Ghules
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Posts posted by Ghules
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Here's an example of one of the new enchants available in the Burning Crusade
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Permanently enchant a Melee Weapon
to occasionally increase Agility by 120
and attack speed slightly.
There are also Ring enchants among tons of other stuff, including new set bonuses.
Enchanting appears to now max at 375 as well
Lots of neat new stuff can also be inferred just from taking note of some of the things they have listed.
As always take with a grain of salt until it's posted by blizzard, but here is the list so far
http://www.curse-gaming.com/en/news-321-1-...l-database.html
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/sign
-Ghules
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Just a word of warning and an FYI
If you would be terribly upset if you lost your macros or Auctioneer/Lootlink/Gatherer/Mobinfo data....Back up your WTF folder.
Any data that a mod stores over time, the channels that you've joined, window placement in your gui, etc. is written inside the World of Warcraft/WTF folder.
All Mods will recreate these files if they go missing, screens can be dragged back, and channels rejoined, but if you would be devastated if you lost something, back it up.
With a good backup, the worst case scenario is you redownload your mods, copy a few files from the backup and your good to go.
*This Public Service Announcement brought to you by Gamers for Less Hair Pulling on Patch Day and the Ad Council*
--Ghules
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There are definitely quite a few to choose from.
No mods are necessary at all to have a lot of fun. Most are there just to add some neat functions that might normally be hard or cumbersome to do. Others just make life a lot easier from an information gathering and sharing standpoint.
One that I've always loved is Mobinfo/Mobhealth http://www.curse-gaming.com/en/wow/addons-...-mobhealth.html
It in essence shows you how many hit points a monster has instead of the plain old red health bar. It also keeps track of which monster dropped what loot and where.
Another good one is CTMod http://www.curse-gaming.com/en/wow/addons-273-1-ctmod.html
It adds some some really wonderful features that that in my opinion should have been in the game from the start.
Like the ability to move around, any icon, bar, bag, or frame that appears on your screen instead of having them locked in WoW's default spot or having your chat messages show what time they arrived.
It also allows you to see X and Y coordinates on your map , make notes/stickies on your map, and the people in your friends list.
There are tons of other mods/addons out there for anything and everything.
If there's some feature that seems missing or doodad that looks out of place with WoW I'd bet good money there's something out there that will make it do just what you want it to.
If you ever have any questions, please don't hesitate to ask myself or anyone else in the Clan in game or on the forums. We were all new at some point and most likely had the same questions.
--Ghules
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Yep Yep. Good stuff it is too. Some new goodies in it I think the raid leaders will like.
CTRA 2.0 is on the horizon as well and from what I've seen it's absolutely delicious.
For some more info and links to other mods that are effected by the changes see my reply on the patch notes post. http://forums.thehonorempire.net/index.php?showtopic=10314
--Ghules
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The addition of some new API functions in patch 1.12 allows mods to communicate with each other without the requirement you all be joined to a mod spefic channel. Now all that's needed is you be in the same Party, Raid, Guild, or Battleground.
No more CTRA broadcasts! Woohoo!
Between the two guild alliance channels, hordehelpers, gatherershare, and a couple of friend channels, I'd often have to leave a channel before I could even recieve the broadcasts.
Several of the more popular mods have already been tested and built to take advantage of this.
So if you use CT Raid at all make sure you update it.
Old versions and the new version of CTRA will *not* communicate with each other.
Also if you use Threatmeter or Natur Enemy Castbars, these should be updated as well, as their raid functionality was dependent on the CTRA channel that is no longer necessary.
If for some reason any of these links go belly up due to patch day craziness. Just message me in game or drop me a reply here and I can host the files.
--Ghules
Direct links to the latest versions of all mentioned mods
CTmod Homepage http://ctmod.net/
CTRA Standalone http://www.ctmod.net/CT_RaidAssist.zip
KLH Threatmeter http://www.curse-gaming.com/en/wow/addons-...hreatmeter.html
Natur Enemy Castbar http://www.curse-gaming.com/en/wow/addons-...emycastbar.html
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Congratulations you old dog!
Those demons never stood a chance.
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I'm not sure how many stacks of Kingsblood I have but they'll be on their way
-Ghules
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Best of luck to you. Hopefully both our raids will enjoy a lot of sucess.
--Ghules
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Process of elimination
Do you have any other kinds of strange lockups, crashes, etc outside of wow or when playing other games.
Open a few browser windows, watch a movie on a website, etc.
If not, try any other seemingly resource intensive game you have outside of WoW.
First person shooter, flight sim, etc.
