Well our new website is up, although i am still working on transferring everything over there, i should have it done soon.
www.therestodruid.com
Sunday, June 28, 2009
Saturday, June 27, 2009
Weekly Q & A
Welcome to another post of the Weekly Q & A, where we answer a question that one of you readers ask.
Question
Kieton1337
Im new to druid what am u casting to heal people with?
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Thanks for the question, you can find the answer to this question in our restoration druid guides that we post up once per week, you can find links to them on the right side of our blog. I recommend the guide below that i have made.
The Resto Guide: Healing the Tanks (Healing the raid will be released thursday)
Your Question will also be answered on our podcast which we are planning to have Monday at 3:00PM, stay tuned in to the site and it will be easy to find out when it is, if you listen to the podcast question, there will be a more detailed version answer on the podcast, since its a lot easier than typing out a guide for it. If the guides cant help you submit a question to therestodruid@yahoo.com.
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If you have a question feel free to send it in and it will be answered. Thanks for the question Kieton1337.
Question
Kieton1337
Im new to druid what am u casting to heal people with?
----------------------------------------------------------------------------------------------------
Thanks for the question, you can find the answer to this question in our restoration druid guides that we post up once per week, you can find links to them on the right side of our blog. I recommend the guide below that i have made.
The Resto Guide: Healing the Tanks (Healing the raid will be released thursday)
Your Question will also be answered on our podcast which we are planning to have Monday at 3:00PM, stay tuned in to the site and it will be easy to find out when it is, if you listen to the podcast question, there will be a more detailed version answer on the podcast, since its a lot easier than typing out a guide for it. If the guides cant help you submit a question to therestodruid@yahoo.com.
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If you have a question feel free to send it in and it will be answered. Thanks for the question Kieton1337.
BOP items can now be Traded

Well you can see here that any item that you now get that is BOP, is eligible to be traded to anyone who was eligible to loot the monster it came off of, therefore if loot is accidentally given to someone it can be traded to the other person. If you cant read the picture, what is says is below.
Dragon Hide Bag
Souldbound
Unique
22 Slot Bag
You may trade this item with players that were also eligible to loot this item for the next 1 hour 50 min.
Screen shot from mmo-champion.
Friday, June 26, 2009
Changes to the Isle of Conquest!!!!!
Some awesome changes to the Isle of Conquest, nearly the time of the battleground has been doubled. The Reinforcement count and the Health of the Keep Walls have been Doubled, meaning for a longer battleground. Read below for details.
Zarhym
2009-06-25 21:35:19
Based on player feedback and testing, we will be making several changes to Isle of Conquest in the next test realm build. We'd like to lay them out for you here in the hopes we're able to encourage continued participation and feedback.
Your testing of this new Battleground thus far has proven invaluable and we ask that you please keep the feedback coming once these changes have been applied.
- Increased all the gates' health from 300,000 to 600,000.
- Increased the reinforcement count from 200 to 400.
- Significantl
y increased the health and damage of the keep generals. - Seaforium
- Reduced effect range of the siege damage caused. Both the player damage and the siege damage caused should be 10 yards now.
- The Huge Seaforium piles will now despawn for 20 seconds once looted.
- Reduced effect range of the siege damage caused. Both the player damage and the siege damage caused should be 10 yards now.
- Glaive Thrower
- Reduced the cooldown of Blade Salvo from 60 seconds to 30 seconds.
- Reduced movement speed.
- Reduced the cooldown of Blade Salvo from 60 seconds to 30 seconds.
- Demolisher
- The Hurl Boulder and Ram effects no longer share a cooldown.
- Keep Cannons
- Fixed a bug that was causing them to do much more damage than intended.
- Keep Cannons can now be repaired once they are destroyed by clicking on them. This repair process takes 8 seconds and can be interrupted, similar to capturing a PvP objective.
- Fixed a bug that was causing them to do much more damage than intended.
- Siege Engine
- Significantl
y Increased health.
- Significantl
Your testing of this new Battleground thus far has proven invaluable and we ask that you please keep the feedback coming once these changes have been applied.
