WoW: Interview with Ensidia’s muqq: “A good player knows when he can take risks”

The top World of Warcraft guild Ensidia is still working hard on the 25-man world first kill of the heroic Lich King. However, priest class leader muqq aka Havar Ameen took the time to answer a few questions about what it means to be an active member in an elite WoW guild, what the secret behind Ensidia’s success is, and what he thinks about the notion that World of Warcraft is becoming too easy.

buffed: Could you introduce yourself (name, age, class, rl-job?) and your position in Ensidia?

My name is Havar Ameen, I’m 26 years old and I play as shadow priest in the guild Ensidia. Currently I’m back to studying after taking a break from playing WoW for a couple of years. I serve as the class leader for priests in the guild, and have been doing so since the guild was formed.


buffed: You’re one of the most famous shadowpriests in the WoW community. But every hero has a story – tell us about your gaming career before you started playing WoW.

I’ve been playing on all sorts of video consoles and computers beginning at a young age, and since I got my first 486 I’ve favored the PC as my primary source of gaming entertainment.  I didn’t get online before I had a 28.8k modem back in the late Nineties, when I was introduced to Quake.  I didn’t play that game very much though, and it wasn’t until Unreal Tournament arrived that I really got hooked on online games. I’ve been playing CTF here in Europe for about a year and a half, until I picked up EverQuest, my first MMO. This was some time during 2001, and I played that game for two years, until I made the switch over to another MMO, Final Fantasy 11Online. That was another game that I played for over 1.5 years until World of Warcraft went live in the USA.


buffed: When did you start playing WoW?

I started playing World of Warcraft during the first few days after its release in the US. I had a friend who bought me a a couple of copies and sent me the keys, so I could start playing with her and my brother, who also started playing WoW together with me.


buffed: Tell us about your first hours of WoW. (Things like: Were you well prepared before you did your first quest or did you go by the “learning by doing” principle? Did you level alone or with friends?)

Unfortuantely, my first few hours of WoW weren’t that great. Blizzard hadn’t really antipicated such a big interest for their game, and the servers were unplayable for the first few days, until they had more servers up. I wasn’t prepared in any way, and the only thing I knew about the game was, what my friend had told me. I leveled together with my brother and friend until we reached Level 60, which took a few weeks.


buffed: Why did you choose a priest?

I actually played a rogue when I first started playing World of Warcraft. Sadly though, so did many other players as well. After being Level 60 for a few weeks, I decided to reroll and play a priest, as nearly a quarter of the server population were rogues at that time. Traditionally, I used to play support classes in previous MMO’s, and I figured I might do that as well in World of Warcraft. Back then, shadow priests were non existent, and even holy priests were rare, so I was holy for the whole duration of vanilla WoW.


buffed: Do you remember any funny “fail” moments from the beginning of your WoW career?

Oh dear, I do. My first time in Molten Core was with an alliance of guilds, and as the raid was preparing to pull Lucifron, I stood somewhat to close to the boss when it patrolled close to us. I wiped the raid, some members left and we gave up for the night, after having spent two hours getting there.


buffed: When and why did you decide to join a more hardcore guild? (How did you join Nihilum back then?)

When I made the move from US servers to European ones, I rolled a priest on the server Darksorrow. I searched the best guild on the server, which happened to be RUIN at the time, and decided I’d level fast to join them. A few days later, around lvl 40, I was finally ready to do so, and that’s where my journey began as a more hardcore raider in WoW. After we had killed Ragnaros for the first time, our somewhat aggresive guildleader decided to leave, and I took over as guildleader, after having served as an officer for some time.

We did good until the fall of C’thun and we stary good even until the release of Naxxramas. However, as many other medium hardcore guilds, we suffered from lack of new recruits and issues of having enough members to fill the raid, so amongst the leadership we decided to throw in the towel and call it quits. Me, and my partner in crime Quantz, sent in applications to Nihilum, which sent us invitations a couple of days later. This was during mid-Naxxramas, where we joined just to kill Thaddius and Loatheb the very same day.


buffed: In your recruitment postings you tell the aspirants that “During progress you can expect to raid at any hour of the day.” How is it that you can afford to constantly wait in the wings?

