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	<title>Zug Gaming</title>
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	<description>World of Warcraft Strategy Guides</description>
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		<title>WoW Gold Tip: From 1,000 to 2,000 Gold</title>
		<link>http://wow.zuggaming.com/2010/09/02/wow-gold-tip-from-1000-to-2000-gold/</link>
		<comments>http://wow.zuggaming.com/2010/09/02/wow-gold-tip-from-1000-to-2000-gold/#comments</comments>
		<pubDate>Thu, 02 Sep 2010 05:16:54 +0000</pubDate>
		<dc:creator>Zuggy</dc:creator>
				<category><![CDATA[Strategies]]></category>
		<category><![CDATA[gold tip]]></category>
		<category><![CDATA[make wow gold]]></category>
		<category><![CDATA[pet vendor]]></category>
		<category><![CDATA[wow gold farming]]></category>
		<category><![CDATA[wow pet farming]]></category>
		<category><![CDATA[wow pet selling]]></category>

		<guid isPermaLink="false">http://wow.zuggaming.com/?p=2852</guid>
		<description><![CDATA[In today&#8217;s gold farming tutorial we&#8217;re going to answer one simple question. How can we go from 1,000 gold to 2,000 gold in the fastest way possible? This little question was proposed by a good friend of mine, Markco Polo, blogger over at JustMyTwoCopper.com. Needless to say, there&#8217;s a number of ways we could turn [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-2853" style="margin: 5px;" title="wow vanity pet gold tip" src="http://wow.zuggaming.com/wp-content/uploads/pets-290x136.jpg" alt="wow vanity pet gold tip" width="290" height="136" />In today&#8217;s gold farming tutorial we&#8217;re going to answer one simple question. How can we go from 1,000 gold to 2,000 gold in the fastest way possible? This little question was proposed by a good friend of mine, Markco Polo, blogger over at <a title="just my two copper" href="http://www.justmytwocopper.org/" target="_blank">JustMyTwoCopper.com</a>. Needless to say, there&#8217;s a number of ways we could turn 1,000 gold into 2,000 gold&#8230;we could use professions, grinding techniques, auction house buy / resale tactics, etc. But I wanted to do something a little different for this gold farming tip.</p>
<h2>Vanity Pet Selling</h2>
<p>When WoW introduced achievements it brought a whole new type of &#8220;grinding&#8221; with it. Players love completing achievements, and one fun one that a huge portion of the WoW population engages in is the rare vanity pet collecting. These pets are attained through a wide variety of places, but for our purposes we&#8217;re going to just focus on the ones we can purchase. This strategy may sound simplistic, and it is, but it&#8217;s insanely effective, profitable, and a speedy way to go from 1,000 to 2,000 gold.</p>
<p>First things first, we need to make our pet collection rounds. I generally buy about 10 of each individual pet that I will take back and sell over a number of days.</p>
<p><strong>Neutral Vendors</strong></p>
<p><em>Dealer Rashaad, Netherstorm</em></p>
<ul>
<li>Blue Dragonhawk Hatchling, 10g</li>
<li>Brown Rabbit Crate, 10g</li>
<li>Cat Carrier (Siamese), 60s</li>
<li>Cockroach, 50s</li>
<li>Crimson Snake, 50s,</li>
<li>Mana Wyrmling, 40g</li>
<li>Parrot Cage (Senegal), 40s</li>
<li>Red Moth Egg, 10g</li>
</ul>
<p><em>Magus Tirth, Shimmering Flats</em></p>
<ul>
<li>Ancona Chicken, 1g</li>
</ul>
<p><em>Narkk, Booty Bay</em></p>
<ul>
<li>Parrot Cage (Cockatiel), 40s</li>
<li>Parrot Cage (Senegal), 40s</li>
</ul>
<p><strong>Alliance Vendors</strong></p>
<p><em>Sixx, The Exodar</em></p>
<ul>
<li>Blue Moth Egg, 50s</li>
<li>White Moth Egg, 50s</li>
<li>Yellow Moth Egg, 50s</li>
</ul>
<p><em>Donni Anthania, Elwynn Forest </em></p>
<ul>
<li>Cat Carrier (Bombay), 40s</li>
<li>Cat Carrier (Cornish Rex), 40s</li>
<li>Cat Carrier (Orange Tabby), 40s</li>
<li>Cat Carrier (Silver Tabby), 40s</li>
</ul>
<p><em>Shylenai, Darnassus</em></p>
<ul>
<li>Great Horned Owl, 50s</li>
<li>Hawk Owl, 50s</li>
</ul>
<p><em>Yarlyn Amberstill, Dun Morogh </em></p>
<ul>
<li>Rabit Crate (Snowshoe), 20s</li>
</ul>
<p><strong>Horde Vendors</strong></p>
<p><em>Xan’tish, Orgrimmar</em></p>
<ul>
<li>Black Kingsnake, 50s</li>
<li>Brown Snake, 50s</li>
<li>Crimson Snake, 50s</li>
</ul>
<p><em>Halpa, Thunder Bluff</em></p>
<ul>
<li>Prairie Dog Whistle, 50s</li>
</ul>
<p><em>Jilanne, Eversong Woods</em></p>
<ul>
<li>Golden Dragonhawk Hatchling, 50s</li>
<li>Red Dragonhawk Hatchling, 50s</li>
<li>Silver Dragonhawk Hatchling, 50s</li>
</ul>
