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Zuggy’s Insider’s Club – 72 Hours Away!
Big announcement this morning…with most major code now complete and content uploaded I’m initiating the 72 hour count down for my newest WoW project, Zuggy’s Insider’s Gold Domination…so I ask you, are you ready for glory?
My current launch date for this new WoW community is this Thursday, April 2nd, 2009, 12:01 am CST. Now, there’s always a chance this date might be pushed back…but I’m doing everything I can to make sure we can go live this Thursday. In case you missed some of my previous posts here’s just a taste of what you can expect to see on Thursday…
- Massive gold making tutorial library (audio, video, textual)
- World class community resources
- Private ventrilo server
- Member’s only discussion forums
- Important game changing news podcasts
- Q&A sessions with yours truly
- and this is just the beginning…
On Wednesday I’ll be filling you in on the nity grity details on membership details and other specific details.
As always thanks for all the feedback up so far, I can tell by the emails I’ve been receiving that you guys are just as exciting as I am!
Classic WoW Zuggy Video!
March 26, 2009 by Zuggy · 7 Comments
Hey guys, while this certainly doesnt’ fall into line with my “usual” post, I managed to come across some really old video footage that I thought might get a few laughs. Both of these videos were shot in my first real raiding guild, Entropy of Smolderthorn. This was my raiding guild during the majority of classic WoW and I’m still playing with a good chunk of the same guys today. Both of these videos are fairly short (2 minutes each).
This first video is our guild’s first Ragnaros kill (keep an eye out at 1:00…there’s a shot of 1.0 Zuggy!) and the second video is from our first Onyxia kill. Enjoy!
Entropy vs. Ragnaros
Entropy vs. Onyxia
Patch 3.1 – Build 9733
March 26, 2009 by Zuggy · 3 Comments
New build just hit the PTR’s a few hours ago. Class changes listed below.
Death Knight
Frost
- Howling Blast cooldown has been reduced from 10 sec to 8 sec.
- Rime now has a 15% chance to reset the cooldown on Howling Blast and cause your next Howling Blast to consume no runes.
Unholy
- Death Strike damage has been lowered, it now deals 60% weapon damage (down from 75%) plus 178.2 (down from 222.75) for Rank 5.
- Night of the Dead has been moved from Tier 8 to Tier 4.
- Ghoul Frenzy has been moved from Tier 6 to Tier 7.
- Master of Ghouls has been moved from Tier 4 to Tier 6.
Druid
Feral
- Primal Gore doesn’t affect Rake anymore.
Restoration
- Revitalize now gives your Rejuvenation and Wild Growth spells have a 5/10/15% chance to restore 8 Energy, 4 Rage, 1% Mana or 16 Runic Power per tick. (Old – No info on the % in the tooltip)
Mage
Fire
- Living Bomb AOE damage has been greatly increased. Rank 3 now deals 690 Fire damage (up from 306) to all enemies within 10 yards.
- Molten Armor now increases your critical strike rating by 35% of your spirit. (Up from 25%)
- Improved Scorch now Increases your chance to critically hit with Scorch, Fireball and Frostfire Bolt by an additional 1/2/3%. (Old – Scorch only, 3/6/9%)
Frost
- Ice Barrier now prevents spellcasting from being delayed by damage. (Old – prevented spells from interruption)
- Winter’s Chill now also Increases your chance to critically hit with Frostbolt by an additional 1/2/3%.
Paladin
Retribution
- Seal of the Martyr now makes all your melee attacks deal [ 48% of weapon damage ] (up from 22%) additional Holy damage. Unleashing this Seal’s energy instantly causes [ 11% of AP + 18% of Spell Power + 26% of min weapon damage ] to [ 11% of AP + 18% of Spell Power + 26% of max weapon damage ] (Down from 16/25/36%) Holy damage at the cost of health equal to 33% of the damage caused.
- Seal of Blood now makes all your melee attacks deal [ 48% of weapon damage ] (up from 22%) additional Holy damage. Unleashing this Seal’s energy instantly causes [ 11% of AP + 18% of Spell Power + 26% of min weapon damage ] to [ 11% of AP + 18% of Spell Power + 26% of max weapon damage ] (Down from 16/25/36%) Holy damage at the cost of health equal to 33% of the damage caused.
- Crusader’s Strike has been reverted back to normal – An instant strike that causes 110% weapon damage.