A common misconception about many progress guilds is that we spend a lot of time playing, farming and raiding. This isn’t really true though. When new instances are released by Blizzard, most of us take a couple of days off from work or school, and focus on raiding. That usually last no more than two days or so, and after that we go back to our normal schedule.  A better way to interpret that sentence [in the recruitment posting] is, that we ask you to be able to take some time off when neccesary to clear new content. New content however, is few and far in between, so it’s not a big sacrifice to make. As we’re mostly focused on the highest tier of content, we do not need to spend a lot of time doing other content like 5-man or 10-man content for long, as oppossed to many other WoW players.


buffed: Please describe a typical WoW day during progression raids.

I could take Icecrown Citadel as an example. We prepare a few days earlier with consumables, but also sort some of our real-life commitments. People take 1-2 days off from work and school, and fix things they need to fix. On the morning of a new instance, we gather up at around 11:00 and start clearing it. After a few hours, we take a break for lunch, and then continue clearing it until evening, where we have dinner.  Every few hours we have small breaks for people to gather their strength, get some snacks or drinks, or just visit the bathroom. We keep playing until night, maybe around  1.00 or 2.00 AM, and then we go to bed. We repeat this for the second day if necessary, and do as much content as we can. By the third or fourth day, we usually start a bit later, as we realize that most people can not take more time off from work or school. Despite popular belief, most of us DO have school, work or real-life commitments that need attention.


buffed: How do you handle fans who keep asking you how to do more dps?
(I’m sure you get such whispers ^^)

Haha, it’s hard responding to a lot of them. I understand that people might think it’s arrogant of many members to not respond to people when they send us whispers, but one thing they must realize is that first and foremost, most of us play this game because we enjoy it. We, like many others, just want to have a good time in World of Warcraft. Anyway, back to the question. Often, we’re also raiding during the time that they talk to us, so we might not have the time or capability to respond to them. We do have a few guides on our website, where we try to explain how to play certain classes and specs. I usually direct them to our website, or a particular guide somewhere else (like on shadowpriest.com), and ask them to research about spell rotations and gear optimization there instead. If i’m not too busy, I do give a tip or two about how they can improve themselves (if they ask politely).


buffed: What was the weirdest question you have ever been asked by a fan?

Hmm, I’ve gotten a lot of weird questions, but one of the stranger ones I got from a random character, that asked to be my in-game wife. Yes, in-game wife. I wasn’t sure if it was serious or not, but she (or he L) tried to speak for his cause for quite some time before giving up.


buffed: What do you think about addons like gearscore?

I never understood why gearscore suddenly became a popular way of judging people’s worth. From my experience,  it’s usually not even the more hardcore crowd that keep insisting on people having a certain gearscore, but rather the medium-skilled players. Most hardcore players realize that not everyone can have perfect gear or is in guilds that are able to run 25-man instances, so we do not insist that you must have a certain gearscore to be eligable for some of the raid instances. As long as you do the best you can with the gear you have and put in effort, it’s fine by us (or at least me).


buffed: From your point of view: What makes up a good WoW player?

I think the thing that sets a great player apart from the rest is the ability to judge situations well in World of Warcraft. A good player knows when he can take risks, and when he can’t, but is also ready to use cooldown and abilities to avoid death in any situation. Situational awareness is one of the things that marks a great player. Being able to read the situation and adapting to it in highend raiding is one of the most important traits a player can have. Experience will of course matter, but there’s a reason certain guilds complete content in a much smaller timeframe than other guilds would.


buffed: There are many discussions whether WoW became too easy or not. What’s your opinion? And if you think WoW became too easy, what do you think is responsible for this trend?

