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Heroes of the Storm: 100% Winrate trick 27 Oct 2018 11:05 PM (6 years ago)



New Vote screen added.

Finish a match in a loss but don't want it to affect your winrate on a hero? When loading into the MVP select screen you can disconnect out and just wait. It will time the match out after a minute but you will not recieve an abandon nor will the personal win/loss rate change!

Assassin Zeratul

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Overwatch: Using Sombra glitch to exploit Busan’s Downtown point 27 Oct 2018 10:55 PM (6 years ago)


When on the red side load up as Sombra and run directly to this rock. It can be melee and pushed out of the way.

After the rock is moved us a relocator to go under the map by throwing it inside.



Once under the world run back to spawn and choose any hero!
You are free to fly and shoot without being targetable.

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WoW: Updated way to kill other players in Major City 24 Nov 2016 2:44 PM (8 years ago)

There is the new way to get others killed inside of Stormwind. To do this you will pull the NPC Crithdo.It will work best with a class that can drop agro. Works at any level.

In the Stormwind Keep go to the gardens outside the throne room. Agro Crithdo with any low damage attack and have him follow you by continuing to spam low damage attacks.

Kiting this NPC to the auction area while yelling "/yell Do Not Spam AOE abilities" will usually cause someone to cast one which brings agro to them. Also throwing a Leather Ball from darkmoon faire and them throwing it back will change agro also.

Also worth trying with Gamon in Org, but his model is much larger and harder to pull.

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WoW: Farm Valarjar Soul Fragments for The Lost Army 24 Nov 2016 2:33 PM (8 years ago)

Having the quest Helarjar Landing: Vrek from Stormheim active allows you to farm the Valarjar Soul Fragments. 

The mob Vaetfang can drop up to 2 Valerjar Soul Fragments if you have the quest Halarjer Landing Vrek active. To stop the quest from completing do NOT kill Helya's Helarjar. The quest will finish if you kill 10 total. The coordinates are 73.96 86.73, they respawn after 60 seconds. 

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Hearthstone: Complete Daily Storming Stormwind Quickly 24 Nov 2016 2:16 PM (8 years ago)


In the brawl Storming Stormwind to quickley complete just pass your turn. This will allow the city of Stormwind to quickley kill you. Each game that is completed will count as a win. Use this for the win # games quest to knock them out. 

Using this will complete card games in under 3 minutes.


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WoW: Keep your anniversery gift forever, give Alt Xp boost 22 Nov 2016 10:10 AM (8 years ago)

Using this exploit you are able to keep the anniversery gift. You can also give an alternative character a boost. 


1) Your loot package must be opened.

2) Pop a XP bonus if you have one. 

3) Buy some wrapping paper from a vendor.

4) Re-Wrap the anniversery present with XP bonus.

5) Mail it to anyone and it will become non-temporary.

This has worked for many years. It is how everyone was able to keep it.

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Diablo3: Sony Gets Diablo 3 For Playstation 4 20 Feb 2013 3:57 PM (12 years ago)

Sony will have the Diablo 3 on the new Playstation 4.



Including 4 player coop play with Real Money auction house. More info to be released with the new demo video soon.

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Diablo3: Patch 1.07 Crafting Recipe 11 Feb 2013 7:38 PM (12 years ago)

Diablo 3 crafting 1.07
All the new recipes included with the latest Diablo 3 patch 1.07



The Archon Armor Chest Piece Recipe can be purchased from Squirt the Peddler for 1.5 million gold. The other plans are random drops in every act, but have an additional chance killing these bosses when you have five stacks of Nephalem Valor:

Skeleton King
Spider Queen
Maghda
Zoltun Kulle
Ghom
Cydaea
Izual
Rakanoth

The drop rate from the above bosses will scale according to your Monster Power level:

MP 0: 20%
MP 1: 23.2%
MP 2: 26.912%
MP 3: 31.218%
MP 4: 36.213%
MP 5: 42.007%
MP 6: 48.728%
MP 7: 56.524%
MP 8: 65.568%
MP 9: 76.059%
MP 10: 88.228%


Each new crafting recipe for Account Bound (AB) gear will roll with +201-230 to Base Stat and 5 Random Properties.
The +201-230 base stat roll is, essentially, a guaranteed primary base stat prefix with affix level 64 whereas normal rare items can only drop up to affix level 63
The max base stat on all crafted gear is now 330
This has an interesting interaction with the 1.0.6 rare gear base stat drops
1.0.6 Archon Gauntlets can drop with up to 300 Int or Dex, but only 200 Str
1.0.6 Archon Spaulders can only drop up to 200 Int or Dex, but 300 Str
1.0.6 Razorspikes and Archon Armor can only drop up to 200 Int, Dex or Str
This implies that there’s some new potential best in slot (BiS) gear:
For Barbs, 1.0.7 AB crafted Gauntlets, Razorspikes and Archon Armor are the only non-Legendary way to roll more than 200 Str
For DHs and monks, 1.0.7 AB crafted Spaulders, Razorspikes and Archon Armor are the only non-Legendary way to roll more than 200 Dex
For Wizards and WDs, 1.0.7 AB crafted Spaulders, Razorspikes and 1.0.7 AB Archon Armor are the only non-Legendary way to roll more than 200 Int
Vile Ward (1.0.6 shoulders) can roll up to 300 of each base stat due to being Legendary and they still get 1 Random Property beyond that (e.g., Pickup Radius, MF/GF, Vitality, +% Life)
Since there are so many Vile Wards out there now, crafting AB Archon Spaulders is a waste unless you want the combination of 201+ base stat, Pickup Radius and GF/MF
Strongarm Bracers (bracers) can roll up to about 265 in each base stat, but only 4.5% CC%
For anyone not invested in a nice CC set of Lacuni Prowlers, AB crafted Razorspikes can roll substantially better than Strongarm Bracers
Tasker and Theo (gloves) roll with a socket which means they can have a base stat above the crafted AB Archon Gloves, but have to use up both random properties to do so which means no CC and CD to go with their inherent IAS bonus
For Barbs not running full IK Set (for some reason), AB crafted Archon Gauntlets can roll 201+ Strength, CC, IAS, CD with a very lucky roll so these may be worth the occasional gamble and that’s better than any Rare Strength Gauntlets available in 1.0.6
For DH and Wizards, AB crafted Archon Gauntlets may be worth a gamble simply because 1.0.6 rare gloves with IAS / CD / CC / 201+ Dex or Int have a sky high price tag
Mara’s Kaleidoscope (Amulet) can roll up to 389 in any base stat and still have 3 random properties beyond that, so they’ll always have the possibility to roll better than an AB crafted amulet (albeit at a cost well over 2 billion Gold)
Even at their relatively high crafting cost, Amulets are probably nearly always worth crafting; if nothing else, you’re sure to occasionally get a fantastic follower amulet with a good MF or GF roll

All of these gears roll with a guaranteed 201+ base Stat, 5 guaranteed Rare properties and ilvl 63 Armor. It’s easy to forget that the best Archon Gauntlets (ilvl 63) roll with over 130 more Armor than the worst Warlord Gauntlets (ilvl 60) even if they have the same affix pool. Dropped rare gear certainly has no guarantee to drop with a Base Stat prefix; even if they do, it’s not very common to also roll the highest alvl 63 affix and even less common to roll high within that alvl 63 affix range. AB crafted gear is guaranteed that kind of roll every time. This is particularly true with Amulets.

Have you ever wondered why it seems like practically all of your amulets drop with crappy mods? Besides often rolling with fewer than 6 affixes, one of the primary reasons for crappy mods is that Amulets have a huge variety of possible mods. Boots or Pants, for instance, can’t roll with Crit Chance so they’re actually more likely to roll with 200+ base stats than Gloves. Amulets can roll with nearly every possible mod in the game. That makes rolling any given mod very small. By guaranteeing 6 random Properties that include a desirable 201+ Base Stat roll, you’ll find that practically any given AB crafted amulet is going to be better than any given dropped amulet the vast majority of the time. If you’re in the market for an Amulet costing around 20 million Gold, I would bet you’ll craft a better one than you can find on the AH within the equivalently-costed 160 crafts, albeit without the opportunity to resell it later.
Crafting Cost

The new crafted items require a new reagent called "Demonic Essence". Nephalem Valor is not be required in order for Demonic Essences to drop. However, each level of Monster Power will increase the drop chance of Demonic Essence from Elites and bosses according to the following values:

MP 0: 15.0000%
MP 1: 16.5000%
MP 2: 18.1500%
MP 3: 19.9650%
MP 4: 21.9615%
MP 5: 24.1577%
MP 6: 26.5734%
MP 7: 29.2308%
MP 8: 32.1538%
MP 9: 35.3692%
MP 10: 38.9061%

Archon Gauntlets of [ Dexterity, Intelligence, Strength, Vitality]

Cost: 50,000 Gold
Iridescent Tea x 20
Tome of Secrets x 5
Demonic Essence x 1

Archon Spaulders of [ Dexterity, Intelligence, Strength, Vitality]

Cost: 75,000 Gold
Tome of Secrets x 10
Demonic Essence x 1

Archon Armor of [ Dexterity, Intelligence, Strength, Vitality]

Cost: 150,000 Gold
Tome of Secrets x 2
Demonic Essence x 1

Razorspikes of [ Dexterity, Intelligence, Strength, Vitality]

Cost: 50,000 Gold
Exquisite Essence x 30
Tome of Secrets x 5
Demonic Essence x 1

Amulet of[ Dexterity, Intelligence, Strength, Vitality]