<p>It may take some time to gather all of the pets. Obviously, some of these locations are a bit out of the way, but this is why we really want to make it worth our trip by buying up a decent stock of these pets. After a few trips you may get a better idea for the demand on your server, and increase or decrease the types of pets you are focusing on. In addition, this strategy does deal with some cross faction trading. If you&#8217;re not comfortable with that, just stick with your faction and the neutral vendor. The neutral vendor in Netherstorm is really the big one we want to make sure we hit.</p>
<p>Here&#8217;s the total we spent (assuming we bought 10 of each), <strong>816 gold.</strong></p>
<h2>Pricing Our Items</h2>
<p>The next big step is pricing our items. This is tricky with any item, but especially true for an item that is so ambiguous in value. Now, at a certain level you simply have to keep your prices in line to compete on your server, but if there is low supply we can simply set our own. For an item like this bigger is always better. Here is the model I generally use:</p>
<ul>
<li>Pets 1g or less, multiply by 5x &#8211; 10x</li>
<li>Pets 10g, multiply by 3x &#8211; 5x</li>
<li>Pets 40g, multiply by 2x &#8211; 3x</li>
</ul>
<p>I&#8217;ve been selling pets like this for a long time, and week after week I continue to unload the same pets for an extrordinary profit margin. All it takes is a quick &#8220;world buying tour&#8221; to stock up for a week or so, and then all the work is done. I list my pets for auctions every 2 days, takes me around 90 seconds to list everything. Even when I factor in the time it took to fly around and purchase the pets this strategy still has resulted in one of the highest gold per hour strategies I&#8217;ve devised to date.</p>
<p>Here&#8217;s what my net looked like last week.</p>
<ul>
<li>1g and under pets, average multiplier 6.8x, total cost 120, <strong>Gross Profit: 8,16 gold</strong></li>
<li>10g pets, average multipler 3.4x, total cost 300, <strong>Gross Profit: 1,020 gold</strong></li>
<li>40g pets, average multipler 3x, total cost 400, <strong>Gross Profit: 1,200 gold</strong></li>
</ul>
<h2>Cost / Profit Analysis</h2>
<ul>
<li>Gross Expenses: 816 gold</li>
<li>Gross Profit: 3,036</li>
<li><strong>Net Profit: 2,220</strong></li>
</ul>
<p>When I think gold farming I think one thing, simple. Complex strategies don&#8217;t work for most people for that simple fact&#8230;they are just too hard to implement. The tactics I use, and teach, on a day to day basis revolve around simple, quantifiable, and repeatable strategies that  a player of any skill level can employ. Aside from my insider&#8217;s club students I haven&#8217;t revealed my pet strategy to anyone outside my inner circle&#8230;but for Markco I&#8217;d say it&#8217;s worth it. =)</p>
<p>If you&#8217;re tired of wasting your time with boring 1.0 type farming tactics then graduate up to the <a title="dominate wow gold" href="http://dominatewowgold.com/" target="_blank">Dominate WoW Gold</a> system and discover the hundreds of other secrets, tips, and tactics designed to make thousands of gold in minutes in a day. Check it out <a title="here" href="http://dominatewowgold.com/" target="_blank">here</a></p>
]]></content:encoded>
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		<title>Ruby Sanctum: Halion Strategy Tactics Guide</title>
		<link>http://wow.zuggaming.com/2010/06/23/ruby-sanctum-halion-strategy-tactics-guide/</link>
		<comments>http://wow.zuggaming.com/2010/06/23/ruby-sanctum-halion-strategy-tactics-guide/#comments</comments>
		<pubDate>Wed, 23 Jun 2010 20:17:18 +0000</pubDate>
		<dc:creator>Zuggy</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Strategies]]></category>
		<category><![CDATA[halion guide]]></category>
		<category><![CDATA[halion strategy]]></category>
		<category><![CDATA[halion strategy guide]]></category>
		<category><![CDATA[ruby sanctum]]></category>
		<category><![CDATA[ruby sanctum boss]]></category>
		<category><![CDATA[ruby sanctum strategy]]></category>
		<category><![CDATA[ruby sanctum tactics]]></category>

		<guid isPermaLink="false">http://wow.zuggaming.com/?p=2812</guid>
		<description><![CDATA[The Ruby Sanctum, bastion of the red dragonflight, lies hidden under the Wyrmrest Temple within Dragonblight. This minimal trash encounter features 3 mini-bosses and the final dragon, Halion. Ruby Sanctum Mini-Boss Tactics Saviana Ragefire Strategy Health: 14 Million (25-man), 4 Million (10-man) Critical boss fight tactics Tanks: The tank should face the boss away from [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-2815" title="ruby-sanctum-halion-boss-strategy-guide" src="http://wow.zuggaming.com/wp-content/uploads/ruby-sanctum-halion-boss-strategy-guide-290x220.jpg" alt="ruby sanctum halion boss strategy guide" width="290" height="220" />The Ruby Sanctum, bastion of the red dragonflight, lies hidden under the Wyrmrest Temple within Dragonblight. This minimal trash encounter features 3 mini-bosses and the final dragon, Halion.</p>