People often tend to confuse their argument of WoW becoming too easy for another thing that has changed since its inception, the factor of time. It’s simply a lot less time-consuming in many ways, and it also takes much less time to reach the endgame as opposed to vanilla WoW. Looking at hardmodes in Ulduar and Icecrown Citadel, I’d say they are of a much higher degree of difficulty than the raid dungeons back in TBC and vanilla WoW. Untuned encounters aside, once Blizzard adjusted the bugged or often untuned encounters in the previous expansion or in vanilla WoW, they were a bit easier than what the current hardmodes have been in WotlK. What has changed though is that a lot of the greatest players have bonded together to form progress guilds, and can perform at a much higher level of skill than what was previouslly possible. Character transfers and faction-changing most definetly helped in that regard.

I do agree that a lot of the 10-man and 5-man content has become much too easy for a large part of the World of Warcraft community. It’s quite easy to acquire good gear nowadays with little effort through the badge-system, heroic 5-man dungeons, 10-man dungeons and older raid-instances. It simply took much longer time to get someone geared up and ready for the highest tier of raiding content back in TBC and vanilla WoW than it has in WotlK. Blizzard has intentionally taken this route as a way to introduce a larger part of their content to more of their audience.


buffed: If you could change three things in WoW, what would these be?

Removing artifical blocks on endgame content, add more forms of character-progression (other than just gear-progression) and have some other form of end-game content other than mirrored 25-man/10-man instances. Challenging  5-man content, special small-scale encounters or dungeon-crawling has always been things I’ve missed in World of Warcraft.


buffed: Is there anything you miss from vanilla WoW? Or is there anything that improved significantly?

What I miss is a lot of the diversity between classes and also the whole sense of exploration in the game. The diversity came with a heavy price though, since you were often reliant on x amount of y class to do some of the content. However, despite that, once you had a class at max level, it was quite unique in comparison to other classes, and that’s one of the things that have been lost in WotlK. One of the other  bigger drawbacks of vanilla WoW was that the balancing wasn’t always the greatest. Either some classes were undertuned or overtuned , or they simply had no place in some PvE or PvP content. People were generally more focused with just enjoying the game back then, rather than playing the class which did the most DPS or was the best tank.

With the introduction of arenas in TBC and the homogenization of classes, previous class-defining skills overlapping to other classes, many of the individual trademarks were  lost. On the good side though, a lot of things have been improved. Many UI elements have been reworked, a lot of useful tools such as LFG tool, equipment manager, combat text, raidframes, quest-tracker and other neat things have been added since vanilla WoW. A lot of the pacing in PvE content has been reworked, and it’s been for the better in most cases. Overall, a lot of gameplay related features have been iterated upon, which has improved the gameplay experience a lot, but somewhere along the line I feel the soul of the game was lost. The whole sense of accomplishment when finnishing a raid-dungeon, acquiring a new item or simply doing a quest is simply does not have the same impact in  WotlK than it had in vanilla WoW.


buffed: In your blog you talked about leaving WoW. Is your decision final or is there a chance to see you again when the next content update is released? Or do you just need a break?

I honestly expected us to have killed heroic Lich King by the time my subscription had run out. That was a rather hasty assumption from my side though, and through a nice friend I managed to get my hands on a gamecard to stay online for another 2 months. Regardless of how I feel the PvE meta-game has evolved in WotlK, i’ll be around until my guild is done with the progress-raiding for Icecrown Citadel. I didn’t want to leave the guild hanging, and I’ve told them I’ll stay around until we’re done with progress. I’m fairly certain that WotlK is my last expansion in World of Warcraft, unless the character-progresison is drastically different in Cataclysm or many fun features have been added that I might enjoy.


buffed: And last but not least for all the trolls out there: Why don’t you play a troll? (Berserk!)