Cost: 100,000
Perfect Square (Gem typed based on amulet type) x 1
Fiery Brimstone x 1
Demonic Essence x 1

New Gems

Marquise Gems are AB and any item they are socketed into are also AB until the Marquise Gem is removed (at a cost of 5 million Gold)

Marquise Gem crafting costs

20,000,000 Gold
Radiant Star (type of gem) x 3
Demonic Essence x 10

Marquise Emerald


Weapon: Increased Critical Hit Damage by 110%
Helm: +33% Extra Gold from Monsters
Armor: +62 Dexterity

Marquise Topaz

Weapon: Melee attackers take 2500 per hit
Helm: 33% Better chance of finding magical items
Armor: +62 Intelligence

Marquise Amethyst

Weapon: Each Hit adds +700 Life
Helm: +19% Life
Armor: +62 Vitality

Marquise Ruby

Weapon: +150 Minimum and +150 Maximum Damage
Helm: Increases Bonus Experience by 33%
Armor: +62 Strength

New Ruby Stats

Radiant Square Ruby: +40 minimum damage/+40 maximum damage (up from +16/+16)
Star Ruby: +60 minimum damage/+60 maximum damage (up from +17/+17)
Flawless Star Ruby: +80 minimum damage/+80 maximum damage (up from +18/+18)
Perfect Star Ruby: +100 minimum damage/+100 maximum damage (up from +19/+19)
Radiant Star Ruby: +120 minimum damage/+120 maximum damage (up from +20/+20)

Ruby Gem

Builds geared towards no CC/CD like a Hydra Wizard or Sentry DH will get much more dps out of a RS Ruby than a RS Emerald
When leveling an alt, CC can be hard to come by which means +damage is worth more than +% CD and leaves 2 windows where Rubies are better than Emeralds
Level 15-30: weapons start rolling with a socket at ilvl 15 and high dps Spectrums don’t become available until clvl 30. The legendary weapon Genzaniku can roll a socket at level 9.
Unlike certain Legendary Armors, there are no weapons that can roll with a socket under clvl 15 (P.S., Blizzard, can you make some Legendary weapons with sockets under clvl 15? Thanks!)
Level 42-55: the maximum reduced level requirement is 18 which means ilvl 63 weapons start being available at clvl 42 which will roll higher higher damage than most Spectrums; since level-reduced gloves and bracers with high CC are extremely rare and costly, it’s unlikely your hero will enough CC until clvl 56 to make the RS Emerald better than the RS Ruby

There really isn’t much difference in the +% Experience and +Strength gem effects between a Star Ruby and a RS Ruby. The damage increments, however, are substantial at every level of Ruby above Flawless Square when leveling an alt. If the general population picks up on this, there will be a substantially larger market for Flawless Star and Perfect Star Rubies than there is right now (i.e., tiny market vs. no market all). They’re much more affordable than the RS Rubies and have far more value than Star Rubies.


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Diablo3: Recovering Dead Hardcore Characters 9 Feb 2013 7:59 AM (12 years ago)


This will be using Blizzards rollback feature to get your hardcore characters back to life.

We want it to make it seem like we were hacked. When we send a support ticket to Blizzard they can rollback accounts erasing all history for the last 24-48 hours.

1) Wait at-least a couple hours to login.
2) Download Hotspot Shield Here, this will change the location of your connection. This makes it look like someone else used your account.
3) Once you have your Hotspot Shield running login and delete all of your characters on the account.
4) Remove Hotspot Shield and wait at-least a few hours.
5) Submit a support ticket on the Blizzard site and claim your account was hacked and the forums said they can do a rollback.

Also when you do at-least 2 rollbacks on your account you will no longer be able to use the Real Money Auction House for a year. This isn't a big deal since it is not used on Hardcore.

Finally, This method can also be used on Softcore. If you were to sell a high value item on the RMAH and do a rollback you will get the item back and still have the money.

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Diablo3: Snapshot your Storm Armor for huge Damage and Lifesteal 19 Jan 2013 12:42 PM (12 years ago)


When you cast Storm Armor it will snapshot your current weapon to provide the bonus this skill receives.


I use a 2 Handed Weapon with 6% lifesteal when I cast this skill then I am able to switch to my normal setup and still receive the bonus.

I recommend using the Thunder Storm or Scramble runes for Storm Armor.


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Diablo3: PTR Patch 1.0.7 15 Jan 2013 12:00 PM (12 years ago)




Below is the complete patch notes for 1.0.7 on the Private Test Realm. You can access this patch by going to http://www.battle.net , logging in, then under the games section find Diablo 3 and download the PTR client.



New Feature: Dueling

For those who wish to test their mettle against fellow Nephalem, your time has come. Players will now be able to duel one another in a new zone designed specifically for this style of combat. This zone can be accessed by speaking with Nek the Brawler located at the inn in New Tristram, and supports 2 to 4 players in a Free-For-All format.
To learn more about dueling, click here!

General

Nephalem Valor stacks will now persist through Acts
Base pick-up radius for all characters has been increased from 1.5 yards to 3 yards
The resurrection timer will no longer increase if a player is killed multiple times in a row
Players should no longer play a flinching animation (causing them to briefly lose control of their character) if they are hit by multiple monsters at the same time
The experience bonus rewarded for killing monsters on Monster Power levels 1-10 in Inferno has been increased:

MP 1: 25% (up from 10%)
MP 2: 50% (up from 20%)
MP 3: 80% (up from 30%)
MP 4: 120%(up from 45%)
MP 5: 165% (up from 60%)
MP 6: 215% (up from 75%)
MP 7: 275% (up from 95%)
MP 8: 340% (up from 115%)
MP 9: 420% (up from 135%
MP 10: 510% (up from 160%)


When resuming a game, players will now be placed in town instead of at the last known checkpoint (a portal will be available to take you to your last known checkpoint, if desired)




Auction House

User Interface

Cancelled PayPal auctions will now display a UI error


Bug Fixes

Stash Tab Art will now properly update when viewed in the Auction House



Battle.net

General

Monster Power is now available for Public Games

Players can now select their desired Monster Power level from a drop-down when joining Public Games provided that the “Enable Monster Power” box has been checked in the Options menu


“Report Botting” has been added to the right-click > report player menus
The Battle.net UI now displays how many players are online



Bosses

General

Izual is now included in the list of bosses that grant an extra reward when you have 5 stacks of Nephalem Valor, and the overall reward for killing him has been increased



Classes

Barbarian


Bug Fixes

Threatening Shout – Grim Harvest should no longer cause monsters to drop loot multiple times




Demon Hunter

Bug Fixes

The Reflects Damage affix will now properly reflect damage caused by Bola Shot




Monk

Active Skills

Cyclone Strike

Weapon damage increased from 100% to 313%


Dashing Strike

Weapon damage increased from 160% to 303%


Exploding Palm

Explosion damage increased from 30% to 50% of the target’s maximum health


Inner Sanctuary

Radius increased from 8 yards to 11 yards
Skill Rune – Forbidden Palace

Damage bonus increased from 10% to 15%


Skill Rune – Sanctified Ground

Now reduces enemy movement speed by 80% (up from 60%)




Lashing Tail Kick

Weapon damage increased from 235% to 470%


Mystic Ally

The amount of damage a Mystic Ally can take from a single hit is now capped

The cap scales with the player's level, and is further reduced by the player's Armor and Resistance


Skill Rune – Eternal Ally

Weapon Damage increased from 40% to 60%
The Eternal Ally now has a 100% chance to be reborn after 3 seconds (up from 50% and down from 5 seconds)


Skill Rune – Fire Ally

The cooldown of the Fire Ally’s special attack has been reduced from 8 seconds to 4 seconds


Skill Rune – Water Ally

The Water Ally’s special attack now reduces enemy movement speed by 60% (up from 30%)
The cooldown of the Water Ally’s special attack has been reduced from 8 seconds to 4 seconds




Sweeping Wind

Base weapon damage increased from 15% to 20% per stack
Skill Rune – Blade Storm

Weapon damage increased from 20% to 26% per stack


Skill Rune – Cyclone

Weapon damage increased from 20% to 26% per stack




Tempest Rush

Weapon Damage increased from 85% to 155%


Wave of Light

Weapon damage increased from 390% to 829%




Passive Skills

Near Death Experience

Dying will now reset the cooldown




Bug Fixes

Fixed an issue where Sweeping Wind was not actively updating its damage and attributes from the player




Witch Doctor

Active Skills

Spirit Barrage

Skill Rune – Well of Souls

The secondary missiles fired by this rune can now hit the primary target





Wizard

Active Skills

Arcane Orb

Weapon damage increased from 175% to 200%
Skill Rune – Obliteration

Weapon damage increased from 228% to 260%




Blizzard

Weapon damage increased from 210% to 510% over 6 seconds
Proc coefficient increased from 0.01 to 0.0125
Skill Rune – Grasping Chill

Proc coefficient increased from 0.01 to 0.0125


Skill Rune – Frozen Solid

Proc coefficient increased from 0.01 to 0.0125


Skill Rune – Stark Winter

Proc coefficient increased to from 0.005 to 0.0125


Skill Rune – Snowbound

Proc coefficient increased to from 0.01 to 0.0125


Skill Rune – Unrelenting Storm

Weapon damage increased from 280% to 680%




Shock Pulse

Weapon damage increased from 105% to 150%
Proc coefficient increased from 0.667 to 0.8
Skill Rune – Fire Bolts

Weapon damage increased from 152% to 195%
Proc coefficient increased from 0.667 to 0.8