<h2>Ruby Sanctum Mini-Boss Tactics</h2>
<h3>Saviana Ragefire Strategy</h3>
<ul>
<li><strong>Health:</strong> 14 Million (25-man), 4 Million (10-man)</li>
</ul>
<p><em>Critical boss fight tactics</em></p>
<ol>
<li><span style="color: #ff0000;"><strong>Tanks:</strong></span> The tank should face the boss away from the raid to avoid breaths and other frontal attacks</li>
<li><span style="color: #0000ff;"><strong>Damage: </strong></span>DPS should be behind or adjacent to the boss, likewise avoiding frontal attacks</li>
<li><span style="color: #00ff00;"><strong>Healers:</strong></span> There is a lot of splash damage during the air phase, so this would be a good time for raid members to use cooldowns to reduce damage. In addition, healers should be prepared to lay down some AoE healing.</li>
<li><strong>Specific Attacks</strong>: During the air phase Saviana will conflagrate 5 people /2 people by picking them up and then dropping them.</li>
<li><strong>Specific Attacks:</strong> Savianna will periodically enrages so you will want to have a hunter on the ready with tranquilizing shot.</li>
<li><strong>Specific Attacks:</strong> Savianna will also periodically cast nova, so you want to have the raid spread out at least 10 yards.</li>
</ol>
<h3>Baltharus the Warborn Strategy</h3>
<ul>
<li><strong>Health: </strong>11 Million (25-man), 3 Million (10-man)</li>
</ul>
<p><em>Critical boss fight tactics</em></p>
<ol>
<li><span style="color: #ff0000;"><strong>Tanks:</strong></span> Tank Baltharus away from the raid to avoid his frontal cone attacks. Likewise, the off tank on the mirror image will tank this away from the raid.</li>
<li><span style="color: #0000ff;"><strong>Damage: </strong></span>DPS from behind or adjacent to avoid frontal cone attacks, including cleave.</li>
<li><span style="color: #00ff00;"><strong>Healers:</strong></span> Watch out for the periodic whirlwind from the mirror image. Position accordingly to avoid this.</li>
<li><strong>Specific Attacks:</strong> As mentioned before Baltharus will summon a mirror image. This image has all the same abilities, in addition to a powerful whirlwind attack. You will want to have your off tank immediatly pick this up and move him away from the raid. This image will periodically be re-summoned and should be killed as soon as possible each time. It&#8217;s a good idea to mark Baltharus so you will not confuse him with the images.</li>
</ol>
<h3>General Zarithrian Strategy</h3>
<ul>
<li><strong>Health:</strong> 11 Million (25-man), 3 Million (10-man)</li>
</ul>
<p><em>Critical boss fight tactics</em></p>
<ol>
<li><span style="color: #ff0000;"><strong>Tank:</strong></span> Face away from the raid to avoid frontal attacks. Zarithrian also spawns a number of adds, these should be picked up by 1-2 additional off tanks.</li>
<li><span style="color: #00ff00;"><strong><span style="color: #0000ff;">Damage:</span></strong><strong> </strong></span>Like previously, all DPS should be behind or adjacent to the boss to avoid frontal attacks. Ranged DPS should focus on killing the adds, while melee DPS will focus on killing the Zarithrian.</li>
<li><span style="color: #00ff00;"><strong>Healers:</strong></span> Just like with Savianna there is a lot of splash damage during the air phase, so healers should be prepared to increase healing to keep up.</li>
<li>Specific Attacks: Zarithrian will periodically cast fear, so proper use of tremor totem, fear ward, and other fear breaking / preventing abilities will be necessary.</li>
<li>Specific Attacks: Zarithrian&#8217;s adds will be casting an AoE attack, which can and should be interrupted.</li>
</ol>
<h2>Ruby Sanctum &#8211; Halion Boss Fight Strategy and Tactics</h2>
<ul>
<li><strong>Health:</strong> 45 Million (25-man), 18 Million (10-man)</li>
<li>3 Phases</li>
<li><span style="color: #ff0000;"><strong>Tanks: </strong></span>Face away from the raid to avoid frontal attacks.</li>
<li><span style="color: #0000ff;"><strong>Damage:</strong></span> Ranged DPS can be behind or adjacent, melee DPS should be  adjacent to avoid the tail swipe and frontal cone attacks.</li>
<li><span style="color: #00ff00;"><strong>Healers:</strong></span> Stay away from the frontal cone attacks and focus on your  positioning.</li>
</ul>
<p><em>Halion Strategy &#8211; Phase 1</em></p>
<ol>
<li><strong>Specific Attacks:</strong> As the encounter begins Halion will summon a wall of fire in a circle around him. So make certain your raid is all together before beginning.</li>
<li><strong>Specific Attacks: </strong>Halion summons fireballs that fall from the sky. The location they will hit is marked by a graphic on the ground. Simply move out of the way. When they  hit the explode into fire patches on the ground that spread, move away from these to avoid taking any damage.</li>