It’s true that trolls are much better suited for PvE than undead if you compare the racials,  but I’ve used the same undead character for 5 years now, and I’m a rather fickle person, so I decided not to change the race of my priest. Besides, I think trolls just look silly with their refusal of wearing boots!


buffed: Anything else you want to explicitly get off your chest – or maybe some words for your German fans?

I’d just like to thank all the people that gave their support and also  all the people who gave their input, even though many didn’t agree with what I said, I’m glad they took the time to express their own thoughts. As for all the germans fans, thank you all, I know a large majority of our fanbase are from Germany, and even though we direct most of them to our German guildmembers when they contact us ingame, feel free to come online and talk to us if you get the chance. Also, stay tuned for some news regarding our progress in Icecrown Citadel. Our guild Ensidia is still working hard at the final heroic encounter, and we wish all the competition the best of luck in defeating the Lich King in heroic mode. Thank you.

P.S: Don’t miss the first part of muqqs awesome icc videos!

Annette Wieden

Dragon Age Origins: Awakening – New screenshots for MMORPG expansion

New, great screen shots have arrived for Dragon Age Origins: Awakening, the official expansion to Bioware’s critically acclaimend RPG. Enjoy!

World of Warcraft: Horde vs. Alliance – join the battle!

Just recently alliances forces found a letter in the buffed office showing the poor gryphon hatchling under the control of two windriders. That caused an outbreak of the battle between the WoW factions Horde and Alliance. Join the battle and show us your screenshots and pictures of everyday scenes depicting the fight between the WoW factions. Send a mail with your pictures with the subject “Horde vs. Alliance” to online@buffed.de.

Divinity 2: Flames of Vengeance – New pictures arrived!

Buffed.de posted new pictures of Divinity 2: Flames of Vengeance, the new expansion for Divinity 2. Enjoy!

WoW: Great looking new mounts and pets surfaced on PTR

On March 3rd, Blizzard updated its test server for World of Warcraft Patch 3.3.3 with a fresh build. Amongst other changes we stumbled upon a possible new mount and pet. The mount seems to be a mixture out of Arthas' horse Invincible and Algalon, the Ulduar boss. The pet however is a Celestial Dragon with new textures.

MMO avatar look-a-like features hot babes and cool dudes

It’s a common phenomenon that many MMO players tend to create avatars which resemble the player’s looks and persona. On the other hand, some create a totally new and different character that has nothing in common with the real person.

It’s great to see how fans of MMOs like World of Warcraft, Aion, Lord of Rings Online or Runes of Magic look like in real life and what their avatars look like. MMO portal buffed.de collected more than 200 photos of male and female gamers and their avatars, Enjoy!

World of Warcraft: PTR live & patchnotes for update 3.3.3

The World of Warcraft public test servers are available for players to check out the upcoming changes that will be implemented on the WoW servers soon.

World of Warcraft PTR Patch 3.3.3

The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

General

  • Copied Test Realm characters are not copied with their achievement history in order to better facilitate the character copy process.