Protection
- Divine Guardian *New Talent* – Tier 4 – Improve the effectiveness of your Divine Sacrifice spell by an additional 5/10% and increases the duration of your Sacred Shield by 50/100% and the amount absorbed by 10/20%.
Rogue
Assassination
- Lethality now affects all combo point-generating abilities. (Old – all combo moves)
Shaman
Elemental
- Totem of Wrath range has been changed from 30 to 40 yards.
Warrior
Arms
- Shattering Throw will now reduce the armor on the target by 20% for 10 sec or remove any invulnerabilities. (Old – reduced armor AND removed any invulnerabilities)
- Bladestorm will now instantly Whirlwind up to 4 nearby targets.
- Juggernaut now affects both Slam and Mortal Strike
Fury
- Improved Berserker Stance now increases strength by 4/8/12/16/20%. (Up from 3/6/9/12/15%)
Protection
- Improved Defensive Stance now increases Physical damage caused by 5/10% for 12 sec. (Old – melee damage)
Filefront Closes, Realm Firsts, 3.1 Changes
March 26, 2009 by Zuggy · Leave a Comment
In a sad bit of news for the gaming world, it looks like filefront has hit the end of it’s line…where are we going to upload videos now!
We regret to inform you that due to the current economic conditions we are forced to indefinitely suspend the FileFront site operations on March 30, 2009. If you have uploaded files, images or posted blogs, or if you would like to download some of your favorite files, please take this opportunity to download them before March 30th when the site will be suspended.
We would like to give a warm thank you to all of you who have been part of the FileFront communities we have built together. Your support has had a meaningful impact for all of us here at FileFront. Again, we want to give you a sincere “thank you” for your support over the years and wish you all the very best.
Keep gaming alive,
FileFront Management and Team.
Realm First Achievements for 3.1
- Participated in the realm first defeat of Yogg-Saron without the assistance of any Keepers on Heroic Difficulty.
- Title Reward: Death’s Demise
Realm First – Celestial Defender:
- Participated in the realm first defeat of Algalon the Observer on Heroic Difficulty.
- Title Reward: The Celestial Defender
More Flask Changes
To answer some questions brought up in this thread:
- Mixology will work like it does now, if you know the recipe to create the flask, the flask will grant double the duration, so 2 hours in the new case.
- Elixir Mastery is also being updated to work with the new flask design so for example where you got 2 or 3 extras before you will now get 4 or 6 extras.
[...]The new changes apply to all flasks. The only change specific to Northrend flasks is the conversion to mixtures for already-crafted flasks prior to 3.1. All other flasks will have their durations lowered to 1 hour when the patch is released. The material costs for all flasks will be cut in half as will the vendor sell prices.
Arena Season 6 Notes
In order to make joining teams later in the season a little easier for players, the system will now be setup so if a player joins a team that has a team rating of 1000 or higher, the player’s personal rating will start off at 1000 instead of 0.
To answer some players’ questions:
- Only the current arena season’s weapons (furious) will be available. Deadly weapons will be removed when Arena Season 6 starts.
- The first tier furious weapons will be equivalent to heroic Ulduar weapons and the second tier furious weapons will match heroic hard mode Ulduar weapons.
Another thing to keep in mind is that until you start to get close to your team’s matchmaking rating, you will be gaining around 20 or more points in a win and zero or nearly zero in a loss. So players will make steady progress through games played until they near their team’s matchmaking rating.
Dual Spec and Balancing Issues
We will not be balancing around the existence of dual-spec. The example I used was a case we already have — multiple tank fights, then single tank fights, then multiple tank fights. We didn’t design that around dual-spec. We assumed you’d probably have an OT who tried to do dps on Saph. Dual-spec gives them a way to do better dps.
This is one of the reasons though that we think it’s important to keep pure dps slightly elevated.
Mostly, though, dual-spec is a convenience factor. You can already run back to town and respec in the middle of a raid, and plenty of people did that already (and hated it).
Death Knight: Tanking Specs and Trees
We like that DKs have three trees in which to tank. It accomplishes a few things. One is it lets a class keep their role while trying a different spec. A mage can switch from Fire to Arcane and still do pretty comparable dps. A prot warrior who wants to switch spec is doing something like choosing Imp Heroic Strike vs. Warbringer.
Second, I’m not sure that the Prot trees for warriors and paladins were huge success stories for us pre-LK. They had a ton of passive mitigation and threat talents that felt necessary, so they had very few talent points to spend on fun stuff (like Warbringer). Druids are in a slightly different boat since they get two roles in one tree.