If you're fine until you hit another resouce hogging game...might be a directx issue, drivers, or still maybe hardware, something over heating or what not.
If it only happens when you're running WoW. It moves it down to a much shorter list of things that it could be.
Does it only happen when you login to that specific character or does it happen just after you've logged into the main WoW login prompt?
Might be Wow itself, conflict with WoW and a new device driver, or a few other things.
I know you've probably done a million and one things with Blizz support trying to get it fixed, but any information you can provide us might help steer you in the right direction as well.
Any information you can provide about the computer as well would be helpful, Windows or Mac, Operating system, etc.
-Ghules
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Myroleplay
http://www.curse-gaming.com/en/wow/addons-...myroleplay.html
Compatible with people who use FlagRSP and has a bit more more utility. Basically the continuation of flagRSP since it hasn't been updated in a while.
Both are great mods though. Give `em both a try and see which one suits your fancy.
I was a diehard flagRSP fan for quite a while on the other side of the fence.
Also tastes great with Lore
Dialect/Language Addon
http://www.curse-gaming.com/en/wow/addons-862-1-lore.html
I do have a rough Skullcrusher dialect already built for Lore as well, but never used it. Kinda felt like cheating a bit. <<Ghules is still learning the language so to speak>>
If anyone has any interest in it. Let me know.
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Courtesy of Fark.com
It was only inevitable...
and
Poker Tournament anyone? Great way to kill time while waiting for people to show up to raids and groups, or while waiting for a Battleground to pop. Not too shabby for waiting out those 10 man turtles either.
http://www.curse-gaming.com/en/wow/addons-...zac-holdem.html
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You will be sorely missed. *hug*
I know how much of a drag it can be when it seems like you're clocking into the game rather than playing.
No matter where you go or what you do, always have Fun! <clicky>
Fortune Favor you in finding the balance you're after.
--Ghules
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Here's the patch notes directly from the PTR client. This is by no means complete. They're still adding and tweaking things expecially in the world pvp/cross realm battlegrounds area.
I played with the built scrolling combat text. It is kinda neat and another example of them building in the functionality that a lot of the players like from the most popular mods.
The new fuctionality for the enemy/friendly healthbars you get from the V key is *greatly* improved
For some odd reason looks like they're actually nurfing some encounters in the 40-50 level dungeons.
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- World of Warcraft Public Test Patch 1.12.0
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Cross-Realm Battlegrounds
- For the first time in the history of World of Warcraft, you will be
able to face off against players from other realms in the
Battlegrounds. PvP Battlegrounds link Alterac Valley, Warsong Gulch,
and Arathi Basin so that players from several realms will be
combined into one huge matchmaking pool. Replenish your mana,
sharpen your blades, and get ready for some brand-new challengers!
World PvP
- The stage is set for intense, objective-based land battles as Horde
and Alliance vie for control over important strategic positions and
resources around Azeroth. Head out for Silithus and Eastern
Plaguelands to engage the enemy on the field!
General
- Threat Reduction Effects
This system has been redesigned to eliminate inconsistency in how
the effects work. Previously, some were additive (for example: 30%
reduction + 20% reduction = 50% reduction) while others were
multiplicative (30% threat reduction multiplied by 20% threat
reduction equals 44% threat reduction). They are now all
multiplicative. This also prevents unpredictable behavior when the
total reduction percentage was equal to or greater than 100%.
- Haste and Slow effects
Previously Haste and Slow effects worked inconsistently, with spells
working differently from weapons, and hastes and slows not acting as
inverses of each other. We have revised the system so that all haste
and slow effects work the same way, and haste and slow percentages
perfectly cancel each other out (30% haste and 30% slow combine to
no change). As a result, we had to change the tooltip numbers on all
spell haste effects, and on all melee and range slow effects. The
numbers in the tooltips are different, but the game functionality
is unchanged (other than slight rounding errors). Those tooltips
that changed will now display larger numbers than they used to
display. Conceptually, haste values indicate how much more of that
activity you can perform in a given time. 30% melee haste means 30%
more swings in a given time. Slow values indicate how much longer an
activity takes to complete. 30% slow means an action takes 30%
longer to finish. For those interested, the new haste and slow
effects work mathematically in the following way. Each effect
separately multiplies the attack timer of your weapon or casting
time of your spell. They are multiplied in sequence (order doesn't
matter) and the final result is the attack timer or casting time.