PvP

  • The amount of Honor awarded for an Honorable Kill has been increased by 100% for characters of all levels. Given that all avenues in the game which award players with Honor do so with a calculated conversion from a specific amount of Honorable Kills, this change means that all Honor players can obtain through various means will be increased by 100%. To offset against this in two key areas, experience gains in Battlegrounds have been reduced by 50% and Honor awarded for completing each Wintergrasp weekly quest has been reduced by 50%. When pairing the Honor rewarded from Honorable Kills being increased by 100% with the 50% Honor reduction from Wintergrasp weekly quests, and 50% experience-gain reduction from completing objectives in Battlegrounds, players will notice no change in the net amount of Honor or experience awarded in either case.
  • Battlegrounds
    • The Random Battleground system has been added! Similar to the Random Dungeon system in the Dungeon Finder, players can now queue for a random Battleground.
      • The Random Battleground option can be found in the Battleground tab of the PvP frame and is only available for level 80 characters at this time.
      • If this option is selected, players may not queue for specific Battlegrounds and a random Battleground simultaneously.
      • Similar to the Random Dungeon system, players will not know for which Battleground they are chosen when selected from the queue until they zone into the Battleground.
      • The Random Battleground option will only allow a group size of 5 players to queue together.
      • Bonus rewards will be offered for choosing the Random Battleground option.
        • Winning a Battleground using the Random Battleground option for the first time in a day will award players with 30 Honorable Kills worth of additional Honor currency and 25 Arena points.
        • Winning additional Battlegrounds using the Random Battleground option after the first random win will award players with 15 Honorable Kills worth of additional Honor currency.
        • Losing a Battleground using the Random Battleground option will award players with 5 Honorable Kills worth of additional Honor currency.
    • Daily Battleground quests have been removed in place of the Random Battleground option.
    • Battlegrounds will no longer award Marks of Honor.
      • Players with existing Marks of Honor can still turn them in to their respective faction’s quest givers, including individual marks for those who may have more marks for one Battleground than another.
      • Items which previously required Marks of Honor will have their costs adjusted to remove these requirements.
    • Whenever a Battleground has the holiday bonus active, it will now be referred to as “Call to Arms” in the Battleground tab and Calendar. In addition, Call to Arms Battleground Honor rewards have been changed.
      • Choosing a specific Battleground with the Call to Arms bonus active will yield the exact same rewards as when choosing the Random Battleground option.
        • Winning a Call to Arms Battleground for the first time in a day will award players with 30 Honorable Kills worth of additional Honor currency and 25 Arena points.
        • Additional Call to Arms Battleground victories after the first win for a player that day will award them with 15 Honorable Kills worth of additional Honor currency.
        • Losing a Call to Arms Battleground will award players with 5 Honorable Kills worth of additional Honor currency.
      • When using the Random Battleground option, players will not receive additional rewards if the Battleground chosen under the Call to Arms bonuses. In addition, the rewards for the first victory of the day cannot be earned more than once, regardless of whether or not it is obtained from the Random Battleground system or the Call to Arms Battleground.
  • Wintergrasp
    • The internal balance system now only changes when a faction achieves 2 consecutive defenses after an initial capture of Wintergrasp, up from 1. More details can be found on our PvP forum.

Dungeons & Raids

  • Culling of Stratholme
    • Players may now skip the initial introduction dialog to this dungeon once they have completed it at least once.

Classes: General

  • Several raid buffs have had their ranges increased to 100 yards, up from 45 yards, to prevent select buffs from repeatedly getting applied and removed during highly mobile encounters. Some buffs, such as paladin auras, totems, shouts and Blood Pact are intentionally meant to have shorter ranges and remain unchanged.

Death Knights

  • Icy Touch: This ability now causes a very high amount of threat while the death knight is in Frost Presence.
  • Rune of Razorice: Now stacks 5 stacks of 2% Frost Vulnerability instead of 10 stacks of 1% Frost Vulnerability. Proc chance changed to 100%.
  • Talents
    • Blood
      • Abomination’s Might: This effect is now passive instead of being a proc on certain strikes. Rank 1 is 5% attack power and Rank 2 is 10% attack power. The self strength buff remains unchanged.
      • Will of the Necropolis: There is no longer a cooldown on the frequency at which this talent can be activated. In addition, this ability can now also be triggered by damage which deals less than 5% of your health.
    • Frost
      • Endless Winter: No longer causes Frost Fever to be applied by Chains of Ice, but instead grants 2/4% strength. The previous functionality of this talent can now be attained via the Glyph of Chains of Ice.
      • Improved Icy Talons: This effect is now passive instead of being a proc. The self haste buff remains unchanged.
      • Nerves of Cold Steel: Now increases off-hand damage by 8/16/25%, up from 5/10/15%.
      • Unbreakable Armor: The amount of strength granted is now 20%, up from 10%.
    • Unholy
      • Scourge Strike: Now deals 70% weapon damage, plus 12% of physical damage done as shadow damage for each of the death knight’s diseases on the target. The net result should be larger strikes with no diseases present, while maximum damage with all diseases applied to the target should stay the same.