Third, it lets the DK shift from tanking to dps a lot more readily than warriors or paladins (at least in a world without dual spec). I know what it’s like to be the Prot warrior OT desperately trying to out dps the healers on fights where you are supposed to dps. That has improved, but I suspect a lot of players in that situation when dual-spec comes out will opt for a dps spec. DKs have to commit to tanking talents too, but they are more spread out, and they aren’t having to give up things like Scourge Strike or Frost Strike to get them.
We don’t know what any of this means for the future of older classes like the warrior. With the DK we had a chance for a fresh start. Can I see a world in which Arms warriors tank with a two-hander and Prot warriors do dps with a shield? Sure. Is it easy to get there. Not really. Are players even excited about going that direction? I think the jury is out on that. (And you don’t need to turn this thread into whether or not you think that’s a good idea.) It gets even more difficult when you talk about the dps Holy priest or the healing Boomkin. Lolz.
Rune Strike won’t earn a premiere niche in the game design hall of fame. It does its job, but it’s not a particularly fun ability like Shield Slam or even Scourge Strike. We implemented it to solve a problem, which was that DKs are so locked into their rotations that missing an early Plague Strike or whatever could totally botch DK threat generation. We would like to add other DK abilities that center around threat generation, but it’s tricky. For one, Heroic Strike aint going into the hall of fame either. Again, it does its job but at some risk to the player (not the character). Second, any new DK abilities we added would have to also fit into their rotation while tanking but not while dps’ing. We can’t just make Icy Touch 2.0 that generates a lot of threat. How is that different from Icy Touch? Yet if we make an ability that takes Blood+Unholy or something that takes 20 runic power, it has to fit in naturally to DK cycles while tanking yet be unattractive to DKs doing dps, who have abilities to contend with already.
That’s a lot of text, so I’ll just say in conclusion, that this is a new class for us all and I think sometimes players don’t give enough credit to just how much iteration has gone on in the existing classes over the past 4-5 years. We’ve tried to make up for lost time with the DKs, but they still have a long way to go.
The good news is, players seem to enjoy tanking with them. :)
Druid: Restoration Discussions
I am looking right now at a PTR attempt by a very good guild. Now you can argue that these trees need to L2P, but that’s a tough argument. You could argue that eventually the community will figure out the most optimal way to heal, and that these numbers will shift over time. That I might believe a little more.
Small sample size is small and I’m sure other guilds might do it differently.
One boss
Lifebloom 56%
Wild Growth 29%
Rejuv 9%
Swiftmend 1%
Nourish 1%Another boss
Lifebloom 27%
Wildgrowth 25%
Nourish 16%
Rejuv 15%
Hunter: Mark Durations
5 min PvE duration. 2 min PvP duration.
Mage: Improved Scorch Changes
It’s just a passive bonus. You gain the 1/2/3% crit even if neither you nor anyone casts Scorch.
Increases your chance to critically hit with Scorch, Fireball and Frostfire Bolt by an additional 1/2/3% and your damaging Scorch spells have a 33/66/100% chance to cause your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 1 billion and lasts 20 hours. Stacks up to 5 times.
Paladin: Seal of Blood & Seal of Martyr
We’re not going to pull the recoil from Blood, at least not right now. While it did play nice with Spiritual Attunement, it is also an important balancing tool to keep Ret PvP under control. And it’s one of those things that makes paladins play a little differently, which is worth preserving at a time when so many players are worried about class homogenization.
One thing we have talked about doing is shifting some of the damage from the Judgement to the Seal. Basically your dps would stay the same, but those big crits would be less scary at hurting yourself. This has the added bonus of reducing PvP burst a little more.
We don’t think Rets are going to be sat out for raids (even Algalon) because of the self-damage. Guilds are using them now while testing Ulduar hard modes. If it gets to be the case, we can easily scale back the self damage done.
Remember, if you are very low on health, you don’t have to hit that button. You do have an alternative until you get healed up again. Yes it will hurt your dps for a time, but classes have to make decisions like that all the time. Ask a mage or hunter that has to sacrifice personal dps for mana gain.
Paladin: Mana Issues and Gear
To answer some discussion above, it isn’t our intent that Ret paladins gear for mana. Their damage is balanced around the assumption that they don’t.