Skill Rune – Explosive Bolts

Weapon damage increased from 70% to 105%
Proc coefficient increased from 0.5 to 0.8


Skill Rune – Lightning Affinity

Proc coefficient increased from 0.667 to 0.8


Skill Rune – Living Lightning

Weapon damage increased from 37% to 52%





Passive Skills

Critical Mass

Critical Mass now affects the cooldowns of Archon: Teleport and Archon: Slow Time while in Archon Form


Temporal Flux

Now reduces enemy movement speed by 60% for 3 seconds (up from 30% and 2 seconds)


Unstable Anomaly

Now activates upon receiving fatal damage (changed from when a player is reduced below 30% Life)
Dying will now reset the cooldown




Bug Fixes

Blizzard Critical Hits now correctly have a chance to proc Arcane Power on Crit




Crafting

General

A new crafting reagent, Demonic Essence, has been added to the game

This reagent is account-bound and can be acquired from Elite monsters in Inferno difficulty
Nephalem Valor will not be required in order for Demonic Essences to drop
However, each level of Monster Power will increase the drop chance of Demonic Essence from Elites according to the following values:

MP 0: 20.0000%
MP 1: 23.0000%
MP 2: 26.4500%
MP 3: 30.4175%
MP 4: 34.9801%
MP 5: 40.2271%
MP 6: 46.2612%
MP 7: 53.2004%
MP 8: 61.1805%
MP 9: 70.3575%
MP 10: 80.9112%




The drop rate for Blacksmithing Plans and Jeweler Designs has been increased by 400%


Blacksmith

Four Rare recipes have been added to the Blacksmith: Archon Spaulders (Shoulders), Archon Gauntlets (Gloves), Archon Armor (Chest Armor), Razorspikes (Bracers)

Each crafted item will have the following characteristics:

iLevel 63
6 Affixes
Account-bound
Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game


Crafting the item will require 1 Demonic Essence (other reagent costs will vary per recipe)




Jeweler

A new Rare recipe has been added to the Jeweler for an Amulet

This amulet will have the following characteristics:

iLevel 63
6 Affixes
Account-bound
Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game


Crafting the item will require the 1 Demonic Essence as well as:

100,000g
1 Perfect Gem (varied depending on which core stat you select)
1 Fiery Brimstone




A new tier of account-bound gems of has been added to the game: Marquise

Marquise Gems stats are as follows:

Marquise Emerald

Weapon: Increased Critical Hit Damage by 110%
Helm: +33% Extra Gold from Monsters
Armor: +62 Dexterity


Marquise Topaz

Weapon: Melee attackers take 2200 per hit
Helm: 33% Better chance of finding magical items
Armor: +62 Intelligence


Marquise Amethyst

Weapon: Each Hit adds +700 Life
Helm: +19% Life
Armor: +62 Vitality


Marquise Ruby

Weapon: +150 Minimum and +150 Maximum Damage
Helm: Increases Bonus Experience by 33%
Armor: +62 Strength




These gems can only be created at the Jeweler and will require the following reagents:

3 Radiant Star Gems
20 million gold
1 Demonic Essence


Un-socketing Marquise gems will cost 5 million gold
The designs for the Marquise gems will drop randomly from all level 63 monsters

Note: The designs are not account-bound





Items

General

Crafting Plans and Jeweler Designs have been added for all of the new Rare recipes listed above

These plans (excluding the chest piece) will drop randomly in the world, but have a 50% chance to drop off the following bosses when you have 5 stacks of Nephalem Valor:

Skeleton King
Spider Queen
Maghda
Zoltun Kulle
Ghom
Cydaea
Rakanoth
Izual


The Archon Armor recipe can be purchased from Squirt the Peddler for 1.5 million gold each
Please note that neither the Crafting plans nor the Jeweler Design are account-bound


Holding shift while buying health potions will attempt to purchase 5 potions at once
Follower items below iLevel 60 will now no longer drop in Inferno
Goldskin now has a limit on the number of times it can proc on a single target


Vendors

Squirt the Peddler no longer sells Dyes, but (as noted above) will now sell the plans for the Archon Armor recipe for 1.5 million gold each


Bug Fixes

Goldskin will no longer proc when attacking monsters that drop no loot
Plans: Staff of Herding can now be dropped on the ground, or sold to a vendor for 0 gold
All Staves of Herding can now be sold to a vendor for 0 gold



Monsters

General

The Reflects Damage affix has been redesigned:

It will now apply a short duration buff to the monster and will only reflect a percentage of damage dealt back to the player while that buff is active
A visual effect will display whenever the durational buff is active


Damage dealt by pets to monster with Reflects Damage affix will no longer be reflected back to the player
Damage dealt by the Molten affix has been reduced by 40%
Damage dealt by the Plagued affix has been increased by 120%
Fallen Lunatics should now detonate in a more consistent manner
The Triune Berserker before Alcarnus should no longer swing faster after a few attacks
Keywardens:

The Act II Keywarden (Sokahr) should now only use its mortar ability in Inferno difficulty
The Act III Keywarden (Xah’Rith) should now only use its rain of corpses ability in Inferno difficulty
The Act IV Keywarden (Nekarat) should now only use its earthquake and charge abilities in Inferno difficulty




Bug Fixes

Rare Sand Dwellers will now spawn in The Forgotten Ruins
Champion Plague Swarms will now spawn in Cryder’s Outpost
Champion Fallen Cur will now spawn in The Storm Halls



User Interface

General

Legendary items now have a new mini-map icon

This icon should now persist properly and be shown on the mini-map so long as the player is in the same zone as the dropped item
Note: The icon will only display when Legendary items are dropped by a monster, not a player




Bug Fixes

Fixed an issue causing the Enable Monster Power option to reset
Fixed an issue affecting the scroll speed of text
Vendors will now properly display an Armor tab when you are in an Inferno game with Monster Power set above 0




Bug Fixes

Fixed an issue where new Hardcore characters were not labeled as Hardcore on the homepage
Fixed an error that could occur when closing the World of Warcraft client while the Diablo III client was still running


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Blizzards Next Big Game Titan Info 3 Jan 2013 6:33 PM (12 years ago)


Blizzard has leaked information about their next game codenamed Titan.

I have heard information that this new game will not be based on a new game world but instead a spinoff of either the Starcraft world or Diablo. It will be a MMO like World of Warcraft built for not just the PC but also XBOX console. The current speculation of release date is late 2014.

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Diablo3: Hellfire Ring Farming Guide 16 Oct 2012 4:52 PM (12 years ago)

Hellfire RIng Guide Diablo 3

This guide was made to give tips on farming the rings fast as possible. It will not go over exactly how to make each ring since I've already posted where to find the parts and put them together. Guide to improve farming methods to get Hellfire Rings.



For Starters:

For all acts, key farming is just getting 5 stacks and killing the keywarden. Keep in mind that the area where the keywarden is generally has elites, so you can go in with 4 stacks and look for the keywarden. The keywarden also doesn't chase you as far as elite packs do, so it's much easier to run away from them if you find them before your last elite pack. If you're doing this with a group, everyone can spread out and communicate when they find something, since the keywarden areas are pretty big.

In addition, you can have a fast person break off at 4 stacks and start looking for the Key Wardens while the others keep looking for elites. This would be a WW barb, a CM/WW wizard running teleport, a DH with vault, or whatever. If they find an elite pack, they can call it out, and if they find the keywarden, they can lure him back to the waypoint and/or weaken him. One trick to do is to find him, get to a safe place nearby to TP out, and then rejoin the others when they find an elite pack. After you kill the elite pack, kill yourself and you'll respawn in town with your portal still open to where the keywarden is.

If you want to kill the ubers, it's recommended that you have 3 Infernal Machines amongst your party members. You can guarantee one of each set of uber bosses if you activate them in the same game. Activate the next one after you kill a set of ubers and the portal will have to spawn in a different location. Depending on how long it takes to kill ubers, you might have to refresh your NV stacks. The Cemetery is a great place to do so.

Act 1

Best way to get stacks is definitely Festering Woods. 1 guaranteed pack in Crypt of the Ancients and Warrior's Rest each, and there's usually 2 outside the area, as well as the possibility for the event, which grants a stack. I have had bad luck and only found 1 pack outside, but that's rare. Equally as rare is finding 3 packs outside, which is nice.

This Keywarden is probably the easiest. I'm pretty sure that we only died when some random tree comes in and start plopping down those poison plants everywhere, so just watch out for those.

Act 2

Vault of the Assassins is the best way to 5 stacks. Port to Desolate Sands and start looking for the vault, killing any elites on the way. The best part of the vault is that you get a checkpoint once you enter it, so if you don't get the key from the Keywarden, you can just resume game and you'll start in the vault. The Oasis has many packs, so you can definitely TP out with 4 stacks and easily find another pack in the Oasis.

This keywarden isn't too bad, but if you stun him while he's down his spinning attack, he will not stop his attack. He'll continue to damage you while he's frozen. He also has vortex and teleport, so CM wizards can save their teleport to escape instead of using it to get close to him again. Getting an empowered shrine right before the fight lets me facetank him straight up.

Act 3

If you're running with a group, the best way to get 5 stacks is Fortified Bunker. Split off into different games and call out if the Bunker spawned. For those who don't know, you can get to the Bunker by walking out northeast of Bastion's Keep and going down the stairs towards the battlefield. Either the Fortified Bunker or Barracks will spawn right before the battlefield.