Hunters

  • Talents
    • Beast Mastery
      • Ferocious Inspiration: This ability is now an aura and provides 1/2/3% damage to all party or raid members within 100 yards.

Mages

  • Frostbolt: Spell power scaling on this spell has been increased by approximately 5%.
  • Talents
    • Arcane
      • Arcane Empowerment: This effect is now passive instead of being a proc off of critical strikes. The self damage buff remains unchanged.
      • Incanter’s Absorption: This talent now only grants additional spell power when damage is absorbed by Mana Shield, Frost Ward, Fire Ward, or Ice Barrier. The limit of 5% of the mage’s health on the spell power buff has been removed.
    • Fire
      • Burning Soul: Threat reduction is now 10/20%, up from 5/10%.
    • Frost
      • Brain Freeze: This talent now allows your next Fireball or Frostfire Bolt to be instant and cost no mana. There is a small internal cooldown to keep the Frostfire Bolt from immediately triggering Brain Freeze again.

Priests

  • Talents
    • Discipline
      • Renewed Hope: now has a 60-second duration, up from 20 seconds, but a 20-second cooldown.

Rogues

  • Rupture: The damage-over-time component of this ability can now produce critical strikes.
  • Talents
    • Subtlety
      • Filthy Tricks: Now Reduces the cooldown by 5/10 seconds and energy cost by 5/10 of Tricks of the Trade, Distract and Shadowstep abilities, and reduces the cooldown of Preparation by 1.5/3 minutes.
      • Ghostly Strike: If the rogue has a dagger equipped, this ability now deals 180% weapon damage instead of 125%.
      • Hemorrhage: If the rogue has a dagger equipped, this ability now deals 160% weapon damage instead of 110%.
      • Slaughter from the Shadows: Now adds 1/2/3/4/5% damage to all attacks in addition to its current effects.
      • Waylay: The debuff from this talent can now be caused by Backstab in addition to Ambush.

Shaman

  • Flame Shock: The damage-over-time component of this ability can now produce critical strikes and is affected by spell haste.
  • Talents
    • Elemental Combat
      • Elemental Oath: This ability is now always on as a passive aura.
    • Enhancement
      • Unleashed Rage: This ability is now always on as a passive aura.

Warlocks

  • Immolate: The damage-over-time component of this spell can now produce critical strikes.
  • Talents
    • Demonology
      • Demonic Pact: This effect now has a 45-second duration, up from 12 seconds, and a 20-second internal cooldown.

Warriors

  • Revenge: Damage done by this ability (base and scaling) increased by 50%.
  • Talents
    • Fury
      • Rampage: This effect is now passive instead of being a proc from critical strikes.

Items

  • Frozo the Renowned has moved into the Dalaran Magus Commerce Exchange and will be trading your Frozen Orbs for various other trade goods.
  • Glyphs
    • Death Knights
      • Glyph of Chains of Ice: Now causes Chains of Ice to apply Frost Fever instead of dealing damage.
      • Glyph of Disease: When this glyph causes Frost Fever to be refreshed, it will now also trigger a refresh of Icy Talons.
    • Mages
      • Glyph of Fireball: No longer increases critical strike chance of Fireball. Instead, it now reduces the cast time of Fireball by 0.15 seconds.
  • Mechanostriders: Summoning any of these mounts is now perfectly mechanical-sounding!

Professions

  • Runed Orbs: Recipes which require this item have had their material requirements significantly reduced.
  • Fishing
    • The “Monsterbelly Appetite” daily fishing quest has changed so it now takes place outside the Violet Hold in Dalaran. The quest still requires a Severed Arm and has been renamed to “Disarmed!”
  • Inscription
    • Most recipes that required 2 inks now only require 1.
  • Mining
    • Titansteel Bar: Creating this item no longer results in a cooldown.
  • Tailoring
    • Glacial Bag: Creating this item now invokes a 7-day cooldown.
    • The cooldown and location requirements have been removed from creating Moonshroud, Spellweave and Ebonweave.