The numbers I came up with yesterday were not for a paladin who dives in the slime. Not every guild is doing that. Since some of you seem to be having mana problems while doing about the exact same things other paladins are doing who do not have mana problems, we need to figure out why.
Shaman: MP5 on Elemental Gear Replaced
The Elemental Worldbreaker set had its mp5 replaced, mostly with crit IIRC.
Arena Season 6 Gear
March 25, 2009 by Zuggy · Leave a Comment
Complete list of all the new armor and gear for arena season 6, including stats.
Non Set Items
Cloaks – Furious Gladiator’s Cloak of Victory, Furious Gladiator’s Cloak of Ascendancy, Furious Gladiator’s Cloak of Subjugation
Necks – Furious Gladiator’s Pendant of Dominance, Furious Gladiator’s Pendant of Triumph, Furious Gladiator’s Pendant of Victory, Furious Gladiator’s Pendant of Deliverance
Rings – Furious Gladiator’s Band of Dominance, Furious Gladiator’s Band of Triumph
Plate – DPS – Furious Gladiator’s Girdle of Triumph, Furious Gladiator’s Greaves of Triumph
Plate – Spell – Furious Gladiator’s Girdle of Salvation
Mail – Phys.DPS – Furious Gladiator’s Sabatons of Triumph
Mail – Spell – Furious Gladiator’s Wristguard of Dominance
Mail – Spell MP5 – Furious Gladiator’s Waistguard of Salvation
Leather – Phys.DPS – Furious Gladiator’s Armwraps of Triumph, Furious Gladiator’s Belt of Triumph
Leather – Spell – Furious Gladiator’s Belt of Dominance
Leather – Spell Spirit – Furious Gladiator’s Armwraps of Salvation
Cloth – Spell – Furious Gladiator’s Slippers of Dominance
Cloth – Spell Spirit – Furious Gladiator’s Cuffs of Salvation
Set Items
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Priest
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Source: mmo-champion
Daily Blue Posts on Patch 3.1 Changes
March 25, 2009 by Zuggy · Leave a Comment
New Battleground for WotLK
It’s been mentioned in the past by Jeff (Tigole) and Tom (Kalgan), but from the responses I’ve read it seemed that most players figured they were referring to Strand of the Ancients or Lake Wintergrasp.
There is a new one in the works. :)
More PvP Changes on the Way
To be fair, we’ve mentioned it several times (myself included). The first time we mentioned wanting to shift focus back to battlegrounds was prior to the release of Wrath of the Lich King. Tigole (Jeff Kaplan, former game director of World of Warcraft) made a post stating that we never intended for arenas to be the central focus of WoW PvP, and that we’d like to develop a system to more accurately measure skill in battlegrounds to provide better PvP rewards for those who don’t want to do arenas.
Such an overhaul takes time though, which is why we’ve released very little additional information (though it has been repeated numerous times by other Blizzard employees on this forum).
Healers: Mana Issues
When mana isn’t particularly limited in an encounter, then the main way we have to challenge your group is by making you global cooldown limited on an encounter. Basically if you ever fail to cast a spell every cooldown, your target may die because incoming damage is so huge.
While that might feel very challenging, it also works against some of how we want encounters to play. You can’t worry about things like mana, movement, healer coordination or overhealing when missing even a single GCD results in a wipe. This does not mean we want healing to be slow and boring. We do want players to make interesting decisions when they are playing, and we fear spamming your most powerful heal every GCD and never stopping isn’t really a decision. In fact it feels more like a macro. :) So we make the risk of that behavior to be that you run out of mana.
(I’m describing a pretty extreme case too, like trying a new boss for the first time when you might be a little undergeared.)
Another way we could have approached the problem would have been to greatly increase the health of every player and then also increased the damage done by the boss. That way you wouldn’t be healing a tank for 25 or even 50% on every big heal. When someone got knocked down low, you would have to cast a few heals to get them up again and the focus would be more on who to heal rather than making sure you don’t ever miss a heal.
Plate Armor Itemization
We will look at sacrificing some Stamina for Strength on the dps gear that has both stats for 3.1. We can’t make any promises.
Plus, if we end up doing this, we may have to end up nerfing plate dps in other places, but we’ll see what the numbers look like first.
…Like I said, we want warriors (and DKs and paladins) to want Strength. Warriors wanting those Agi / AP rings that drop is a problem. Why? Because now half your raid wants those rings when they drop, and you probably won’t get enough of them. Meanwhile, the Strength ring is wasted. We get a lot of bang for the buck out of having most groups share gear with someone else. But we also don’t want to get to the point where any single item is best in slot for every dps class (or even every melee dps class).