<li><strong>Specific Attacks: </strong>Halion will cast Mark of Combustion. When this is dispelled it releases a fire patch on the ground. When a player is afflicted by this they should run away from the main raid and then get dispelled. The longer it takes to dispel the larger the fire patch will grow to, so time is key.</li>
<li>Phase 1 ends when Halion reaches 75%.</li>
</ol>
<p><em>Halion Strategy &#8211; Phase 2</em></p>
<ol>
<li>During this phase a portal will appear, the entire raid will enter.</li>
<li><strong>Specific Attacks:</strong> Halion will periodically cast Mark of Consumption, which behaves just like Mark of Combustion, except that it deals shadow damage. Raid members must run away from the group prior to getting dispelled.</li>
<li><strong>Specific Attacks: </strong>The most important (and fun thing) here is the shadow orbs. Two of these orbs will circle around the stage area. Periodically these beams will link up and deal enough damage to kill any player caught between them. For this reason the entire raid, including the tank, must continually rotate maintaining a distance between the orbs in order to avoid taking this damage.</li>
<li>Phase 2 ends when Halion reaches 50%.</li>
</ol>
<p><em>Halion Strategy &#8211; Phase 3</em></p>
<ol>
<li>At 50% a new portal will open. At this point Halion will exist in both the physical realm and the twilight realm.</li>
<li>You must split your raid up in order to DPS down Halion in both realms. It&#8217;s particularly important that your DPS is balanced across both realms. If Halion is not killed at the same rate in each realm she will fade into one or the other realm and begin to regain health.</li>
<li>You should send most of your ranged DPS back through the portal, as they will have an easier time dealing with the Mark of Combustion. Likewise, your melee DPS should remain where they are at, as the rotating beams will be easier for them to navigate without having to sacrifice their DPS.</li>
<li>Phase 1 mechanics will take over for those who take the portal back to the twilight realm and phase 2 mechanics will remain for those who stay in the twilight realm.</li>
<li><strong>Specific Buff:</strong> During this phase Halion will have a buff called Corporeality. This buff begins at 50%, which is it&#8217;s balanced state. As this percentage changes Halion will deal and receive more damage in one realm and deal and receive less damage in the other. Dealing damage to Halion in one realm will cause the buff to decrease in that realm and increase in the other, furthermore he will begin to fade into the other realm where he will rapidly regain health if not DPS&#8217;d.</li>
<li>It&#8217;s critical that the Corporeality buff remain around the 50% mark.</li>
</ol>
<h2>Ruby Sanctum &#8211; Halion Heroic Mode</h2>
<ul>
<li>Phase 1 changes &#8211; The fireballs that fall from the sky will spawn fire elements. The large fire elemental must be picked up by an off tank and the smaller ones should be AoE&#8217;d down by the raid.</li>
<li>Phase 2 changes &#8211; The number of shadow orbs circling the stage has been increased from 2 to 4, effectively creating 4 quadrants in which you must rotate.</li>
</ul>
<h2>Ruby Sanctum &#8211; Halion 25 Man Strategy Guide Video</h2>
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]]></content:encoded>
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		</item>
		<item>
		<title>WoW Cities Revamped Video</title>
		<link>http://wow.zuggaming.com/2010/06/14/wow-cities-revamped-video/</link>
		<comments>http://wow.zuggaming.com/2010/06/14/wow-cities-revamped-video/#comments</comments>
		<pubDate>Mon, 14 Jun 2010 22:09:21 +0000</pubDate>
		<dc:creator>Zuggy</dc:creator>
				<category><![CDATA[Videos]]></category>
		<category><![CDATA[cataclysm]]></category>
		<category><![CDATA[wow capital cities]]></category>
		<category><![CDATA[wow cities]]></category>
		<category><![CDATA[wow cities revamped]]></category>

		<guid isPermaLink="false">http://wow.zuggaming.com/?p=2805</guid>
		<description><![CDATA[Excellent video in HD of all the revamped WoW capital cities for cataclysm. All of the major WoW cities are getting a major face life for Cataclysm. This video features many of the major changes already in place, but expect more intense changes to come!]]></description>
			<content:encoded><![CDATA[<p>Excellent video in HD of all the revamped WoW capital cities for cataclysm. All of the major WoW cities are getting a major face life for Cataclysm. This video features many of the major changes already in place, but expect more intense changes to come!</p>