New Website Under Construction

Don't be fooled by the picture to the right, =D. There is no wow breaking news for tonight, but i just wanted to let everyone know that why we have not had a podcast and have not changed the wow machinima yet. We are currently working on getting our new website up and running so we can get away from the blogger site. It is still under construction and has work to be done to it and we hope to have it up in the next week, once we get it up we will be changing the podcast time a little but and we have not exactly decided on a exact time on when the podcast will be every week, we are still trying to work out everyone's schedule. As of now we are looking at doing the podcast Monday at 3:00 PM CST. This is not our permanent Podcast time, we may end up moving it, of course if you cant make the live podcast do not worry, you will be able to see the recorded version the next day. We will still be posting all of our post on this blog until we get our new website up and running. FYI we have to transfer everything over there, including all of the guides and any important post that have been posted up on the blog in the last 3 weeks or so, mainly the post including patch 3.2 and what not. We are also working on setting up many features to the website such as, photo gallery, video gallery, community forums, and much much more. Im not giving the website link out yet, its secret =D shhhhh.
The Resto Guide: Healing the Tanks

on the first tank, and then stack it on the second tank. All hots should be casted on both tanks within a second from eachother, so when Lifebloom
hits 1 second on the FIRST tank, Lifebloom
will be at 2 seconds on the SECOND tank. When the hots tick down, you just put Lifebloom
on both of them again and then keep them stacked up. Now if your tank does not need much heals still, but there is no other tank to heal or it is just not really needed, you can throw hots on the raid and use a Nourish on them every now and then too, just watch your mana. Obviously dont keep hots up on two tanks and heal the raid if you cant withstand enough mana to keep hots up on the tank you are supposed to be healing the whole fight. I think that is pretty much it for healing the tanks, if you have any other suggestions or have a question just email me @ therestodruid@yahoo.com. Thanks for reading and tune in next week for Healing the raid.
Thursday, June 25, 2009
Warrior Wednesday: Patch 3.2 and You (Belated Edition)
Hey everyone, sorry for the lateness. Lots of crap been going on here around my house. Anyways, I knew I was going to talk about the warrior dps side of things this week, but I think this is slightly more important. :)
Recently, Patch 3.2 has gone up on the PTR, and with it has come a lot of changes for several classes, among other things. Perhaps we will be seeing some changes in our warrior class. You may be thinking that, and you may be hoping that. Well, guess what? WRONG.
Warriors don't really have any class changes as of right now beside one talent change in the Fury tree for Armored To The Teeth, where we now get 1/2/3 attack power for every 108 armor instead of 180. This is a slight buff for our dps, but there are so many other things that can be looked at, especially the state of the warrior tank, where some seemingly easy fixes could be implemented. Hopefully Blizzard includes some other things for the warrior besides some shiny new gear and some new dungeons.
Slightly shorter article this week, and once again sorry for the slight delay. I'll try for next week to be about the warrior dps.
Death Knight Q & A Series with Ghostcrawler
Bornakk
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- 1. Re: Class Q&A Series: Death Knight 06/25/2009 10:13:33 AM PDT
Community Team: One question in particular that relates to one of the earliest designs of the Death Knight class and has been burning on the minds and tongues of every death knight for quite awhile now.
Q: How do we feel about the current viability of dual-wielding? Are there plans to improve it or have it fit a specific role for the class?
Ghostcrawler: This is a controversial topic because we realize some players just aren’t interested in dual-wielding (or seeing any death knights even do it), while others love the faster strikes that come with it. Our design has always been that dual-wielding should be an option, but that also means that it can’t take over, as it often does for classes in which we provide the option.
Part of our goal with the death knight was not to have a tanking or PvP tree, and we feel we’ve been pretty successful with that. However, adding dual-wield to that matrix just gives us an impossible task, because then you need to have the Blood dual-wield tank spec and the Frost two-hander PvP spec and so on.
What we are going to do with dual-wield in 3.2 is just provide the Frost tree with the talents necessary to prop-up dual wielding, including a new talent that lets Frost Strike, Death Strike, Obliterate etc. hit with both weapons. This will likely mean that Blood and Unholy dual-wield specs just won’t work anymore. It also carries the risk that all Frost death knights feel like they have to go dual-wield. This latter part isn’t necessarily a goal, but could be the outcome. We think in this case our only option is to remove some player choice in order to provide a real choice in other areas.