Quests

  • Many quests which require vehicles have had their vehicle mechanics updated and improved in the interest of fun.

User Interface

  • All Alert pop-ups now have new and fresh Alert icons.
  • Auction House
    • If the Auction House on a realm is unavailable for any reason, an alert will pop up informing players who attempt to access it.
    • Players can now Right-Click to place an item in the Auction frame.
    • Entire stacks of a specific item type can be placed in the Auction frame and several options have been added for choosing how to list auctions.
      • Stack Size: If a stack of items has been added to the Auction frame, players can select the size of the stack they wish to sell. If an invalid stack size is entered (i.e. a stack of 21 Saronite Ore), the Create Auction button will be grayed out.
      • Number of Stacks: In addition to selecting the size of a stack, players can select how many stacks of an item they wish to sell (i.e. if a player has a total of 43 Saronite Ore in the Auction frame, they can choose to list 2 stacks of 20, 4 stacks of 10, 8 stacks of 5, 43 stacks of 1, etc. If the number and amount of stacks listed results in a remainder, the left-over items will be placed back in the player’s bags automatically).
      • Stack Size and Number of Stacks are linked mathematically so that altering the variables of one may automatically calculate the amount of the other (i.e. if a player puts 20 in the Stack Size field and 43 Saronite Ore are in the Auction frame, the Number of Stacks field will change to 2 by default. If a player only wishes to sell one stack of 20 Saronite Ore, the Number of Stacks field can be manually changed to 1).
      • Price: Players can now choose to input the price of an item Per Stack or Per Item by selecting either option from a pull-down. If Per Item is selected and a player is selling a stack of that item, the Auction House will multiply the selected Per Item price by the amount of that item in the stack. If Per Stack is selected, the player can enter the total price he or she wishes to charge for each stack of that item being listed.
      • Auction Post Completion Bar: If multiple items or stacks of items are being listed at once by a player, a Posting completion bar will appear showing the total progress of each individual auction being listed once the Create Auction button is selected. The greater the number of individual listings being made in a single press of the Create Auction button, the longer this process will take. Players can still browse the Auction House while the Posting completion bar is in progress, but moving around will interrupt the progress, similar to moving while attempting to create multiple bandages with First Aid. Just as with creating bandages, auctions that were completed prior to the character moving or otherwise canceling the actions will successfully be listed.
  • Dungeon Finder
    • The Deserter debuff given to players who leave a dungeon prematurely when queuing via the Random Dungeon option has been increased to 30 minutes, up from 15 minutes. The cooldown for using the Random Dungeon option remains 15 minutes.
    • The Random Dungeon cooldown is no longer displayed as a debuff. Instead, players will see the cooldown time remaining displayed in the Dungeon Finder window when Random Dungeon or Random Heroic Dungeon is selected from the pull-down.
    • If a player in your party has the Deserter debuff, or is on cooldown from the Random Dungeon option, his or her character name will be displayed in the Dungeon Finder window listed as “On Cooldown,” preventing the group from queuing.
    • Anyone in a dungeon party can now re-queue their group for a dungeon, as players will still be prompted whether or not to accept their chosen role.
    • Players who use the Vote Kick option will now be prompted to provide a reason for kicking a party member. This reason will be presented to everyone in the party except for the person voted to be kicked.
    • When joining as a group, more generous level requirements will be used instead of Random Dungeon level requirements so that players of different levels joining together will be eligible for a greater number of dungeons.
    • World Event bosses (such as Ahune for the Fire Festival) will now be accessible through the Dungeon Finder. Players must use the Dungeon Finder to access these bosses.
    • Parties randomly created via the Dungeon Finder will always be arranged in the party interface from top to bottom in the following order: tank, healer, damage, damage, damage.
    • If a random party is created via the Dungeon Finder and a player cannot roll Need on an item, a reason will now be provided.
  • Authenticator Frame: If a player has a Battle.net Authenticator attached to his or her account and selects Remember Account Name at the login screen, the next time that player logs into World of Warcraft, a field to input the Authenticator code will be displayed below the password field.
  • The World Map will now provide an option to display different levels of a multi-layered dungeon, zone, or city (i.e. players can view the map of the Dalaran Sewers without having to be in that location).
  • Quest Tracking Feature
    • The Quest Tracking Objectives Frame can now be widened via the Interface Options menu.
    • The short description for a tracked quest is now displayed on the Map in the quest pane.
    • Quest items in a player’s inventory which begin quests now each have an exclamation point overlaid on their icons to make them more easily identifiable.
    • If a players selects Track Low Level Quests, the quest objectives will no longer appear dim on the Map, nor will the exclamation points appear dim over NPC heads or on the Mini-Map.
    • Objectives Frame
      • The Objectives Frame will now list the number of quests displayed at the top. In addition, players can now click on the word “Objectives” at the top of the Objectives Frame for a list of sorting and filtering options which will determine how quests are ordered. Any quests or achievements filtered or sorted out of the Objectives Frame are still being tracked and are simply hidden in this frame.
        • Sorting
          • Sort by most difficult quests.
          • Sort by least difficult quests.
          • Sort by quests closest in proximity to the player (this will automatically update as players travel around).
          • Manual sorting: This allows players to Right-Click on each quest name in the Objectives Frame and determine in what order they should be placed.
        • Filtering
          • Toggle achievement tracking.
          • Toggle completed quest tracking.
          • Toggle tracking quest objectives in other zones.
      • Players can now Shift + Click on a quest objective or check the Track Quest box on the Map to track a quest in the Objectives Frame.
  • For additional notes on Lua and XML changes please visit the UI & Macros forum.