If you aren't running with a group or you don't feel like splitting off into different games, I'd recommend doing Keeps Depths 3 and Tower of the Damned. If you need more, Keep Depths 1 works too. Stonefort is pretty big and linear, so I'd recommend a fast person splitting off after 4 stacks like I mentioned above.

The keywarden is probably the hardest. The trick is to get him on a set of stairs, so when he does is illusionist thing, they also stay in the same place and die quickly to some freeze/AOE. You might have to do some kiting with this one.

Act 4

I don't have many tips for Act 4, since we didn't have to run it a lot. You only need the plan from the keywarden once. We also had bad luck and had to fight an elite pack with the keywarden, which really sucks since the mobs in Act 4 suck. We just did Gardens of Hope 1 and 2, making sure to check the side rooms since they can contain an elite pack and/or a resplendent chest. If you find a room that's just a square ring, I believe that one only has trash in it and you can skip it.

This keywarden can be tough, but it's mainly because it's in Act 4 and an elite pack might decide to join you during the battle. His fire attack is really strong, so try to watch out for that. His healing debuff is also stupidly good if you rely a lot on LoH to keep you alive.

Ubers


These guys are tougher than your normal bosses, and they can enrage, so make sure you're able to kill them in time or you're able to deal with their enrages. Keep in mind that if you're running a CM/WW build, the CC resistance will build up and it's a good idea to switch targets/exit the fight every now and then.

Leoric and Maghda

This was surprisingly the hardest set IMO. Maghda has the ability to put down an arcane sentry, but not as often as an elite pack. Her butterflies hit hard and follow you, and they have the ability to do a complete 180 if you teleport past them. She also shields every 1/4 of her health and summons those guys she normally does. She doesn't unshield until they're dead and Leoric's dead. This might be a glitch, but focus down Leoric first. Leoric summons minions like he does normally, and he gained the attack where he just walks through you and deals tons of damage. It's hard to see when this attack is coming, so melee characters should try to keep a little bit of distance.

If somebody does die, and you need to revive, wait until Leoric teleports and then go revive. He has a nasty habit of teleporting to you when you're about to revive somebody.

Ghom and Rakanoth


These guys aren't too bad, or at least with a CM/WW wizard it's not. Both of them can summon trash mobs. Ghom has those slime guys he normally has and Rakanoth summons soul lasher type things. These will help out a CM/WW wizard. In addition, if the CM/WW wizard is able to stunlock both ubers, it's pretty easy. The CC resistance does build up though, so you might have to take a break and focus on one and then come back later. I'd recommend killing Ghom first since Rakanoth isn't too bad. Plus, getting rid of the poison clouds will make it easier for everyone. IMO these are the easiest of the three.

Reviving on this one can be a little bit harder because of the gas clouds. However, I'm pretty sure the gas clouds don't last as long as we're used to. Also, I believe that a monk can pop serenity or a WD can spirit walk and revive somebody under the gas cloud, but I'm not sure.

Zoltan Kulle and Siegebreaker

This fight can be tough, and I've had Siegebreaker enrage a couple of fights. As a CM/WW wizard, it's fine if he does, and there was another monk and a tankier DH in our group who could handle it also. Focus down Kulle first for sure, since there's a trick you can do with Siegebreaker once he's alone. Kulle's enrage is also really hard to deal with, so you don't want that. He does summon the slow time bubbles he normally does, which is extremely annoying. It's useful to have a skill to deal with those, like teleport, vault, or being a WW barb. Watch out for when the ceiling falls. Once Kulle's down, Siegebreaker is a piece of cake. Keep attacking him and when he picks somebody up, it's pretty easy if you have some CC. Any stuns/freezes while he's doing the attack animation will force him to restart the animation once it wears off, which lets you keep the rest of your party safe while the loops in that animation.

Reviving on this one is probably the easiest. Aggro Siegebreaker away from the grave and then either quickly move to the grave or get somebody else to revive. Kulle doesn't attack that often, and you just need to make sure Siegebreaker is away. It's a pretty big area as well.


Created by azn_dude1

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Diablo3: Infernal Machine and Hellfire Bosses 21 Sep 2012 3:49 PM (12 years ago)



Here is a detailed explanation of the materials and recipes for the Infernal Machine and the Hellfire Ring.



What is the Hellfire Ring?

This ring gives the following properties. Created from defeating bosses inside the Infernal Machine.

- Either Str, Dex, Vit, or Int
- 4 Random Props
- +35% exp
- Launches Explosive Ball of Hellfire on Attack.

Keywardens
these guys hold onto the pieces for each attempt of the Infernal Machine that you want to have. The last guy in Act4 contains the plans only which you get once and your done with him. Be sure to kill each Keywarden with 5 stacks of Nephalem Valor.

Odeg The Keywarden Act 1 Spawns inside the Fields of Misery. He has a chance to spawn anywhere in the whole map. This boss will drop the Key of Destruction.

Odeg's Abilitys

Has Jailer
Main attack is Spear Throw
Has a triple-fireball attack


Sokahr the Keywarden Act 2 Spawns inside the Dahlgur Oasis. Spawns anywhere inside the boundarys of the Oasis. He will drop the Key of Hate.

Sokahr's Abilitys


Sokahr is a Dune Dervish/Magewraith, so his main attack is spinning
Has Missile Dampening with a natural thorns
Mortar And Electrified


Xah'Rith the Keywarden Act 3 Spawns in the Stonefort area. On the way to him you should be able to find the required 5 elites to stack your NV now. Drops the Key of Terror.

Xah'Rith's Abilitys

Illusionist Mob with Teleport.
Uses Corpse Rain spell.
Slows with a Cold Spell.


Nekarat the Keywarden Act 4 Found inside the Silver Spire Level 1. Very large demon with a curse that removes 75% of healing done. Drops the Plans: Infernal Machine.

Nekarat's Abilitys

Jailer
Knockback
Diablo Lightning Attack and AoE Fire
Curse

Nekarat seems like the hardest so far. He should be kited. Make sure to have your 5 NV Stacks.

To craft the Infernal Machine you must be a Level 10 Artisan Blacksmith.

Finding the Realm of Chaos.

To get inside you must start the game on the quest Return to New Tristram. The healer in act 1 town will now have a door behind him that you can break down. Inside you enter an empty room which you can now use the Infernal Machine inside. This opens a portal to either Realm of Chaos / Turmoil or Discord. Each has 2 unique bosses.

Infernal Machine = Key of Destruction x1 Key of Hate x1 Key of Terror x1 Gold x1200

Hellfire Ring
(any type) = Vengeful Eye x1 Devil's Fang x1 Writhing Spine x1 Gold x50,000


Hellfire Ring Plan can be bought off of Squirt the Peddler in Act2 town.


The Eye, Fang and Spine are dropped from inside the Infernal Machine worlds. Combines with the Hellfire Ring Plan makes your new Ring.

How does Monster Power effect drop rates of Keys and Pieces?


It doesn't look like any of the items have a 100% drop rate. It seems to drop about 75%-80% of the time. I made my ring using a MP Level 7. I would guess each MP Level adds 10% chance to drop.

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Diablo3: 1.05 Patch PTR Patch Notes 20 Sep 2012 5:24 PM (12 years ago)



Here is the Patch Notes for the 1.05 patch which is currently on the Diablo 3 PTR.

 
Originally posted on battle.net

PATCH FEATURES

New System: Monster Power
Similar to the "Players 8" command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty. With this system, players can choose to increase the health and damage of monsters according to different "power levels" and in return they’ll receive scaling bonuses to experience (for heroes levels 1-59) as well as boosts to Magic Find and Gold Find (for heroes in Inferno) which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 in the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties.

New Event: Infernal Machine
The Infernal Machine is a device that will allow level 60 players to battle "uber” versions of some of Sanctuary's most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required. Only the most powerful Nephalem can unlock the secrets to building the Infernal Machine, but once forged the device can be used to open portals to special encounters featuring not one, but two bosses which have been augmented from their original versions, both in terms of difficulty and appearance. Defeating each boss pair will provide players with extra items and gold, as well as a chance to find components for a new Legendary ring

GENERAL
Resplendent Chests will now operate similarly to Elite packs in Inferno difficulty:

Experience Shrines can now appear in Inferno difficulty    Two new shrines have been added to all difficulty levels:
    Empowered Shrine – Increased resource regeneration and reduced cooldowns
    Fleeting Shrine – Increased movement speed and pickup radius 

Followers, pets, and summoned creatures will no longer attack enemies that are in an idle state unless the player is within 10 yards of the enemy    The reduction of snare effects against Elite monsters has been reduced (in the player’s favor):

Crowd control effects will now be affected by diminishing returns.

AUCTION HOUSE

Search parameters will now save when switching between the gold and real-money auction house 

An additional sortable column has been added to the results window

This column will have a drop-down box populated with each of the Preferred Stats that players indicated for their search (only one Preferred Stat can be selected at a time)  

The Preferred Stat list is now sorted alphabetically 

A button has been added to allow players to quickly reset Preferred Stat filters to "None"    Players can now search for +Damage on off-hand items.

When searching for items to purchase, an option to "autofill" stats based on what the player is currently wearing has been added, Similarly, when selling an item, a "Find Similar" button has been added to allow players to quickly search for items currently up for auction that have similar stats  

Bug Fixes
 
When claiming stackable items from the auction house, the claimed items will always attempt to fill out partial stacks completely before falling back to using an open slot in your inventory.

The color-coding for the "Quality" drop-down menu for Pages & Recipes has been updated to match the color-coding for all other categories.