Community Team: The Blood tree has been quite popular lately, but the players have been actively discussing the 51-point talent, Dancing Rune Weapon, lately. Even with the glyph for it, Dancing Rune Weapon only lasts through about one rotation of abilities while the Unholy 51-point talent, Summon Gargoyle, lasts much longer.
Q: Do we have plans for any changes or improvements to Dancing Rune Weapon?
Ghostcrawler: We tried to make Dancing Rune Weapon and Gargoyle unique, but I think it has ended up causing more problems than anything. I think it’s likely you’ll just see both abilities as flat runic power costs that summon a creature for a flat period of time. This will let us balance the numbers appropriately.
Community Team: Due to their effectiveness while tanking, death knights saw a rapid popularity growth as tanks which caused the reduction of the armor bonus of Frost Presence in patch 3.1.3. Some players are afraid this will push them out of being an option as a main tank as they felt they were when originally implemented.
Q: What are our current thoughts on the status of death knight tanks and do we have plans for further changes?
Ghostcrawler: Almost all of the top raiding guilds considered the death knight to be overpowered as a tank and the only real option for many of the Ulduar hard modes. While the community isn’t always right about everything, they are right a lot, and in this case we think the evidence is overwhelming. We wanted to make the cooldowns the unique part of death knight tanking, and we haven’t given up on that design, but it has also turned out that having lots of powerful cooldowns is just an extremely potent way to tank. Many of the Naxx and Ulduar bosses were dangerous from predictable blasts of damage on cooldowns longer than the death knight ones. Plus the cooldowns could be used to survive just a bit longer. When the other tanks could survive two hits, the death knight could survive three. It’s entirely possible you’ll see Icebound Fortitude on a two-minute timer in the 3.2 patch. I want to reiterate though that our vision hasn’t changed -- we still want death knights to be able to tank every encounter. Rather than posting in the forums that you are now doomed and will have to reroll, help us get the death knights in a place where they are an attractive option but not the clear best option on most fights.
Q: How do we feel about the current viability of dual-wielding? Are there plans to improve it or have it fit a specific role for the class?
Ghostcrawler:
Part of our goal with the death knight was not to have a tanking or PvP tree, and we feel we’ve been pretty successful with that. However, adding dual-wield to that matrix just gives us an impossible task, because then you need to have the Blood dual-wield tank spec and the Frost two-hander PvP spec and so on.
What we are going to do with dual-wield in 3.2 is just provide the Frost tree with the talents necessary to prop-up dual wielding, including a new talent that lets Frost Strike, Death Strike, Obliterate etc. hit with both weapons. This will likely mean that Blood and Unholy dual-wield specs just won’t work anymore. It also carries the risk that all Frost death knights feel like they have to go dual-wield. This latter part isn’t necessarily a goal, but could be the outcome. We think in this case our only option is to remove some player choice in order to provide a real choice in other areas.
Community Team: The Blood tree has been quite popular lately, but the players have been actively discussing the 51-point talent, Dancing Rune Weapon, lately. Even with the glyph for it, Dancing Rune Weapon only lasts through about one rotation of abilities while the Unholy 51-point talent, Summon Gargoyle, lasts much longer.
Q: Do we have plans for any changes or improvements to Dancing Rune Weapon?
Ghostcrawler:
Community Team: Due to their effectiveness while tanking, death knights saw a rapid popularity growth as tanks which caused the reduction of the armor bonus of Frost Presence in patch 3.1.3. Some players are afraid this will push them out of being an option as a main tank as they felt they were when originally implemented.
Q: What are our current thoughts on the status of death knight tanks and do we have plans for further changes?
Ghostcrawler:
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Mimiron Nerfed
Some changes to Mimiron, the changes should already be in game now.