<div style="width: 480px;"><object id="gtembed" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="392" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowScriptAccess" value="sameDomain" /><param name="allowFullScreen" value="true" /><param name="quality" value="high" /><param name="src" value="http://www.gametrailers.com/remote_wrap.php?mid=101238" /><param name="name" value="gtembed" /><param name="align" value="middle" /><param name="allowfullscreen" value="true" /><embed id="gtembed" type="application/x-shockwave-flash" width="480" height="392" src="http://www.gametrailers.com/remote_wrap.php?mid=101238" align="middle" name="gtembed" quality="high" allowfullscreen="true" allowscriptaccess="sameDomain"></embed></object></p>
</div>
]]></content:encoded>
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		</item>
		<item>
		<title>Compiled Cataclysm Changes and Updates</title>
		<link>http://wow.zuggaming.com/2010/06/13/compiled-cataclysm-changes-and-updates/</link>
		<comments>http://wow.zuggaming.com/2010/06/13/compiled-cataclysm-changes-and-updates/#comments</comments>
		<pubDate>Sun, 13 Jun 2010 22:07:37 +0000</pubDate>
		<dc:creator>Zuggy</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[cataclysm]]></category>
		<category><![CDATA[cataclysm changes]]></category>
		<category><![CDATA[cataclysm updates]]></category>

		<guid isPermaLink="false">http://wow.zuggaming.com/?p=2777</guid>
		<description><![CDATA[Compiled list of all of the recent Cataclysm changes and updates announced at the recent Blizzard press event. edit: added info about spell haste, talents, and solo players Cataclysm Guild Leveling System Changes Compiled Cataclysm Class Changes Cataclysm Raid and Dungeon Changes Cataclysm Glyph Changes Cataclysm New Zone Changes Cataclysm PvP and Battleground Changes Cataclysm [...]]]></description>
			<content:encoded><![CDATA[<p>Compiled list of all of the recent Cataclysm changes and updates announced at the recent Blizzard press event.</p>
<p><em>edit: added info about spell haste, talents, and solo players</em></p>
<ul>
<blockquote class="blizzard">
<li><a title="cataclysm guild leveling system changes" href="http://wow.zuggaming.com/2010/06/13/cataclysm-guild-leveling-system/" target="_self">Cataclysm Guild Leveling System Changes</a></li>
<li><a title="compiled cataclysm class changes" href="http://wow.zuggaming.com/2010/06/13/compiled-cataclysm-class-talent-changes/" target="_self">Compiled Cataclysm Class Changes</a></li>
<li><a title="cataclysm raid and dungeon changes" href="http://wow.zuggaming.com/2010/06/13/cataclysm-raid-and-dungeon-changes/" target="_self">Cataclysm Raid and Dungeon Changes</a></li>
<li><a title="cataclysm glyph changes" href="http://wow.zuggaming.com/2010/06/13/cataclysm-glyph-changes/" target="_self">Cataclysm Glyph Changes</a></li>
<li><a title="cataclysm new zone changes" href="http://wow.zuggaming.com/2010/06/13/cataclysm-new-zone-changes/" target="_self">Cataclysm New Zone Changes</a></li>
<li><a title="cataclysm pvp and battleground changes" href="http://wow.zuggaming.com/2010/06/13/cataclysm-pvp-and-battleground-changes/" target="_self">Cataclysm PvP and Battleground Changes</a></li>
<li><a title="cataclysm archeology changes" href="http://wow.zuggaming.com/2010/06/13/cataclysm-archeology-changes/" target="_self">Cataclysm Archeology Changes</a></li>
</blockquote>
</ul>
<h2>General Cataclysm Changes</h2>
<blockquote class="blizzard"><p><strong>General Changes</strong></p>
<ul>
<li>There are, as of the  event, 3000 new quests planned for Cataclysm.  That&#8217;s nearly 3 times as  many quests added with Wrath of the Lich King.</li>
<li>Leveling  up will display a &#8220;toast&#8221; similar to earning an achievement.  It will  show:
<ul>
<li>The level you reached</li>
<li>If a  new talent point is available</li>
<li>Any new abilities for that  level</li>
<li>Feature unlocks: battlegrounds, dungeon finder,  riding, glyphs, etc.</li>
</ul>
</li>
<li>Garrosh is the &#8220;acting&#8221;  Warchief of the Horde.</li>
<li>Garrosh&#8217;s stronghold is at the front  of Orgrimmar, right as you enter through the front gate, to show &#8220;who is  in charge.&#8221;
<ul>
<li>The Valley of Wisdom is now the  Tauren district.</li>
</ul>
</li>
<li>A new auction house, inn and  bank have been added to the Valley of Honor in Orgrimmar.</li>
<li>Deathwing  destroyed The Park in Stormwind.  This was done to drive home the  impact Deathwing has had on the world, and because he wasn&#8217;t happy about  his daughter&#8217;s head hanging from the rafters.</li>
<li>A new auction  house, inn and bank have been added to the Dwarven District in  Stormwind.</li>
<li>New music will be added for all of the cities,  and a large portion of the game world.</li>