Fixed a bug that was causing the minimum value for the Spirit Regen affix to not filter items correctly  
   
BATTLE.NET

The "Friend of Friend" feature for finding and adding Real ID friends is now available for Diablo III    A new item delivery system has been added that will allow Blizzard to send items directly to players (you may see us testing this feature over the course of the PTR).

Achievements
 
An Achievement button has been added to the in-game hotbar.

Players can now link Achievements in chat.

Banners

Players can now customize their banner in-game while in town.

Each banner reward type now has sub-categories organized by the content they were rewarded from (Hardcore, Crafting, Challenges, etc.)

New unlocked banner rewards are now highlighted so they can be found more easily  
      
Chat

Players can now change font color (per channel) and size.

Clicking on items linked in chat will now provide a comparison tooltip based on what you are currently wearing.

Several additional improvements have been made to in-game chat to increase usability. 
   
BOSSES

Azmodan Bug Fixes

Azmodan should no longer be able to cast Flame Meteors or continue channeling his Laser attack while stunned      
          
   
CLASSES

General

Defensive bonuses provided by certain class skills have been reduced. To learn more about these changes and why they were made, click here!  

Barbarian
 
Active Skills
        Battle Rage
Duration increased from 30 seconds to 120 seconds    
    
        Hammer of the Ancients
Increased Critical Hit chance is now based on the amount of Fury the player has when Hammer of the Ancients is activated.

Skill Rune – Smash
The radius of Smash has been slightly increased to help resolve an issue that caused Hammer of the Ancients to occasionally miss targets immediately in front of the player              
Skill Rune – The Devil's Anvil
Movement speed reduction increased from 60% to 80%              
                          
        Leap
Skill Rune – Iron Impact
Now grants 100% bonus armor per enemy hit for 3 seconds              
                          
        Overpower
Cooldown reduced from 15 seconds to 12 seconds          
      
        Rend
Rend should now more reliably hit enemies that are running away
Skill Rune – Mutilate
Mutilate has been redesigned to slow enemies by 60% for the duration of Rend              
                          
       Sprint
Skill Rune – Run Like the Wind
Proc coefficient reduced from 0.2 to 0.08
          
      Threatening Shout
Cooldown reduced from 15 seconds to 10 second
Skill Rune – Grim Harvest
Now also has a chance to drop a health globe              
                          
      War Cry
Cooldown reduced from 30 seconds to 20 seconds
Fury generated reduced from 30 to 20
Skill Rune – Charge!
Fury generated reduced from 60 to 40             
Skill Rune – Impunity
Bonus resistance reduced from 50% to 20%              
                          
     Whirlwind
Fury cost from 16 to 9
Skill Rune – Blood Funnel
Healing increased from 1% to 2% of Maximum Life per Critical Hit              
                          
                  
Passive Skills
     Animosity
Bonus Fury regeneration increased from 10% to 20%          
   
     Inspiring Presence
Healing increased from 1% to 2% Maximum Life per second          
   
    Unforgiving
Fury regeneration has been quadrupled, increased to 2 Fury every 1 second (up from 1 Fury every 2 seconds)          
                  
          
Demon Hunter
Active Skills
 
        Bola Shot
Explosion radius increased from 7 yards to 17 yards
Skill Rune – Volatile Explosives
Explosion radius increased from 14 yards to 20 yards              
                          
       Chakram
Chakram will now always fire a projectile, regardless of distance or if an enemy is targeted          
                     
      Companion
Added a 30-second cooldown
Reduced each Companion's attack cooldown from 1.5/2 seconds to 1 second
Weapon damage increased from 30% to 38%, but they can no longer critically hit               Companion's damage now scales with attack speed
Skill Rune – Wolf Companion
  • Wolf Companion has been redesigned to be a more durable pet: 
  • Now has comparable durability to one Zombie Dog  
  • New attack: 120-degree Cleave with a 10-yard radius that hits for 94% weapon damage               
Skill Rune – Spider Companion
  • Spider Companion has been redesigned to be a more durable pet:
  • Has slightly more durability than the Wolf Companion 
  • New attack: 120-degree Cleave with a 10-yard radius that hits for 38% weapon damage and Slows every enemy it hits by 60% for 2 seconds              
                              
Skill Rune – Boar Companion
  • Boar Companion has been redesigned to be a more durable pet:
  • Has more durability than the Spider Companion
  • New attack: Single-target attack that hits for 38% weapon damage
  • Provides (155 @ 60) Life per second and a 15% bonus to all resistances for the Demon Hunter   
                          
     Evasive Fire
Skill Rune – Shrapnel has been replaced with a new rune: "Hardened"
Hardened increases your Armor by 50% for 3 seconds and replaces the backflip              
Skill Rune – Parting Gift
Weapon damage increased from 45% to 55%
Poison bomb delay reduced from 1.2 seconds to 0.6 seconds              
                          
     Sentry
  • Cost changed from 10 Discipline to 30 Hatred 
  • Increased from weapon damage from 55% to 88%
  • Players can now have two turrets active at once, but an 8-second cooldown has been added to compensate 
Sentry can no longer critically hit
Skill Rune – Spitfire Turret
Weapon damage increased from 8% to 15%              
Skill Rune – Vigilant Watcher
Vigilant Watcher has been redesigned and now reduces the cooldown of Sentry by 2 seconds instead of increasing the duration              
Skill Rune – Chain of Torment
Weapon damage increased from 80% to 100%              
                          
      Shadow Power
Base spell changed from 20% Life Steal for 3 seconds to 15% Life Steal for 5 seconds             
Skill Rune – Night Bane
Changed from 4 Hatred per second for 3 seconds to 3 Hatred per second for 5 seconds              
Skill Rune – Blood Moon
Changed from 30% Life Steal for 3 seconds to 25% Life Steal for 5 seconds              
Skill Rune – Gloom
Changed from 65% damage reduction for 3 seconds to 35% damage reduction for 5 seconds              
Skill Rune – Shadow Glide
Changed from 40% movement speed increase for 3 seconds to 30% movement speed increase for 5 seconds              
                          
     Spike Trap
Skill Rune – Sticky Trap
Explosion radius increased from 8 yards to 16 yards              
Skill Rune – Bandolier has been replaced with a new rune: "Echoing Blast"
Echoing Blast gives your Spike Traps three charges with a minimum delay of 1 second between each explosion, and deals damage as Poison              
                          
     Strafe
Movement speed increased from 65% to 75%
Hatred cost reduced from 16 to 12
Skill Rune – Equilibrium has been replaced with a new rune: "Emberstrafe"
Emberstrafe leaves behind fire trail that deals 65% weapon damage per second for 2 seconds              
All rune variants now allow you to walk through enemies while active          
     
    Vault
Can now be used while under the effect of roots, including Jailer (and will break the effect)               Skill Rune – Trail of Cinders
Reduced damage from 1500% to 300% weapon damage over 3 seconds
Trail can now stack              
Skill Rune – Acrobatics
Cooldown reduced from 15 seconds to 10 seconds              
                          
                  
Passive Skills
      
     Custom Engineering
Adds the ability to have a third Sentry turret out a time
Now also increases the maximum number of Spike Traps you can have out to 6          
        
     Numbing Traps

Damage reduction reduced from 25% to 20%, but now also works with Grenades and Sentry          
     
     Perfectionist
Now also increases Life, Armor, and Resistances by 10%          
     
     Thrill of the Hunt
Thrill of the Hunt has been redesigned:
Every 7 seconds, your next Hatred spender roots all targets hit by it for 2 seconds.
Enemies can only be rooted once every 7 seconds. This does not affect Sentry.
Now displays a buff icon when ready to use          
                  
          
Monk

Active Skills
        Breath of Heaven
Skill Rune – Infused with Light
Bonus Spirit regeneration increased from 6 to 8 additional Spirit per hit for 5 seconds              
                          
        Dashing Strike
The strike animation after dashing now scales with attack speed          
                      
       Mantra of Evasion
Skill Rune – Wind Through the Reeds
Run speed bonus increased from 5% to 8%              
                          
                  
Passive Skills
        Beacon of Ytar
Cooldown reduction increased from 15% to 20%          
Near Death Experience
Cooldown reduced from 90 seconds to 60 seconds          
                      
       Pacifism
 Now also works on Freeze and Immobilize effects (note: the tooltip will not say Freeze, because Freezes are classified as a Stun)          

       Resolve
Damage reduction reduced from 25% to 20%          
                      
      Seize the Initiative
Conversion of Dexterity to Armor reduced from 100% to 50%          
                  
          
Witch Doctor
Active Skills
 
        Spirit Barrage
Skill Rune – Well of Souls
Will now seek out targets up to 40 yards (up from 25 yards)              
                          
        Wall of Zombies
Cooldown reduced from 25 seconds to 20 seconds
Skill Rune – Pile On
Changed from 745% weapon damage with a 25-second cooldown to 500% weapon damage with a 10-second cooldown and the radius has been slightly increased              
                          
                  
Passive Skills
        Gruesome Feast
Now shows a buff icon when you have active stacks        

         Fetish Sycophants
Proc chance increased from 3% to 5%         

         Jungle Fortitude
Damage reduction reduced from 20% to 15%          
                  
          
Wizard
Active Skills
        Archon: Slow Time
Slow increased from 30% to 60%    
    
         Blizzard
Arcane Power cost reduced from 45 to 40 (Snowbound cost will remain the same at 20 Arcane Power)     
   
          Energy Armor
Armor bonus reduced from 65% to 35%      
Skill Rune – Prismatic Armor
Resistance bonus reduced from 40% to 25%              
                          