Bornakk
2009-06-25 17:24:24
6/25/09
- The hard mode of the Mimiron encounter has received the following changes: the damage of the flames has been reduced, the damage/health gained from the Emergency Buff has been slightly reduced, the range of the Emergency Fire Bot’s Deafening Siren ability has been reduced in heroic difficulty and this ability is no longer cast in normal difficulty, the damage of Heat Wave in phase 2 has been reduced, and the damage from Plasma Blast in phase 1 has been reduced.
Wednesday, June 24, 2009
Patch 3.2 Badge Rewards and More!
UPDATE: 2:05 AM CST - Gonna go to sleep now, very exciting night for me and all the wow news, i plan to have live coverage on ustream tomorrow of me running around on the PTR and showing everyone everything.
UPDATE: PTR Patch notes have been updated @ 1:35AM CST click here
Below is all Items that are being updated currently and are already out on the PTR, stay tuned for more.
UPDATE: 12:51PM there are a lot of stuff being updated by mmo-champion right now, Boubouille is currently updating the item sets for each class, there is a total of 18 armor sets for T9, there is 3 sets of T9 apparently, the item levels are 232,245, and 258, you can view them all now, and thank you Boubouille for all the wonderful updates.
T9 ARMOR SETS (still being updated, stay tuned for more) (Models are not updated)
LAST UPDATED: 2:02 AM CST
PROFESSIONS (Item Level 245)
Provided by mmo-champion.
Here are some badge rewards, all of this was received from www.mmo-champion.com.
UPDATE: PTR Patch notes have been updated @ 1:35AM CST click here
Below is all Items that are being updated currently and are already out on the PTR, stay tuned for more.
UPDATE: 12:51PM there are a lot of stuff being updated by mmo-champion right now, Boubouille is currently updating the item sets for each class, there is a total of 18 armor sets for T9, there is 3 sets of T9 apparently, the item levels are 232,245, and 258, you can view them all now, and thank you Boubouille for all the wonderful updates.
T9 ARMOR SETS (still being updated, stay tuned for more) (Models are not updated)
LAST UPDATED: 2:02 AM CST
PROFESSIONS (Item Level 245)
Provided by mmo-champion.
ilvl | Type | Slot | Item |
---|---|---|---|
245 | Plate | Wrist | Sunforged Bracers |
245 | Leather | Wrist | Bracers of Swift Death |
245 | Cloth | Wrist | Royal Moonshroud Bracers |
245 | Wrist | Crusader's Dragonscale Bracers | |
245 | Wrist | Black Chitin Bracers | |
245 | Chest | Ensorcelled Nerubian Breastplate | |
245 | Leather | Chest | Knightbane Carapace |
245 | Plate | Chest | Breastplate of the White Knight |
245 | Cloth | Chest | Royal Moonshroud Robe |
245 | Chest | Crusader's Dragonscale Breastplate | |
245 | Leather | Chest | Lunar Eclipse Chestguard |
245 | Leather | Wrist | Moonshadow Armguards |
245 | Cloth | Wrist | Bejeweled Wizard's Bracers |
245 | Plate | Wrist | Titanium Spikeguards |
245 | Plate | Wrist | Saronite Swordbreakers |
245 | Plate | Chest | Titanium Razorplate |
245 | Cloth | Chest | Merlin's Robe |
245 | Plate | Chest | Sunforged Breastplate |
Here are some badge rewards, all of this was received from www.mmo-champion.com.
Tuesday, June 23, 2009
Pictures from the PTR






Here are some screen shots i gathered up from mmo-champion. It shows the Argent Coliseum and the Isle of Conquest. Very exciting thinks, im very excited to get on to the PTR.
T9 Set bonus and T9 Relics

Tier 9 Set Bonuses and Relics
- Death Knight T9 Melee 2P Bonus (Class: Death Knight) -- Your Blood Strike and Heart Strike abilities have a chance to grant you 180 additional strength for 15 sec.
- Death Knight T9 Melee 4P Bonus (Class: Death Knight) -- Your Frost Fever and Blood Plague abiltiies now have a chance for their damage to be critical strikes.
- Death Knight T9 Tank 2P Bonus (Class: Death Knight) -- Decreases the cooldown on your Dark Command ability by 2 sec.