The multipliers use the following equations:
Haste effects: multiplier=1/(1+percent/100)
Slow effects: multiplier=1*(1+percent/100)
As an example, a 50% haste generates a multiplier of 0.666; a 50%
slow generates a multiplier of 1.5. If they are multiplied together
the result is 1. A 50% haste on a 3.0 speed weapon makes it 2.0
speed, resulting in you getting 30 swings per minute instead of 20
swings per minute: 50% more swings. A 50% slow on a 3.0 casting time
spell generates a casting time of 4.5. It took you 50% longer to
finish casting the spell.
- The deserter debuff will now continue to expire even while you are
offline.
Druids
- Barkskin: The tooltip has been changed to 25% due to the haste
effect change.
- Ferocious Bite: The Book of Ferocious Bite (Rank 5) now drops
somewhere in the world.
- Furor: This talent now works correctly with Cat Form again.
- Improved Shred: The discounted cost for Shred will now be displayed
correctly even when you are not in Cat Form.
- Rip: Lesser potency Rips will no longer overwrite greater potency
ones.
Hunters
- Spirit Bond: This ability will now be correctly reapplied when you
resurrect in a battleground and your pet is polymorphed or otherwise
unable to act normally.
Mages
- Arcane Missiles: It is no longer possible to cast this spell on an
evading mob. In addition, the animation will now stop when the
target is dead.
- Arcane Power: It is no longer possible to gain the benefit of this
spell and Power Infusion at the same time by careful timing.
- Frost Armor Chilled effect: The tooltip has been changed to 100% due
to the haste effect change.
- Ice Armor Chilled effect: The tooltip has been changed to 100% due
to the haste effect change.
- Polymorph: This spell will now be removed when a player leaves a
battleground. This prevents some bugs involving polymorph from
occurring.
- Evocation will no longer be usable while silenced.
Paladins
- Divine Shield: The tooltip has been changed to 100% due to the haste
effect change.
Priests
- Mind Control: The tooltip has been changed to 25% due to the haste
effect change.
- Psychic Scream: This spell now uses the same resistance checks as
the Warlock spell Fear.
Rogues
- Due to significant talent changes, Rogues will have all talent
points refunded and can be respent. Training costs for all talent
spell replacements have been significantly reduced.
- Eviscerate: Manual of Eviscerate (Rank 9) now drops somewhere in the
world.
- Garrote: The damage from this ability has been increased
approximately 50%.
- Relentless Strikes: This ability will no longer trigger when your
finishing move does not hit your target.
- Sap: Enemy rogues will now always lose stealth when you Sap them.
Shaman
- Grounding Totem: This totem will no longer absorb multiple effects
from Entrapment in a 10 second period.
- Windfury Totem: The weapon enchantment from this totem will now only
trigger off normal melee swings. This means abilities such as
Sinister Strike, Mortal Strike, and Hamstring will no longer trigger
the Windfury Totem.
- Reincarnation should now display the cooldown timer when used.
- Chain Heal - After the initial target is healed, the healing effect
will jump to the most damaged target (by absolute health) within
range. In addition, if a raid member is the initial target it will
look for valid raid targets to jump to rather than non-raid targets
as a priority, making it consistent with group targeted Chain Heals.
Warlocks
- Cripple (Doomguard): The tooltip has been changed to 45% due to the
haste effect change.
- Enslave Demon: The tooltip has been changed to 40% due to the haste
effect change.
- Health Funnel: This spell will now work correctly on low-level
enslaved demons.
- Howl of Terror: This spell now uses the same resistance checks
as the Warlock spell Fear.
- Siphon Life will now properly gain a benefit from Shadow Mastery.
Warriors
- Flurry: The text on the tooltip has been corrected to indicate it
triggers on all types of attacks.
- Shield Slam: This ability will sometimes no longer remove more than
one beneficial effect from the target.
- Sword Specialization: This ability can no longer trigger off of
itself.
Items
- +30 Spell Damage Enchantment: Fixed a bug with this enchantment
which was preventing it from benefiting healing spells.
- Blade of Eternal Darkness: The triggered effect from this weapon
will no longer occur when the spell being cast has its effect broken
by causing damage.
- Blazefury Medallion: The triggered effect from this item will no
longer break Gouge.
- Bonescythe Armor: The Eviscerate bonus will no longer trigger when
your Eviscerate does not hit your target.
- Darkmoon Card- Twisting Nether: The dialog for this resurrection
will now always reappear after the Spirit of Redemption effect has
completed.
- Eye of the Dead: Holy Shock now interacts properly with this item.