         Familiar
Skill Rune – Ancient Guardian
Health threshold increased from 35% to 50%              
Skill Rune – Dartling has been replaced with a new rune: "Vigoron"
Vigoron regenerates Life every second for the wizard              
                          
         Hydra
All runes now properly benefit from Arcane Dynamo's five-stack damage buff
Fixed an issue that could sometimes cause the heads of the Hydra to become separated from the base when cast near a wall         

        Ice Armor
Now reduces damage from melee attacks by 8%      
 
       Magic Missile
Base weapon damage increased from 110% to 125%
 Skill Rune – Charged Blast
Weapon damage increased from 143% to 162%              
Skill Rune – Split
Weapon damage increased from 50% to 56%
Angle of damage reduced from 30 degrees to 20 degrees              
Skill Rune – Seeker
Weapon damage increased from 121% to 138%             
Skill Rune – Penetrating Blast
Pierce chance increased from 70% to 100%              
                          
         Meteor
Delay between cast and impact reduced from 2 seconds to 1.25 seconds
Arcane Power cost reduced from 60 to 50
        
        Ray of Frost
Movement speed reduction increased from 30% to 60%
Duration of slow increased from 3 seconds to 4 seconds
Arcane Power cost reduced from 20 to 16 per period
Skill Rune – Numb
Movement speed reduction increased from 60% to 80%              
Skill Rune – Cold Blood
Arcane Power cost reduced from 12 to 10 per period              
Skill Rune – Sleet Storm
Weapon damage increased from 215% to 333%
Proc scalar reduced from 0.25 to 0.1875              
Skill Rune – Black Ice
Weapon damage increased from 193% to 387% over 3 seconds              
                          
        Slow Time
Cooldown reduced from 20 seconds to 15 seconds
Movement speed reduction increased from 30% to 60%
Skill Rune – Time Shell
No longer reduces the size of Slow Time              
Skill Rune – Perpetuity
Now reduces cooldown to 12 seconds (from 16 seconds)              
                          
        Spectral Blade
Weapon damage increased from 135% to 165%
Angle of damage increased from 60 degrees to 90 degrees
 Range increased from 10 yards to 15 yards (range of Thrown Blades will remain at 20 yards)           Skill Rune – Deep Cuts
Weapon damage from Bleed increased from 35% to 45% over 3 seconds              
Skill Rune – Healing Blades
 Removed Critical Hit requirement              
                          
        Storm Armor
Ability has been redesigned to periodically deal 100% weapon damage as Lightning to nearby enemies
Skill Rune – Reactive Armor
Redesigned to deal 70% weapon damage as Lightning to ranged and melee attackers              
Skill Rune – Strike Back has been renamed "Thunder Storm"
                All other runes remain unchanged              
                          
       Teleport
Now breaks roots
Skill Rune – Reversal
Now ignores line of sight when returning to the casting location              
                          
        Wave of Force
Cooldown reduced from 15 seconds to 12 seconds
Skill Rune – Force Affinity
Cooldown from 12 seconds to 9 seconds              
                          
                  
Passive Skills
      
            Unstable Anomaly
Increased health threshold from 20% to 30%
Now heals the player to 45% of Maximum Life and slow targets that are knocked back by 60% for 3 seconds          
                  
          
   
CRAFTING
Crafting materials can now stack to 500

Jeweler Designs that drop in the world will now show up as Rare quality (yellow) to make them more visible on the ground

Salvage now uses the required equip-level of the item instead of the base item level to determine what components the item will be salvaged into
    Example: If an item is an iLevel 60 and has a reduced level requirement of 52, the item will salvage into Hell crafting materials instead of Inferno crafting materials
This is being done to accommodate the change of item affixes rolling at the monster’s level rather than the item's level (detailed further in the Items section below)  

Crafting reagents can now be converted up to the next highest level at the Blacksmith at a ratio of 10:1
Tomes of Training can be converted up to the next highest level at the Blacksmith and Jeweler at a ratio of 10:1

FOLLOWERS


    Templar
   
        Skills
        Heal
Now heals both the Templar and the player when cast
 Can now be cast when the player is below 75% health (up from 50%)          
       Inspire
Mana regeneration bonus increased from 2 to 4 Mana per second          
       Intervene
Cooldown reduced from 60 seconds to 30 seconds
Affected radius increased from 6 yards to 10 yards
Removed the health threshold for when Intervene can be cast
Spell will now cast whenever the player is hit and off cooldown, regardless of the player's currently health %              
                          
       Intimidate
Now also reduces the movement speed of enemies that the Templar hits by 60% for 3 seconds          
                  
          
        Scoundrel
   
Basic ranged attack weapon damage increased from 25% to 40%        Skills
        Hysteria
Cooldown reduced from 6 seconds to 5 seconds          
         Poison Bolts
Weapon damage of initial hit increased from 40% to 100%
Poison now deals 40% weapon damage over 2 seconds (instead of over 3 seconds)          
                  
          
        Enchantress
    Skills

      
            Disorient
Affected radius increased from 4 yards to 6 yards
Cooldown reduced from 45 seconds to 25 seconds          
            Mass Control        
Cooldown reduced from 60 seconds to 30 seconds          
             Powered Armor
Armor bonus reduced from 15% to 5%          
             Reflect Missiles          
Reflect Missiles has been replaced with Missile Ward
Missile Ward reduces incoming damage from ranged attacks by 6%              
                          
                  
          
Bug Fixes
    Magic Find and Gold Find values inherited from Followers should now respect the 300% cap        Followers will no longer run in place or run slowly when players perform abilities that augment their movement (ex: Leap, Teleport, Vault, etc.)  
   
ITEMS
The cast time for identifying Rare items has been reduced to 1 second

The cast time for identifying Legendary items has been increased to 4 seconds

The location of Legendary items will now be marked by a column of light as well as a ping on the mini-map the first time they drop, and a new sound has been added

Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level)

Class-specific items will now drop more often

Items below iLevel 58 no longer drop in Inferno difficulty

Square-quality gems no longer drop in Inferno difficulty

Monk class Skill bonuses can now roll on shields

MONSTERS
Additional health per monster in multiplayer games has been reduced from 75% to 70%

Damage and health of monsters levels 50-63 have been reduced to coincide with the addition of Monster Power

Sand Shark AI has been improved:

Sand Sharks can now use an "Under Sand Attack" while burrowed. The "Under Sand Attack" causes the Sand Shark to charge to the player and do a 10-yard radius earthquake-like attack for low damage.

Sand Sharks can now walk toward you while above ground, which gives players more time to DPS them.  

Skeleton Fire Mage fire pools, Wood Wraith spore clouds, and Opressor fire breath attacks should now do reduced damages to pets and followers

Two-handed skeleton executioners have had their escape radius reduced. The "coolup" has been increased on the Fallen Lunatic’s suicide power from 1-3 seconds to 2-5 seconds, giving players a more predictable time to kill them (or run away) before they explode

Bug Fixes

Damage caused by the Reflects Damage affix can no longer be dodged

Fire Chains monsters should no longer link with burrowed monsters (if a monster burrows while linked with Fire Chains, the link will be removed)

The explosion effect of a dying Molten monster and the damage done by the effect should now always occur at the same time

Damage done by the Arcane Sentry beam attack should now properly sync with the beam graphic     
Heralds of Pestilence will now abort their ranged attack if the player uses a power to make themselves un-targetable while the attack is casting (or "winding up")  
   
BUG FIXES
 
Shrines will now buff all players that are within the shrine’s radius or in the same level area

Nephalem Valor stacks are now restored whenever a player rejoins the last multiplayer game he/she was disconnected from

The damage stat in the Hero page should now display the appropriate values when switching main and off-hand weapons with a shield

Fixed a bug where buffs on other players weren’t displaying correctly in the party UI

Fixed a bug that was causing players to not be able to rejoin a multiplayer game if they switched to a character that was saved to a difficulty level not yet unlocked by the other party members

Fixed a crash that could sometimes occur when mousing over the tooltip for crafting materials 

Removed the initial tick of damage from fire trenches in Keep Depths and slightly reduced the radius  

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WoW: Theramore's Fall Unlocked 17 Sep 2012 2:11 PM (12 years ago)

Theramore's Fall Sceneria WoW MoP


Starting September 17th-24th only players may queue up at level 85 for Theramores Fall. This is a new instance that can be later completed by characters at level 90 in Mists of Pandaria only.

Info:

- For the event you must be level 85 and have ilevel 353 gear to queue.

- These new Scenarios are not intended to be lengthy, can be completed by a party of friends or randoms regardless of class or specs balance.

- Down the road Theramore will eventually be replaced back to its original state.

- Jaina has a new in-game model after the attack on Theramore. Her hair has become white.

From Blizzard " Garrosh is obsessed with expanding his empire and views Theramore and Jaina as threats to his power. While the Alliance has strong reinforcements, nothing is too unethical for him to use as a military advantage. "

Limited Time Rewards:

Feats of strength for completing this Sceneria Theramore's Fall.
Also these limited time items Theramore Tabard for Alliance and Mini Mana Bomb for Horde.

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WoW: Quickest Way to Max Enchanting 525-600 16 Sep 2012 11:04 AM (12 years ago)


This guide can be used to help get Realm First or get all the new enchants before other people to make tons of gold in MoP.


Reagents:
150 Maelstrom Crystal = 90 Maelstrom Crystal + 90 Heavenly Shard
200 Spirit Dust = 60 Spirit Dust + 25 Mysterious Essence
~46 Enchanting Vellum.