Mage: Scorch / Winter’s Chill Changes
I think we are likely to make the following changes:
Improved Scorch: In addition to the stacking crit debuff, will improve your critical strike chance with Fireball, Scorch or Frostfire Bolt by 1/2/3%.
Winter’s Chill: In addition to the stacking crit debuff, will improve your critical strike chance with Frostbolt (possibly all Frost) by 1/2/3%.
Standard “no promises” caveat applies.
Paladin: Crusader Strike Changes?
One correction:
* Crusader Strike is now An instant strike that causes 110% weapon damage. In addition, if you strike a player while they are casting, their magical damage and healing will be reduced by 50% for 6 sec.
That is not an official change. It is something we were experimenting with, but not a change we are going to make for 3.1.
The short story is that while we want to make Crusader Strike a more exciting ability, we don’t think that this is the way to go about it. The “Overpower debuff” won’t really give them anything more interesting in PvE. In PvP it isn’t as game-changing for a warrior who already had access to an interrupt and the Mortal Strike debuff. Giving both of those to a paladin could be very game-changing and not the kind of thing we are ready to do without a lot more testing.
Sorry for any confusion. Sometimes in our haste to update the PTR as often as we can, you get a chance to see behind the curtain a little more than we intend. :)
Paladin: Healing Issues
Well, for starters, if you read that whole thread, I recall that my next line was that we decided Chain Heal was the signature ability for the Resto shaman, so we didn’t want to shove them too far away from it.
As I said in another thread recently, we think there are ways to make paladin healing more interesting without just giving them a hot, an AE heal, etc. Timing, synergies and cooldowns are all mechanics that can let a skilled player try and maximize their throughput, while still letting players who like the paladin because the class only has a few heals to manage not lose what they like about the class.
Priest: Psychic Horror Changes
We were worried about the short cooldown in combination with Psychic Horror not sharing the Psychic Scream diminishing returns. We imagined every fight starting with the priest just chain CC-ing someone.
It was intended as a defensive tool, to use when you’re having trouble with a melee class or hunter. The longer duration should make you think about when you use it instead of just firing it off as part of your rotation.
Having said that, cooldowns are a relatively easy thing to mess with, so we can always tune it up or down depending on how it plays out.
Shaman: Totem Stomping Issues
From our POV, there is no defense of totem-stomping macros.
If you want to take the time to give your pet a command and a target to kill a totem, great. But to be able to neutralize a core mechanic of the class so easily because you are clever enough to copy a macro off of the Internet is not skill.
The only reason they still exist are technical limitations, not because we like the design. (And please don’t feel the need to offer your technical suggestions. :) )
Warrior: Berserker Stance Changes
1) We want warriors to wear plate. We balance around warriors wearing plate.
2) Because of the way certain warrior mechanics work, leather is attractive.
3) One of these mechanics is AP being overvalued compared to Strength.
4) This change was to try to shift more value back to Strength.
5) Warriors are balanced around wearing plate. When warriors wear leather and do too much damage, then they end up getting nerfed. But really this is a symptom of #3, not anything players are doing wrong.
6) If you wear plate and don’t do enough damage, we’ll buff you.
7) We realize this change lets Arms off the hook… for the moment.
8) We like both the logic and gameplay of classes being able to wear armor besides “theirs.” It’s nice if a paladin uses healing cloth that is an upgrade for them and might otherwise be sharded. It’s nice if a warrior can use a rogue item if they have nothing better. But honestly, sometimes we are pretty close to just restricting classes to “their” armor and not “their” armor plus all “lesser” armors.
9) I know you might drool over stats on another character. But that’s not the way we balance. If we gave you plate with Spirit and Stamina on it, we would change warrior mechanics to make those numbers useful. You may say “If I wear the gear I am supposed to wear, I’ll be terrible.” We say “If you wear the gear your’e supposed to wear, you’ll be balanced.” We made a similar change to Feral druids lately, because they stacked AP at the expense of everything else. It was too good a stat and led them to make choices based solely on what gear maximized their AP. Sound familiar?
10) If you think your damage is low, bring that up in these forums. But say “Our damage is low.” Don’t say “We need leather.”
Flask Changes for Patch 3.1
March 25, 2009 by Zuggy · Leave a Comment
Quick blue post from Bornakk regarding a change to alchemy flasks in patch 3.1.