- Ranged Elemental Damage: Our ranged combat system does not allow a
ranged weapon to do a mix of Elemental (Fire, Frost, Arcane, etc.)
and Physical damage. Many ranged weapons existed which were listed
as doing Elemental damage and did not function properly (the damage
was dealt, but was treated as Physical). All of those weapons have
been changed to deliver the Elemental damage as a chance on hit
effect. Hurricane was previously changed this way in 1.11. The
following ranged weapons are also fixed in 1.12: Bow of Searing
Arrows, Dwarven Hand Cannon, Heartseeking Crossbow, Dark Iron Rifle,
Galgann's Fireblaster, Quillshooter, Shell Launcher Shotgun,
Venomstrike, and Verdant Keeper's Aim.
- Talisman of Ascendence: This item will no longer trigger from
physical damage effects. In addition, if either of the buffs from
the item are cancelled, they will both be cancelled.
- Zandalarian Hero Charm: Item tooltip corrected to match the effect
tooltip.
- The Items that summon mounts have been changed in their color/
quality. Items that summon normal mounts are now blue(superior)items
and items that summon swift mounts are now purple(epic) items.
- Fixed a bug that allowed you to use items which restored health or
mana while you were already full health or mana.
- Fixed a bug with the Jom Gabbar trinket which was causing it to
trigger a category cooldown for a duration longer than intended.
- Fixed a bug that prevented Arcane Missiles from being able to
trigger the effect of Wrath of Cenarius.
- Clarified the tooltips for the Stormshroud armor and Kalimdor's
Revenge to explain that they deal Nature damage.
- Fixed a bug that caused the Blooddrenched Mask to hide a character's
hair.
- Warbear leather now stacks to 20.
Professions
- Engineering: The damage from sapper charges can now be resisted.
The overall DPS of the charges should not be significantly altered
from what it currently is.
- Engineering: Explosive sheep do fire damage instead of physical
damage.
Raids and Dungeons
- Uldaman
Reduced the number of Shadowforge Ambushers that attack after
looting the quest chest.
Shadowforge Ambushers are no longer elite.
The respawn of the Stone Stewards has been changed to 2 hours
(from 30 minutes).
- Zul'Farrak
The respawn of the 2 Troll/1 Basilisk patrollers should now be 2
hours.
Reduced the damage dealt by the Sul'lithuz Abomination and
Sul'lithuz Sandcrawler.
Dead Heroes are no longer elites.
Theka the Martyr will now only remain immune to physical damage for
30 seconds before reverting to normal.
Antu'sul's Sul'lithuz Broodlings now only hatch 4 at a time and are
significantly weaker.
Witch Doctor Zum'rah will no longer call as many dead heroes to his
aid when aggroed.
Weegli Blastfuse now has slightly more hit points.
Antu'sul's Warden no longer attempts to knock adventurers into
Antu'sul's lair.
Sandfury Cretins who engage the party during the pyramid event are
no longer able to cast shadow bolt.
- Mauradon
Noxxious Scions will no longer spawn when you cleanse Celebrian Vines.
User Interface
- V key functionality has been improved in several ways.
V key now shows summoned monsters (such as the gargoyles in
Stratholme.)
V key now shows both monsters and player enemies.
V now shows enemies only (no longer shows friendly targets.)
Shift-V now shows friendly targets only, not enemies (with a new
bindable hotkey.)
Control-V shows both friendly targets and enemy targets (with a new
bindable hotkey.)
- New floating combat text has been added to the game with a number
of options. You can see when you take damage, when you are healed
and how much, when you acquire and lose auras and much more. You can
turn on the new options in the newly revised options screen.
- The Need Before Greed and Group Loot countdown timers will now have
a 3 minute countdown when there is a bind on acquire item on the
corpse. This should allow a bit more time in making a decision to
roll for an item.
- Automatic Quest Tracking has been added to the game and is turned
on by default. Any time you advance a quest by advancing one of the
requirements, the quest information will appear on your screen for 5
minutes before fading. You can turn this option off from the options
screen.
- There is now a confirmation dialogue when you attempt to disband
your guild.
Bug Fixes
- Fixed a bug that caused some non-combat pets to be referred to as
Minions instead of Pets. Mini Diablo however has escaped this fate
and will continue to be referred to as a Minion.
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I would be there... but I have a one on one PvP tournament against the evil Cwnannwn this weekend and I am afraid I must direct all of my attention to that endeavour!
I suggest bringing a lot of resist gear, and don't forget to stock up on Water and food ((Gatorade and Powerbars anyone?))
You two have fun...er....farming each other for rep.
--Ghules
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A sound plan.
Any thought as to the retaliatory attacks following though?
Any alliance defenders showing up to Stranglethorn will more than likely vent their frustrations on Grom'gol.