Bug Fixes

  • When speaking to an NPC for which a player has 2 or more quests and not all of them are complete, the incomplete quests will now correctly show as a gray question marks in the dialog box. In addition, repeatable quests will be properly colored as blue exclamation points or question marks in the dialog box for NPCs with multiple quests available, or for which the player has multiple quests in progress or completed.

Starcraft 2 versus Starcraft 1: Screenshot Comparison

It’s been 12 years since Starcraft 1 was released. Now Starcraft 2 tries to follow in the footsteps of its predecessor. In our screenshot gallery we show the buildings and units of Terrans, Protoss and Zerg of Starcraft 1 and Starcraft 2 in direct comparison to illustrate the graphical evolution of this RTS classic.

Starcraft 2: Beta Screenshots — First Impressions, Tech Trees & Maps

The closed beta for Blizzard’s highly anticipated RTS Starcraft 2 started today and we played our first few matches with Terran, Protoss and Zerg armies. We compiled a couple of first impression screenshots and a complete listing of all available maps and an in-depth-look at the tech-trees of the three races. Enjoy.

First Impressions

Terran Tech Tree

Protoss Tech Tree

Zerg Tech Tree

Starcraft 2 Beta Maps

Welcome to getbuffed.com

How many guys does it take to code one of the most popular databases for World of Warcraft? Exactly three. playata started their client project “BLASC” way back in 2005. It quickly became the leading tool for information-hungry WoW players in their home country of Germany.

Our team is now happy to launch an English version on getbuffed.com. Please take your time to play around with our database and enjoy nifty little features such as the “similar items” suggestions and our ranking of the most popular equipment.

We are planning many extensions to this site in the weeks ahead, so please consider signing up in order to receive news about major improvements. We will offer version 3 of our data gathering client for download shortly which will allow you to compare items stats with the current equipment of your WoW characters.

Thanks for your interest – and please don’t forget to leave a comment or two.

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