<li>The Forsaken have set  up a foothold in Silverpine Forest and have rebuilt many areas with  their unique architecture.  They&#8217;ve done this to provide a base of  operations for assaulting Gilneas, which is very strategically valuable  to the Horde.</li>
<li>Heirlooms will work for both Goblins and  Worgen from the launch of the expansion.  You earned them, so you get to  use them &#8212; no matter what you&#8217;re leveling.  They will only scale up to  80 though; new heirlooms that scale to 85 will be introduced with the  new content.</li>
</ul>
</blockquote>
<h2>Cataclysm Spell Haste, Talents, and Solo Players</h2>
<blockquote class="blizzard"><p><strong>Spell haste in Cataclysm</strong><br />
We&#8217;re not getting rid of spell haste and I agree it&#8217;s fun to get quick  spells.</p>
<p>I was talking more about the PvP environment (and to a lesser extent  PvE) where the balance has shifted too heavily towards very fast or  instant spells that leave the other side with no chance to predict,  react or attempt to counter what you&#8217;re going to do. It&#8217;s a problem with  CC, I&#8217;d agree, but it&#8217;s also a problem with some of the really  hard-hitting nukes where someone can die in a couple of GCDs before they  can pop a defensive cooldown or even get healed.</p>
<p>We want combat to be less binary, where someone can get into a wounded  state and then move either towards being fully healed or being dead  depending on what they and everyone else involved in the battle do. We  want there to be some back and forth &#8212; some chances to make mistakes  and then recover from them. PvP can currently feel like a tennis match  where the team who scores the first point wins.</p>
<p>There still need to be moments where if you line up all your cooldowns  you can kill someone who is wounded, but those need to be not every  spell you cast. Given talents and gear, fully three-second cast time  spells aren&#8217;t really going to be that common for actual casters, but  spell interactions are balanced around having a cast time so that the  other side has a chance to respond. When every spell is at the GCD cap  or hasted by a talent or proc then you sometimes die before you even  know what happened.</p>
<p><strong>31/41/51 Points Talents</strong><br />
We design the 31, 41 and 51-point talents to be attractive if not  mandatory. There are very few builds that don&#8217;t go down to the bottom of  a tree and we don&#8217;t think the ones that don&#8217;t are in some way more  interesting builds.</p>
<p>Remember, the passive bonuses are just that &#8212; bonuses. If you find a  build that avoids 51 points in one tree but picks up something really  awesome instead, you will still be fully functional.</p>
<p><strong>Solo players</strong><br />
You can still choose to level up Archaeology, which is going to have  quite a bit of content. We are also updating all of the other  professions to make them more interesting. In addition to goblins and  worgen, we have redone the questing for most of the original zones, and  all of the lower-level zones. If you like solo play, you will find  literally thousands of new quests. We will also offer more achievements,  many of which are designed with the solo player in mind.</p>
<p>There are also two buckets of solo players: one is the type of player  who pretty much treats WoW as a single-player game and doesn&#8217;t interact  much with other players. The other category is the player who may have  lots of friends online but doesn&#8217;t feel like they have the time  commitment for very organized and scheduled PvP or raiding. The new  dungeons and BGs will also offer you lots of content if you are someone  who plays alone but doesn&#8217;t mind working together with strangers for  short periods of time. The big Cataclysm feature you will miss out on as  a solo player is the guild revamp. Again, if you just like to play  alone but don&#8217;t mind being part of a guild, you will still be able to  help your guild contribute though.</p></blockquote>
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		<title>Cataclysm Archeology Changes</title>
		<link>http://wow.zuggaming.com/2010/06/13/cataclysm-archeology-changes/</link>
		<comments>http://wow.zuggaming.com/2010/06/13/cataclysm-archeology-changes/#comments</comments>
		<pubDate>Sun, 13 Jun 2010 21:29:24 +0000</pubDate>
		<dc:creator>Zuggy</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[archeology changes]]></category>
		<category><![CDATA[cataclysm]]></category>
		<category><![CDATA[cataclysm archeology]]></category>

		<guid isPermaLink="false">http://wow.zuggaming.com/?p=2774</guid>