They may also send a group from Ironforge to the nearby post of Kargath or Arathi as well.
Not necessary to defend them, but not bad spots to hunker down if you want to take a swing at the alliance war party either.
As for a possible strike on Ironforge itself.....I know of a couple of spots one can summon an entire raid in complete seclusion
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Arcanist crown +10
Drakefire Amulet +15
Flarcecore Mantle +24 with +5 enchant
Chromatic Cloak +9 and +5 to all enchant
Funeral Pyre Vestment +10
Tidal Loop +15
Blazing Emblem +15
Royal Seal of Eldre'Thalas +10
Torch of Austen +10
+8 to all Resistances from Sorcerors 2 piece set bonus
with Mage armor +15 Resist to all and <recently respecced to> talent that gives +10 resists to all
161 FR
I can craft 3 pieces of wizardweave with Deb as well, should anyone want some.
Wizardweave Turban +18 FR
Wizardweave Leggings +16 FR
Wizardweave Robe +18 FR
Ghules
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Less than 5 mins left till the patch download is complete.
As soon as the server is back up, I'm making a run for the new sheep/pig quest in Azshara, along with every other mage on the server probably *le sigh*
I still can't wait though!
I've been looking at different builds for the past few weeks on the test server and now I feel like I'm buying a last minute xmas present and second guessing every option.
Wednesday MC is definitely going to be interesting. It will be fun to see how the new stackable frost crit debuff pans out in the core.
Until then...place your bets as to which of us frosties ends up with the biggest repair bill from chained crits.
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Just to clarify. Do you need 7 more transmutes done or 7 more crystals and transmutes?
My stone is usually free so anytime I'm around I'd be more than happy to transmute for you, or if need be just mail the materials and I'll transmute and mail them back.
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I have a Blood of the Mountain I can send your way as well.
I'll send it along as soon as I get home in the morning.
I will readily admit to being a forgetful old sack of bones, so feel free to give me a poke in game if you're ever in need of something and I haven't made a post here.
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This one popped up on the forums a few days ago, but I thought I'd repost here for those that might have missed it.
http://forums.worldofwarcraft.com/thread.a...mp=1#post233992
Haven't made it past the 5000+ queues on the test server these last few days to confirm some just yet but from what little playtime I had there earlier this week, most of these are on the up and up.
A few of my favorites:
* Players can no longer queue up other players with the deserter debuff for a battleground by forming a raid and having the leader in a different subgroup, and joining as a group.
* A permanant version of Aqual Quintessence (called Eternal Quintessence) is provided after completing the Hydraxian Waterlords quest chain. This is avaliable to players who have a reputation level of Revered. See Duke Hydraxis for more information.
* The terrain was raised by Orgrimmar in order to prevent players from reaching the top of the Orgrimmar Gates.
There are even more class changes as well.
Mage
* Evocation - Cooldown reduced to 8 minutes.
* Cooldown on the use of a Mana Gem has been decreased to two minutes and now shares a cooldown with tuber/night dragon/healthstone.
* Pyroblast - Cooldown removed.
* Arcane Missiles - Cancels channeling immediately if its target moves out of line of sight.
As we all know however, nothing is ever official until it makes it to the official Blizz patch notes.
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Count me in.
I always loved the Edge of Madness fight.
There is something about all those *huge* critters stomping around that's just funny.
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The kodo's are wonderful beasts aren't they.
I have a kodo-coupe myself, a little small but great in the turns
If you ever need any help farming let me know. I ran through the whole process back before the AQ war effort made the runecloth market nuts. There are a few good spots that can net you a fair amount of runecloth as well as rep with a few of the other factions at the same time.
I just finished a leather grind for the Darkmoon Faire as well, so anything I can assist with to make someone else's time toiling in the fields a little easier I'm more than happy to do.
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I have a stockpile of crystals I keep for transmutes.
Just clonk me on the noggin the next time you see me running about and remind me to root around in the vault for ya.
Hunters/Rogues may need a tissue after reading this...
in CS Base camp
Posted
It's late, I'm bored at work, and having entirely too much fun looking through the abilities the guys at Curse have data mined from the expansion.
This one nearly made me choke on my soda though.
http://www.curse-gaming.com/en/wow/spells/31984-.html
Finger of Death
Requires Level 73
50000 yd range
0.500 sec cast
Strikes an enemy with the finger of death,
inflicting 19999 shadow damage upon them,
their children, and their children's children.
If you've ever seen a GM do what appears to be a /point emote and something dies a horrible screaming death....odds are this was what did it.