As many of you have learned, we will be reducing the duration of flask effects so that they only last one hour. However, all recipes that create flasks will create two instead of one for the same material cost. Additionally, we will be increasing stack size from 5 to 20 as we anticipate players will need to carry more flasks at a given time. Vendor value for flasks has also been reduced to keep the auction house deposit low.
Our goal with the change was to allow players greater flexibility when determining how long they plan to raid, as currently we were seeing many players balance time spent raiding around flask duration. We also anticipate that this change will make using flasks in dungeons and battlegrounds a more reasonable decision for players. Though this change will not occur until patch 3.1.0, we wanted to give as much advance notice as possible in case some of you who are stockpiling flasks would prefer to wait to do so until the change is implemented.
We realize players who currently have stockpiled a lot of flasks may feel like they will lose money with this change, since their current flasks will only last for half as long once 3.1.0 goes live. To partially remedy this, we are going to allow players to exchange any current Northrend flasks (Flask of the Frost Wyrm, Flask of Stoneblood, Flask of Endless Rage and Flask of Pure Mojo) for two flasks with the shorter duration. Flasks from older content will not be grandfathered in, and going forward, it will only be possible to make the flasks with a one hour duration.
Season 5 Gladiator Rewards
March 19, 2009 by Zuggy · Leave a Comment
In addition to the title we knew this season’s gladiator’s would be getting some sort of mount, and it looks like that mount is a Frostwyrm! It looks absolutely amazing, much better than any of the previous armored nether drakes and certainly better than the mildly retarded looking proto-drakes. Best of luck to everyone on their end of season gladiator push!
Click to enlarge
Glory of the Raider, Completed!
March 18, 2009 by Zuggy · 7 Comments
While I don’t spend much time working my way through the new World of Warcraft achievement system, I did select a few to shoot for…and at long last, Glory of the Raider is over! Myself along with 4 other guild mates (so far…more to come) completed Glory of the Raider this past week and received the plagued proto-drake. Certainly not the most exciting of rewards, but it’s a nice bonus never the less.
As many of you already know Ulduar is right around the corner, and so is the removal of many 3.0.8 achievement rewards (those that give titles / mounts namely), so my guild has been up against the wall trying to complete as many as we could. Last night we completed the seemingly impossible (generally due to my Shaman’s magnetic pull of void zones) Undying + 8 Man Achievements in the same run. It was a pretty intense run, especially considering the length of many of the fights due to the reduced damage output, but a great instance clear never the less.
With Glory of the Raider completed I don’t imagine I’ll be working on too many other achievements outside of the PvP-centric ones, but I suppose 3.1 may change that…needless to say the few Ulduar achievements I’ve seen thus far look pretty entertaining, should make for some fun fights.
How goes the achievement front for you?
Announcing Zuggy’s Insider’s Gold Domination!
March 17, 2009 by Zuggy · 2 Comments
Update: launch date confirmed, Thursday, April 2nd, 2009, 12:01 am CST.
Several weeks ago (maybe months?) I mentioned I had started work on a new “secret project”…and now I can finally report said project is closing in on the final stages to completion! My newest project, Zuggy’s Insider’s Gold Domination, is a new community designed to completely streamline the learning process for making crazy amounts of gold in WoW.
My vision for this new website is one of collaboration and the open exchange of ideas, strategies, and techniques never seen before with regards to making gold. I’ve done my best to design this new site with these goals in mind and I’m sure this new community will meet and hopefully exceed my expectations.
Here’s just a short list of the features I’ve got planned for Zuggy’s Insider’s Club…
- Gold Making Video Tutorials with specific and detailed commentary
- Stand alone audio commentaries further explaining strategies
- Individualized Q&A sessions with members
- Textual and Graphical Diagram based guides
- Private ventrilo server
- Bi-monthly organized strategy discussion over ventrilo
- Weekly podcast
- and much more…
I’ve still got a fair bit of coding and other work to finish up before I’ll be launching this new website. That said, I’m hoping everything will be ready by this weekend. Make sure to check back in a few days, I’ve got a very special launch planned that you don’t want to miss.
As always, let me just say thanks to everyone who has supported Zug Gaming over the years, especially those players who purchased Zuggy’s Gold Mastery Guide. The moral and financial support is the reason this site is where it’s at today and is helping to pave the way for new projects into the future, for that I thank you.