		<description><![CDATA[Quick list of Cataclysm archeology changes and updates. Edit: added more about paths of the titans No longer involved in Path of the Titans, since it was removed. Will now help to &#8220;dig into the lore of the game&#8221; &#8212; essentially being used as a vehicle for storytelling. There are two types of &#8220;artifacts&#8221; players [...]]]></description>
			<content:encoded><![CDATA[<p>Quick list of Cataclysm archeology changes and updates.</p>
<p><em>Edit: added more about paths of the titans</em></p>
<blockquote class="blizzard">
<ul>
<li>No longer involved in Path of  the Titans, since it was removed.</li>
<li>Will now help to &#8220;dig  into the lore of the game&#8221; &#8212; essentially being used as a vehicle for  storytelling.</li>
<li>There are two types of &#8220;artifacts&#8221; players  will be able to uncover through Archaeology.</li>
<li>The first will  be more of a lore or story artifact.</li>
<li>The second can reward  items; cosmetic or fun in most cases, with the rare usable weapon.</li>
<li>It  will not provide any must-have items.</li>
</ul>
<p><strong>Archaeology</strong><br />
We have some end-game plans for Archaeology. I would compare it to  Cooking, which isn&#8217;t mandatory, but useful enough that nobody is  surprised at the appearance of a Fish Feast.</p>
<p><strong>Archaeology rewards</strong><br />
Many of the archaeology items are stored in your journal, not your bags,  so inventory space shouldn&#8217;t be a big problem. While many of the  artifacts are only there for rewards, the rare finds run the gamut from  unique toys to usable weapons to special pets.</p></blockquote>
<h2>Paths of the Titans Removed</h2>
<p>Further clarification on the removal of Path of the Titans</p>
<blockquote class="blizzard"><p><strong>Path of the Titans Removal</strong><br />
We still think it would be cool to add some kind of post-game  progression to allow for player customization, but we would have to be  very careful and do it right. Nobody wanted to see a feature that felt  like it delivered on half its potential. Nobody wanted to be thinking  about how we were going to &#8220;fix the flawed Paths system&#8221; in 5.0. If we  can come up with a design we like, then we&#8217;ll try again in the future.</p>
<p>A big part of game design is triage &#8212; knowing when something is good  enough, knowing when something can be good with just a little more work,  and knowing when something is a lost cause&#8230; at least for now. There  are very few WoW features that we kill outright. Most go into a design  parking lot, and we get together every few months to review those  features and consider what to work on next.</p>
<p>[...] Fortunately, one of the benefits of being Blizzard is we don&#8217;t  have to ship a product until we think it&#8217;s ready. Our marketing  department works with us on the game, but they understand that when the  game is ready is ultimately up to the team. We didn&#8217;t cut it because we  ran out of time. We cut it because we didn&#8217;t think the design we had was  fun. At the high level we still like the idea, and if we can solve some  of the problems we might bring it back in the future.</p></blockquote>
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		<title>Cataclysm PvP and Battleground Changes</title>
		<link>http://wow.zuggaming.com/2010/06/13/cataclysm-pvp-and-battleground-changes/</link>
		<comments>http://wow.zuggaming.com/2010/06/13/cataclysm-pvp-and-battleground-changes/#comments</comments>
		<pubDate>Sun, 13 Jun 2010 21:18:52 +0000</pubDate>
		<dc:creator>Zuggy</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[cataclysm]]></category>
		<category><![CDATA[cataclysm battleground changes]]></category>
		<category><![CDATA[cataclysm pvp changes]]></category>

		<guid isPermaLink="false">http://wow.zuggaming.com/?p=2769</guid>
		<description><![CDATA[Quick list of recent announced Cataclysm PvP and battleground changes. edit: added additional information on interrupts and classic pvp titles Battlegrounds &#8211; General Launching with two battlegrounds: Twin Peaks and the Battle for Gilneas. More to come post-release. Twin Peaks will be a capture-the-flag map similar to Warsong Gulch with a few small differences. Two [...]]]></description>
			<content:encoded><![CDATA[<p>Quick list of recent announced Cataclysm PvP and battleground changes.</p>
<p><em>edit: added additional information on interrupts and classic pvp titles</em></p>
<blockquote class="blizzard"><p><strong>Battlegrounds &#8211; General</strong></p>
<ul>
<li>Launching with two battlegrounds: Twin Peaks and  the Battle for Gilneas.  More to come post-release.</li>
<li>Twin  Peaks will be a capture-the-flag map similar to Warsong Gulch  with a few small differences.