- Death Knight T9 Tank 4P Bonus (Class: Death Knight) -- Decreases the cooldown on your Unbreakable Armor, Vampiric Blood, and Boneshield abilities by 20 sec.
- Druid T9 Feral 2P Bonus (Class: Druid) -- Decreases the cooldown on your Growl ability by 2 sec and increases the duration of your Rake ability by 3 sec.
- Druid T9 Feral 4P Bonus (Class: Druid) -- Increases the damage reduction granted by Barkskin by 10% and increases the critical strike chance of Rip and Ferocious Bite by 5%.
- Druid T9 Balance 2P Bonus (Moonfire) (Class: Druid) -- Your Moonfire ability now has a chance for its periodic damage to be critical strikes.
- Druid T9 Balance 4P Bonus (Starfire) (Class: Druid) -- Increases the critical strike chance of your Starfire spell by 5%.
- Druid T9 Restoration 2P Bonus (Nourish) (Class: Druid) -- Increases the critical strike chance of your Nourish spell by 5%.
- Druid T9 Restoration 4P Bonus (Rejuvenation) (Class: Druid) -- Your Rejuvenation ability now has a chance for its healing to be critical strikes.
- Hunter T9 2P Bonus (Class: Hunter) -- Reduces the focus cost of your pet's abilities by 50%.
- Hunter T9 4P Bonus (Steady Shot) (Class: Hunter) -- Increases the critical strike chance of your Steady Shot ability by 5%.
- Mage T9 2P Bonus (Class: Mage) -- Increases the armor you gain from Ice Armor by 20%, the mana regeneration you gain from Mage Armor by 10%, and converts an additional 25% of your spirit into critical strike rating when Molten Armor is active.
- Mage T9 4P Bonus (Fireball, Frostbolt, Frostfire Bolt, and Arcane Blast) (Class: Mage) -- Increases the critical strike chance of your Fireball, Frostbolt, Frostfire Bolt, and Arcane Blast spells by 5%.
- Paladin T9 Tank 2P Bonus (Class: Paladin) -- Decreases the cooldown on your Righteous Defense ability by 2 sec.
- Paladin T9 Tank 4P Bonus (Class: Paladin) -- Decreases the cooldown on your Divine Protection ability by 30 sec.
- Paladin T9 Retribution 2P Bonus (Righteous Vengeance) (Class: Paladin) -- Your Righteous Vengeance talent now has a chance for its damage to be critical strikes.
- Paladin T9 Retribution 4P Bonus (Judgement) (Class: Paladin) -- Increases the critical strike chance of your Judgements by 5%.
- Paladin T9 Holy 2P Bonus (Judgement) (Class: Paladin) -- Increases the duration of your Judgements by 101 sec.
- Paladin T9 Holy 4P Bonus (Holy Light) (Class: Paladin) -- Increases the critical strike chance of your Holy Light spell by 5%.
- Priest T9 Shadow 2P Bonus (Devouring Plague) (Class: Priest) -- Increases the duration of your Devouring Plague spell by 61 sec.
- Priest T9 Shadow 4P Bonus (Mind Flay) (Class: Priest) -- Increases the critical strike chance of your Mind Flay spell by 5%.
- Priest T9 Healing 2P Bonus (Prayer of Mending) (Class: Priest) -- Decreases the cooldown on your Prayer of Mending spell by 2 sec.
- Priest T9 Healing 4P Bonus (Prayer of Healing) (Class: Priest) -- Increases the critical strike chance of your Prayer of Healing spell by 5%.
- Rogue T9 2P Bonus (Rupture) (Class: Rogue) -- Your Rupture ability has a chance each time it deals damage to reduce the cost of your next ability by 40 energy.
- Rogue T9 4P Bonus (Hemorrhage, Sinister Strike, Backstab, and Mutilate) (Class: Rogue) -- Increases the critical strike chance of your Hemorrhage, Sinister Strike, Backstab, and Mutilate abilities by 5%.
- Shaman T9 Enhancement 2P Bonus (Lava Lash) (Class: Shaman) -- Decreases the cooldown on your Lava Lash ability by 2 sec.
