track and communicate with your team about objectives in Battlegrounds, along with enhancements to Arena and Rated Battleground enemy unit frames designed to relay key information more clearly.

Q: What’s in store for professions?
One of our goals in Warlords of Draenor is to make each of the game’s existing Professions more engaging and integrated into the gameplay. To that end, the Garrison will play a major role in your character’s Professions in this expansion—similar to how your farm was key to the Cooking profession in Mists of Pandaria, only on a much more epic scale.

Q: What can players expect while questing in Draenor?
We received a lot of feedback over the course of Mists of Pandaria about what kinds of quests and world PvE content players enjoy most, and we’re continuing to evolve the questing experience in Warlords of Draenor with that in mind. Our goal is to give players a wide variety of fun and unexpected activities, ranging from the kinds of quests they’re familiar with to new experiences along the lines of the exploration- and event-driven Timeless Isle introduced in Patch 5.4: The Siege of Orgrimmar.

Q: Will you be making any changes to what Stats are available?
One of our goals for Warlords of Draenor is to make the act of finding and collecting loot even more exciting for players. With that in mind, we’re adding some fun new stats to gear, such as Movement Speed and Cleave, which gives you a chance to do extra damage or healing to additional nearby targets. In addition, we’ll be retiring a few stats that players don’t find very enjoyable to manage, such as Hit and Expertise. We’re also making improvements to armor itemization that will make it easier to share armor pieces across classes. We’ll have more details to share as development continues.

Q: Will there be any updates to the graphics and changes to the minimum system requirements?
Yes—we’re planning a number of tweaks and improvements to the graphics engine in this expansion, including some updates related to the upgraded player characters and the introduction of the Garrison. We’re also looking into updating other existing systems with an eye toward improving graphical quality and performance. We’ll announce the exact system requirements closer to the expansion’s release.

Sunday, September 29, 2013

My thoughts on Guild Wars 2 A Year Later: Pretty Much The Same.

I gave Guild Wars 2 another shot yesterday cause its free for a week, I played it for about 9 hours.
Questing was questing. Good at first but after 50 quests I had enough of that grind. Im not the type who enjoys questing till I hit max level.
So i turned to another big feature of the game (One i played a lot of in the beta) World vs. World and its fun when you are with a group of people and not laggy as all hell (Which should have been fixed by now) but if you die you get to walk all the way back to the fight (sometimes up to a 30 minute walk) only to either die again right away or find out the fight ended when you were gone and early on you die a lot. Nothing has been changed in almost a year on that front which saddened me because its a feature I would love other games to have and I know can work.
The whole game feels like a grind fest and I like that with some games however there has to be a reason for it like raiding or the map system in PoE. GW2's end game is PvP which would be fine if it didn't feel tedious at the best of times.

I didn't like the game a year ago the same reason's, was hoping thing's had gotten better.
I can't bring myself to log on again even though its free till the 3rd. If it went Free 2 play I would maybe feel different and be a little more open to its faults but I cant recommend paying for it.

This isn't a I hate cause I play Warcraft! post. Actually I recently started playing Rift after disliking it in the beginning. I think its pretty good now. It has come a long way since release.
GW2 not so much. Thats why i say i cant recommend it when there are better completely free mmo's on the market.

Wednesday, August 21, 2013

New Resto Druid stat priority for haste/Mastery Builds

Spirit (until regen feels comfortable) > Haste (to 13163) > Mastery > Intellect > Crit
You will likely be gemming straight haste or int/haste at the least.
Haste builds are statistically the best however mastery builds are very close behind.

Heroic 5.4 gear -

Mastery builds are a bit confusing to.

             Spirit (until regen feels comfortable) > Mastery > Intellect > Haste (3043) > crit

Mastery build gemming is very different now. red = Int/mastery yellow = straight mastery blue = spirit/mastery
If the red socket's bonus is just ok you could go with straight mastery.
There was some of that in 5.2/3 but now you'll wanna drop all straight int gems. Secondary stats are just to strong and remember mastery is basically Intellect for resto druids.