Getting Ready:
1) Make sure that you are in a level 25 guild and you have 90 Maelstrom Crystal + 90 Heavenly Shards.
2) As soon as the servers come up run to Enchanting Trainer and learn Zen Master Enchanter.
3) Buy all the Spirit Dust from the auction house until you get 200. You could also buy all the green items but you will need about 70.

To save time spam the chat if you cannot find enough or are too expensive. Make sure to do it through the trade window and not mail.

Leveling:
1) 525-540 Enchant Chest - Peerless Stats x20-30
2) 540-550 Enchant Bracer - Major Dodge x2
3) 550-577 Enchant Chest - Superior Stamina x9
4) 577-597 Enchant Chest - Glorious Stats x4
5) 597-600 Enchant Off-Hand - Major Intellect x1

Breakdown:

You will get about 3 Spirit Dust each Disenchant.

Upwards Conversion:

5 Spirit Dust = 1 Mysterious Essence - Mysterious Essence
5 Mysterious Essence = 1 Ethereal Shard - Ethereal Shard
5 Ethereal Shard = 1 Sha Crystal - Sha Crystal

Downwards Conversion
:

1 Sha Crystal = 2 Ethereal Shard - Sha Shatter
1 Ethereal Shard = 3 Mysterious Essence - Ethereal Shatter
1 Mysterious Essence = 3 Spirit Dust - Mysterious Diffusion

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Diablo3: Upcoming 1.05 Defensive Skill Changes 14 Sep 2012 8:44 AM (12 years ago)

Diablo 3 1.05 Patch Notes

All the upcoming changes for defensive skills coming to all the classes and ways they will be changing Inferno to go along with those changes. From Dev Journal.


We're taking a close look at defensive skills vs. incoming monster damage in 1.0.5. We’re going to be changing a few defensive skills for each class, including direct nerfs to skills like wizard Energy Armor and the Barbarian War Cry - Impunity. However, we're also reducing incoming damage in Inferno, so players will actually come out ahead. In short the plan is:

Reduce the effectiveness of select defensive skills
Reduce monster damage by more than the mitigation lost by these skills
Putting both changes together, players actually take less damage than before



- Why We're Making This Change


Why are we doing this? The reason is not complicated. High incoming monster damage combined with extremely powerful defensive skills make those skills and runes feel mandatory. Our goal is that by simultaneously nerfing defensive skills and reducing incoming damage, players who choose to continue using these defensive skills will take less damage overall, and players who choose to forgo these "mandatory" skills will find themselves more survivable than what you would currently experience on live. Overall, these changes result in a huge buff in the player’s favor. Just how mandatory are these skills?


As it is now, Energy Armor is used by 83% of level 60 wizards. Also, take a look at the distribution of the War Cry skill on level 60 barbarians:In developing Diablo III, defensive skills were made potent because we wanted to ensure they would be attractive. In some regards, we were too successful. Many players feel compelled to grab every defensive skill available to them, which can take away from some flexibility in using different build options.





This also creates problems for a class that may have less defensive skills. When one class has massive defensive buffs, abilities like Mortar, Arcane Enchanted, and Plagued can feel pretty modest, and at the same time feel overly punishing to a class without them. We’re all in favor of people being able to build their character for survivability, but there needs to be a balance.So the stated goal is to make sure the combination of the defensive skill nerf combined with the reduced damage from monsters still results in an overall buff to players. Let's bust out some math! As previously mentioned, Energy Armor is one of the skills being impacted. The exact change is the base armor provided by Energy Armor is being reduced from 65% to 35%, and the resistance increase provided by Prismatic Armor is being reduced from 40% to 25%.

The benefit of these skills is greater at higher levels of Armor and Resistance, so let’s assume very high numbers of each. Suppose a wizard has 6000 Armor and 800 Resist before Prismatic Armor. Assuming a level 63 enemy:

In 1.0.4 this translates to 9900 Armor (75.86% mitigation) and 1120 Resist (78.05% mitigation) with Prismatic Armor, for a total mitigation of 94.70%
In 1.0.5 this will be 8100 Armor (72.00% mitigation) and 1000 Resist (76.05% mitigation) with Prismatic Armor, for a total mitigation of 93.29%
If a monster hits for 50,000 damage, then the damage taken by the wizard will go from 2650 damage to 3355 damage.
This means incoming damage would have to be less than 79% of the current value (2650 /3355) in order for it to feel the same after 1.0.5.

Based on this it’s clear that in order to ensure 1.0.5 is a net buff for all wizards we’d have to reduce incoming monster damage by at least 21%. Prismatic Armor still provides a significant boost to survivability, but it should no longer feel mandatory, opening up other options such as a more offensively minded Storm Armor (which is getting buffed in 1.0.5).



Let’s do another example with the barbarian. War Cry Impunity is being reduced from 50% resistances to 20%.

A barbarian with 800 resist before War Cry against a level 63 enemy translates to 1200 Resist (79.21% mitigation) with Impunity in 1.0.4
In 1.0.5 this will be 960 Resist (75.29% mitigation) with Impunity
If a monster hits for 20,000 damage after Armor, then the damage taken by the Barbarian will go from 4158 damage to 4942 damage
This means incoming damage would have to be less than 84% of the current value on live (4158/4942) in order for the game to feel the same.

As it happens, we’re going to reduce all damage in Inferno by at least 25%. Players who want to be the toughest damage mitigator in the game can continue to use defensive skills and get a sizable bonus for doing so. Players who want to use other skills can do so without sacrificing such a massive amount of survivability. Class builds that don't currently use heavy mitigation skills such as Smoke Screen-focused demon hunters or Gargantuan-tanking witch doctors will find their survivability has gone up considerably due to reduced incoming monster damage.

Here's a quick rundown of what's changing in terms of defensive skills in 1.0.5.

Barbarian:

War Cry - Impunity: Bonus resistance reduced from 50% to 20%.
Leap - Iron Impact: We’re adjusting the design of this skill. Rather than providing 300% armor for 4 seconds, it’s going to provide 100% armor per target hit for 3 seconds. So if you don't hit any targets, you won't get any armor. If you hit 5 targets, you'll actually get 500% armor. We are making this change because the intended fantasy of Iron Impact is a barbarian who leaps into the thick of battle and is super tough. The way the skill plays out on live it is essentially an Ignore Pain that can also move you. For the most part it is better than Ignore Pain, making not only Ignore Pain unattractive, but also the other Leap Attack runes. In 1.0.5, if you want a defensive cooldown - grab Ignore Pain. If you want to leap into the thick of battle and be super tough, take Iron Impact.



Demon Hunter:

In the case of the demon hunter, the class is a bit too binary. If you're playing a glass cannon Smoke Screen build, then you're invulnerable most of the time, and when you make a mistake, you die instantly. If you're using Shadow Power - Gloom with a legacy Natalya's set, then you have near constant uptime of 65% damage reduction, but if you're not using the legacy Natalya's set, Shadow Power - Gloom is a luxury.
Independent of the general defensive skill nerf, we had already decided to buff Shadow Power to last longer. The primary purpose of Shadow Power is to give you a short window of time during which you can unload some damage to recoup some Life. Unfortunately the 3-second duration makes this awkward to use. We are changing Shadow Power from 20% Life Steal for 3 seconds to 15% Life Steal for 5 seconds. This should be a modest buff to the skill as well as making it a lot more pleasant to use. 

All of the runes are scheduled to see similar changes, such as Blood Moon going from 30% Life Steal for 3 seconds to 25% Life Steal for 5 seconds. Each rune effect is slightly smaller, but for 5 seconds instead of 3 seconds, resulting in an overall buff over the duration of the effect.
Taking into account the across-the-board nerf to defensive skills, Gloom will become 35% damage reduction for 5 seconds.
This developer journal is focused primarily on defensive skill changes, but because the change to Gloom is significant, I want to mention that we are looking at concrete mechanics changes to the demon hunter to introduce new play styles. Many players have mentioned that outside of Gloom, demon hunters seem to lack defensive options. More importantly, demon hunters would like some different play styles, and we agree! Here are a few changes we are adding for demon hunters in 1.0.5 to open up new ways to play:
We are adjusting some runes and passives to provide ways to increase survivability that scales with your Life, Armor, and resistances.
We are changing the Spider, Boar, and Wolf companion pets to be actual pets that can tank for you like a Gargantuan or Zombie Dog.
We are putting a short cooldown on Sentry, but you can have two out simultaneously. On top of that, the Custom Engineering passive will let you have a third Sentry turret! This opens up a whole new play style for the Demon Hunter of establishing a "nest" that you can draw enemies into.



Monk:

The strongest monk defensive skill is One With Everything. We've mentioned it before and it bears repeating - this is something we would like to fix someday, but we're going to take our time. Changes to One With Everything heavily impact existing monk gear. We still plan on addressing this in the future but will do so in a way that does not invalidate the gear monks have invested in.
Resolve: Damage reduction reduced from 25% to 20%.
Seize the Initiative: Changed to grant 50% of your Dexterity as Armor. This will result in anywhere from 750 to 1250 armor for most monks (depending on your Dex) which is comparable to the mitigation lost by other classes. The reduction to Resolve and Seize the Initiative should mean if you want to be a “Super Tanky Monk” you can still take all three defensive skills, but it should be a lot easier to pick some other passives without feeling like you’re going to blow up at the first Elite pack you encounter.



Witch Doctor:


Jungle Fortitude is being reduced from 20% to 15% damage reduction.