- Shaman T9 Enhancment 4P Bonus (Stormstrike) (Class: Shaman) -- Increases the critical strike chance of your Stormstrike ability by 5%.
- Shaman T9 Restoration 2P Bonus (Riptide) (Class: Shaman) -- Increases the healing done by your Riptide spell by 20%.
- Shaman T9 Restoration 4P Bonus (Chain Heal) (Class: Shaman) -- Increases the critical strike chance of your Chain Heal spell by 5%.
- Shaman T9 Elemental 2P Bonus (Flame Shock) (Class: Shaman) -- Increases the duration of your Flame Shock spell by 61 sec.
- Shaman T9 Elemental 4P Bonus (Lava Burst) (Class: Shaman) -- Increases the damage done by your Lava Burst spell by 0.021 sec.
- Warlock T9 2P Bonus (Class: Warlock) -- Increases your pet's critical strike chance with its abilities by 10%. (0 yd, cast: 0 seconds, val1: 10)
- Warlock T9 4P Bonus (Immolate, Corruption, and Unstable Affliction) (Class: Warlock) -- Increases the damage done by your Immolate, Corruption, and Unstable Affliction spells by 0.011 sec.
- Warrior Melee T9 2P Bonus (Berserker Stance and Battle Stance) (Class: Warrior) -- Berserker Stance grants an additional 2% critical strike chance, and Battle Stance grants an additional 6% armor penetration.
- Warrior T9 Melee 4P Bonus (Execute and Slam) (Class: Warrior) -- Increases the critical strike chance of your Slam and Execute abilities by 5%.
- Warrior T9 Tank 2P Bonus (Intervene) (Class: Warrior) -- Decreases the cooldown on your Intervene ability by 5 sec.
- Warrior T9 Tank 4P Bonus (Shield Block) (Class: Warrior) -- Decreases the cooldown on your Shield Block ability by 20 sec.
Tier 9 Relics
These are the relics you can find in the Tier 9 dungeon.
- Druid T9 Feral Relic (Lacerate, Swipe, Mangle, and Shred) (Class: Druid) -- While in Bear Form, your Lacerate and Swipe abilities have a chance to grant 200 dodge rating for 9 sec, and your Mangle and Shred abilities have a chance to grant 200 agility for 16 sec.
- Druid T9 Restoration Relic (Rejuvenation) (Class: Druid) -- Each time your Rejuvenation spell deals periodic healing, you have a chance to gain 234 spell power for 9 sec.
- Druid T9 Balance Relic (Moonfire) (Class: Druid) -- Each time your Moonfire spell deals periodic damage, you have a chance to gain 200 critical strike rating for 12 sec.
- Paladin T9 Holy Relic (Judgement) (Class: Paladin) -- Each time you use a Judgement, you have a chance to gain 234 spell power for 20 sec.
- Paladin T9 Retribution Relic (Seal of Vengeance) (Class: Paladin) -- Each time your Seal of Vengeance ability deals periodic damage, you have a chance to gain 200 strength for 16 sec.
- Paladin T9 Protection Relic (Hammer of The Righteous) (Class: Paladin) -- Each time you use your Hammer of The Righteous ability, you have a chance to gain 200 dodge rating for 18 sec.
- Death Knight T9 Tank Relic (Rune Strike) (Class: Death Knight) -- Each time you use your Rune Strike ability, you have a chance to gain 200 dodge rating for 20 sec.
- Death Knight T9 Melee Relic (Rune Strike) (Class: Death Knight) -- Each time you use your Obliterate or Scourge Strike ability, you have a chance to gain 200 strength for 20 sec.
- Shaman T9 Elemental Relic (Lightning Bolt) (Class: Shaman) -- Each time you cast Lightning Bolt, you have a chance to gain 200 haste rating for 12 sec.
- Shaman T9 Restoration Relic (Chain Heal) (Class: Shaman) -- Each time you cast Chain Heal, you have a chance to gain 234 spell power for 15 sec.
- Shaman T9 Enhancement Relic (Lava Lash) (Class: Shaman) -- Each time you use your Lava Lash ability, you have a chance to gain 200 attack power for 18 sec.
I found the awesome picture on google, kek.
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