Mastery build 5.4 gear -

Saturday, August 3, 2013

Patch 5.4 Change to RPPM Mechanics

Originally Posted by Blizzard (Blue Tracker / Official Forums) There are some further changes to the RPPM system in development that we'd like to share with you. As you know, RPPM is something we've been doing a lot of iteration on, and we have another iteration that should be hitting the PTR soon:

As you may know, RPPM proc rates typically scale with haste. This was done because historically, attacking faster meant you had more chances to proc something, so got more procs, and we wanted to preserve that effect. However, most procs before RPPM were such that either their effect didn't also scale with haste, or their proc rate was predominantly limited by an ICD. Many of our RPPM effects thus far have had neither of these limitations, such that they effectively 'double-dipped' on haste, benefiting twice from it. In some extreme cases, the proc was designed such that they actually triple-dipped.

As RPPM effects have become more wide-spread and more impactful, this has caused a variety of problems. Primarily, it has skewed stat balances toward haste rather significantly. It's also a compounding problem where many of these procs stack multiplicatively with each other, causing insane burst when all of these procs go off together. That can be fun, but also raises the skill cap on your performance, and makes gearing choices more restricted to ones which stack together optimally.

For 5.4 we're going to change both new and existing RPPM procs to not double-dip on haste. Benefiting once from haste is fine and expected, but not twice. For example, suppose you have two hypothetical procs, Flamekissed and Villainy:
  • Flamekissed's proc rate scales with haste, and its effect says "Chance on hit: Deal 500 additional fire damage". This is fine, because only the proc rate scales with haste; the effect doesn't.
  • Villainy's proc rate also scales with haste, and its effect says "Chance on hit: +5000 Agility for 20sec." This is not fine, because both the proc rate and the proc effect scale with haste. The more haste you have, the more attacks you do in that 20sec period which benefit from the increased Agility.

If both the rate and effect of a proc scale with haste, we're going to remove the haste scaling from its proc rate. In these cases, we'll compensate for an expected amount of haste by increasing the base proc rate. For any procs whose effect does not scale with haste, their proc rate will continue to scale with haste as before. However, we're also revisiting the proc rate tuning on all existing procs that were made overbudget due to the addition of Unlucky Streak Prevention (which ends up increasing effective proc rate by 9%). These changes should bring RPPM procs back to being on-budget and tied with traditional ICD procs in value.

This will obviously have a noticeable effect on most players performance; don't panic. We're going to be adjusting damage/healing/tanking performance with these changes in mind.

These RPPM changes should make it to PTR soon, and you'll be able to find the exact changes to each such effect there. We now show RPPM proc rates in the tooltip of the effect, which should make it easy to find.

Healer stuff ptr Build 17260 - New Healer RPPM Proc Times.

I know this was from yesterdays Build #17260 but i didn't get to see or check certain things out on the ptr till this morning.

Item - Druid T16 Restoration 4P Bonus (Old version -Casting Ironbark grants you Spark of Life, causing all cast time spells within the next 15 sec to grant a Living Seed on the target for 80% of the amount healed.) New version - Targets of your Wild Growth spell are instantly healed for [ 25% of Spell Power ].

It scales with crit and naturalist but not mastery.

Holy pally buffs:
Eternal Flame additional healing increased by 40%. They made Sacred Shield have 3 charges and cast-able on three targets at once. No one would have taken EF if they didn't buff it a little. Still not as good as old EF.

Holy Insight now increases the effectiveness of your Word of Glory, Eternal Flame and Light of Dawn by 50%, up from 35%. Because 5.4 is the aoe healing patch.
Also why Healing Rain for shammys was doubled: Purification now also increases the healing done by your Healing Rain by an additional 100% up from 50%
 Major Glyphs Glyph of Healing Storm no longer increases the healing of Healing Rain.

RPPM Change:                        

                                                   Courageous Primal Diamond

                                                  NEW                     OLD
                                                    1.4                       1.61

                                                   Horridons Last Gasp 

                                                 NEW                      OLD
                                                  0.96                       1.05

                                                Stolen Relic of Zuldazar

                                                 NEW                     OLD
                                                  2.89                      3.15

                                            Inscribed Bag of Hydra-Spawn

                                                 NEW                   OLD
                                                  1.64                    1.79

                                              Lightning Imbued Chalice

                                                NEW                   OLD
                                                 5.78                     6.3
              Jade Spirit
and Windsong are both 2.2 RPPM instead of 2 RPPM
          Discription of the new RPPM mechanics and the reasoning for the change