Wizard:

Energy Armor: Armor increase reduced from 65% to 35%.
Energy Armor - Prismatic Armor: Resistance increase reduced from 40% to 25%.
It’s worth noting that we’re going to provide additional alternative defensive options for the wizard such as adding flat melee damage reduction to Ice Armor and creating a Familiar variant that provides passive Life regeneration.


- Why You Nerf Inferno?


Alright, so let's recap. Defensive skills are taking a hit in 1.0.5, but incoming damage from monsters is also being reduced. Taken together, the changes mean Inferno is going to be easier. For some of you this is totally cool; you welcome an easier Inferno because it’s about efficiency and not difficulty. For others, you may be skeptical but you're at least intrigued at the possibility that you'll be able to drop some defensive skills and discover some new builds. However, for others, Inferno is currently already too easy. Maybe you don't use any defensive skills; maybe your gear is so good you dropped War Cry - Impunity weeks ago. For this last group you may be wondering "Another Inferno nerf? But I crave more of a challenge, not less!"


For people in this last group, 1.0.5 is bringing the "Monster Power" system. The details of this system will be outlined as we get closer to 1.0.5, but in short this is a callback to the Diablo II ”players X” option, allowing you to increase the level of challenge for increased rewards. Our hope is that we can make Inferno easier while simultaneously providing new ways for top-end players to gauge their increasing power in tangible ways.

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Diablo3: Patch 1.05 Sneak Peak 13 Sep 2012 3:20 PM (12 years ago)



Some more info from Blizzard with future 1.05 patch changes.

Posted from Blizzard D3 Site

We’ll have articles in the coming days providing all the details on the upcoming patch, but we wanted to give you a sneak peek at what major features to expect.


Defensive Skill Changes

In our eternal quest to promote build diversity; we’ll be making changes to defensive skills across the board while simultaneously reducing incoming damage. The net result is a survivability buff for players, and an increase in build options as defensive abilities become less “mandatory.”


New Event: Infernal Machine

The Infernal Machine is a device that will allow level-60 players to battle “uber” versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required.


New System: Monster Power

Similar to the “Players 8” command in Diablo II, the Monster Power system is designed to give players more control over how challenging enemies are in each difficulty.


This and more is coming in Patch 1.0.5! Stay tuned for all the gory details.

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WoW: Activision-Blizzard Placing Tracking Codes in your Screen Shots 11 Sep 2012 5:57 PM (12 years ago)


Bar-codes placed inside your World of Warcraft screen shots were found to contain encrypted information about you.

Inside the very center of any screen shot taking inside the WoW Screenshot tool has a barcode which displays information about your Username, Server IP address and the time the screen shot was taken. Up above is a sample taken from a screen shot that has been sharpened to show the code.

It doesn't look like any personal information is encrypted inside your images. Dating back to WotLK patch is when we can first see this being used.

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Diablo3: Best AFK Leveling Technique 9 Sep 2012 1:28 PM (12 years ago)

afk leveling spot diablo 3 d3 fire surv


Okay lots of work was put into this method. With this you can permanently AFK level your paragon or a new character. We will use the death survival bonus when within 5% of life left after combat.

The spot I will talk about uses the poison fire on the way to Belial in the Act 2 Palace Normal Mode. I receive 335 experience when I survive a near-death. This method will allow you to get double that up to 670 exp. The best part of it all we will make that experience come in every second for as long as we AFK. Using resistance and Life Regen items we can make this happen permanently.

How To:
We must balance our life regeneration and poison resistance to reach a perfect balance to we can stay within 5% of life left to receive the survival bonus and to not heal more than that.

Find the spot I listed in the screen shot above in the act 2 palace. If you get it perfect you will be able to intersect to poison paths. Now balance your resistances and poison so that you stay at the same amount of life indefinitely. (Getting within 0.2% will allow you to afk about 6 hours.)

The actual damage spots do not line up with the graphics in the game. Don't get to held up on where it looks like the fire is coming from and experiment.


Added Experience from gear will not work. Don't bother.

Here is a way to calculate how much Life Regen you will need.
1) Write down your current health (A)
2) Go on the green fire for 1 cycle
3) Write down your health (B)
4) Do this equation" (Life Regen I Need) = [(A)-(B)]/5 . In simple words calculate the damage you will receive and divide it by 5. That is the Health Regeneration / Second you need for this to work for your Character.


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WoW: Mists of Pandaria Dungeons 7 Sep 2012 2:56 PM (12 years ago)


Dungeon and Raid locations and descriptions.

Dungeons

Temple of the Jade Serpent (Level: 85-86) First dungeon inside the expansion MoP. Located inside the Jade Forest. Residents: Sha of Doubt

Siege of Niuzao Temple (90) Island Western Townlong Steppes. Mantid

Mogu'shan Palace (90) East Vale of Eternal Blossoms. Mogu and Ancient Pandaria Rulers

Gate of the Setting Sun (90) On the Great Pandarian Wall between Dread Wastes and Vale of Eternal Blossoms. Mantid attacking Shado-Pan

Shado-Pan Monastery (90) Summit of Kun-Lai. Shado-pan Clan

Stormstout Brewery (90) Valley of the Four Winds. Chen Stormstout, Li Li, Hozen, Virmem and Alementals

Raids


Mogu'shan Vaults - Must be entered from flying/air. Kun-Lai Summit.

Terrace of Endless Spring
- The Veiled Stair east of The Vale

Heart of Fear - South-Western Dread Wastes

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WoW: Get Items from Dungeon without Staying 7 Sep 2012 1:54 PM (12 years ago)

marador instance dungeon wow


Simple trick to make gold and have items sent from the dungeons you queue for.

First join the LFG queue and once inside a dungeon make your way to any boss. This will not work if any trash mobs are present so make sure they are cleared.
2) Once at the boss you want the items from go ahead and attack the boss. You don't need to stay long just 2-3 attacks and then right click your portrait and leave instance.
3) Once out of the dungeon just requeue and do the same thing.

About 1-5 minutes after leaving an instance you will get the drops you would have rolled for and gold in the mail. *This only works if the party you leave kills the boss.

Notice:
You must kill the first boss in every instance or you will become a deserter.
I was able to continuously be sent 25 gold mails along with drops if the party rolled greed.

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SC2: How to Download HoTS UPDATED 4 Sep 2012 2:25 AM (12 years ago)

heart of the swarm hots beta downlod hots

This will only work offline now due to the beta hasn't started but I've found the download links and I'll tell you how to play!

Okay first the download locations. Download from Blizzard US - Download from Blizzard Europe


I've updated how to play more efficiently. The old method is still below.

New Method:

1) Make sure you downloaded the client from above and install. If you get any errors be sure to remove any old Starcraft 2 Beta files on your computer.

2) Download the Map Pack for updated maps AI improvements. Extract once downloaded. Click Here to Download Map Pack Antiga Shipyard.

Antiga Shipyard is provided with different computer AIs. The default one is BNET AI very easy which can be very easy and boring. The other ones are based on Green Tea AI with four levels of difficulty without resources cheating. GT AI Hard is similar to a gold/platinum human player.

3) If experienced with opening the maps go ahead and play or else more steps below to walkthrough the process.

4) Open the Starcraft II Beta Map Editor.

5) Open a HOTS Beta Map from the modified Pack.

6) Click YES when the dependency box appears.

7) You might have to adjust some of the Map > Player Properties to select your race and computer opponents.

8) Also adjust the File > Preferences for Game Speed settings.

9) Go to File > Test Document to play.

If an error pops up just uncheck the box!


Old Method:
Now if you were in the Arcade 1.5 beta you must clear the cache and uninstall any remains of it.

Now the beta is installed to play offline you open up the map editor. Ai opponents can be added by going in to player properties and change players to AI, set their difficulty and even their race. You can also give them a head start in tech or units, anything you want really. Just make sure to add their starting points to a map or use one with them added.

In the editor just load from there and you are able to play the beta before the servers come up.

If the above doesn't work try these steps.

1) Download MPQEditor Link
2) Open it
3) Open the swarm files (Swarm.SC2Mod) and extract them to a temporary folder (1 by 1 or else it will lose data because the mqp editor doesn't seem to be fully compatible with these files, some files will ask you to overwrite I hit no to everything)
4) Open the editor, New -> Mod -> WoL dependency. Save As, file type "SC2Components", hit save
5) This will create a new folder. For me it's StarCraft II 2012 Beta\Mods\merge.SC2Mod (folder)
6) Paste your extracted contents (step 3) in this new folder
7) Reopen the editor, open the merge.SC2Mod folder (for me it created some errors but it ended up okay)
8) Save it as .SC2Mod (file), this will take a while
9) In the editor New -> Training map -> Custom -> Modify -> Add other -> merge.SC2Mod (file)

Here is a look at merging.



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Diablo3: Earning Paragon Exp While AFK 31 Aug 2012 2:38 PM (12 years ago)

Tyreal's Might AFK Leveling Paragon Diablo 3

Simple process to get extra experience while you sleep. I average about 1 million experience an hour.


This works best in Act2. I use the Vault of the Assassins quest. Easily done in Nightmare, Possible to do in Hell mode with good gear that doesn't need to be repaired and very high life regeneration. Inside the tomb do the following.

1) Find 2-3 Spider Spawning Statues close together.
2) Stand so that all of them are casting on you at the same time.
3) You will need some type of thorns damage, either from gear or skills. If gear make sure it is invulnerable and doesn't need to be repaired.
4) Set a macro or have a button held down to cast continuously so you're not kicked from being idle.

Life regeneration on gear that is invulnerable will help greatly. The kill streaks will continue to build while you're AFK so make sure you leave combat before you exit the game. *Also leave your follower in town.

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