<ul>
<li>Two graveyards  for each faction, with one of them being in the middle of the map.   Dying out in the field will cause you to spawn here rather than at your  base.</li>
<li>It&#8217;s relatively similar in size to WSG, but the field  itself is larger, with the bases taking up less space.</li>
<li>Twin  Peaks will NOT be replacing Warsong Gulch like some players were  expecting it to.</li>
</ul>
</li>
<li>Blizzard wants to focus on  introducing new BGs to offer a variety of environments, rather than  focusing on updating older ones.</li>
</ul>
<p><strong>Rated  Battlegrounds</strong></p>
<ul>
<li>Players will participate in rated battlegrounds  by forming their raid group prior to joining the queue.</li>
<li>You  will only face off against other rated groups.</li>
<li>Each week the  format for rated battlegrounds will be different.  It will rotate  between 10, 15 and 25-player battlegrounds.</li>
<li>Rating loss will  not exist until after a certain threshold.</li>
<li>Conquest points  will be rewarded for winning rated battlegrounds.</li>
<li>There will  be a limitation on the number of Conquest points you can earn each week  to prevent feeling like you must participate in both arenas and rated  battlegrounds.</li>
<li>There will be end-of-season rewards for rated  BG teams similar to arenas:
<ul>
<li>The classic  Honor titles will be coming back and rewarded to the top teams each  season.</li>
<li>The &#8220;Gladiator&#8221; equivalent teams will also receive  epic ground mounts.  Ground mounts because they want to reward something  you can ride in the battleground and be proud of / show off.</li>
</ul>
</li>
</ul>
</blockquote>
<h2>Cataclysm Interrupts and Classic PvP Titles</h2>
<blockquote><p><strong>Interrupts in PvP</strong><br />
We don&#8217;t want interrupts to be binary either. They shouldn&#8217;t be able to  lock a caster down. We currently have something of an arms race where  the melee got more mobility and interrupts, so the casters got more  escape methods and instant spells. We just need some bilateral  disarmament, so that melee can sometimes interrupt spells.</p>
<p><strong>Characters with existing PvP ranks titles</strong><br />
The plan at the moment is to grandfather in anyone with an existing BG  PvP title and just let you keep it.</p></blockquote>
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		<title>Cataclysm New Zone Changes</title>
		<link>http://wow.zuggaming.com/2010/06/13/cataclysm-new-zone-changes/</link>
		<comments>http://wow.zuggaming.com/2010/06/13/cataclysm-new-zone-changes/#comments</comments>
		<pubDate>Sun, 13 Jun 2010 21:11:45 +0000</pubDate>
		<dc:creator>Zuggy</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[cataclysm]]></category>
		<category><![CDATA[cataclysm zone changes]]></category>
		<category><![CDATA[cataclysm zones]]></category>
		<category><![CDATA[new cataclysm zones]]></category>

		<guid isPermaLink="false">http://wow.zuggaming.com/?p=2766</guid>
		<description><![CDATA[Below are a few brief changes and updates for the Cataclysm new zones. Make sure to check out the video at the bottom. Uldum It&#8217;s keeping with the Egyptian theme; &#8220;WoW does Egypt,&#8221; according to Alex Afrasiabi. The tour was impressive; the zone looks great. Incredibly detailed textures on the terrain and buildings. Lots of [...]]]></description>
			<content:encoded><![CDATA[<p>Below are a few brief changes and updates for the Cataclysm new zones. Make sure to check out the video at the bottom.</p>
<blockquote class="blizzard"><p><strong>Uldum</strong></p>
<ul>
<li>It&#8217;s keeping with the Egyptian theme; &#8220;WoW does  Egypt,&#8221; according to Alex Afrasiabi.</li>
<li>The tour was  impressive; the zone looks great.  Incredibly detailed textures on the  terrain and buildings.  Lots of pyramids and other Egyptian-themed  sculptures.</li>
<li>Uldum was locked away, protected by a Titan  machine which created a projection of a large, impassible mountain, but  the Cataclysm destroyed that machine &#8212; opening up access to Uldum.</li>
<li>The  Tol&#8217;Vir are still planned to be a new race introduced here.  Not ready  to be shown though.</li>
</ul>
<p><strong>Deepholm</strong></p>
<ul>
<li>The Elemental Plane of Earth, where Deathwing  was nursed back to health and &#8220;rebuilt&#8221;.</li>
<li>It&#8217;s essentially  the &#8220;core&#8221; of a sphere (though not Azeroth; it exists on its own plane).</li>
<li>Deathwing  ruptured out through a tower in the middle of Deepholm <em>and  entered Azeroth through the Maelstrom, according to Alex Afrasiabi</em>.   It looks like Blizzard changed their mind since BlizzCon.</li>
<li>Therazane  will be present here and is involved in a reputation similar to Sons of  Hodir, &#8220;with the lessons learned from that,&#8221; says Alex Afrasiabi.</li>
<li>Orgrim&#8217;s  Hammer and The Skybreaker are both here.  Orgrim&#8217;s Hammer has been shot  down by The Skybreaker.</li>
<li>You will encounter many stone and  crystal creatures here.</li>
</ul>
</blockquote>
<h2>Cataclysm Zone Change Video</h2>
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		<title>Cataclysm Glyph and Inscription Changes</title>
		<link>http://wow.zuggaming.com/2010/06/13/cataclysm-glyph-changes/</link>
		<comments>http://wow.zuggaming.com/2010/06/13/cataclysm-glyph-changes/#comments</comments>
		<pubDate>Sun, 13 Jun 2010 21:03:43 +0000</pubDate>
		<dc:creator>Zuggy</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[cataclysm]]></category>
		<category><![CDATA[cataclysm glyph changes]]></category>
		<category><![CDATA[glyph changes]]></category>
		<category><![CDATA[glyph updates]]></category>
		<category><![CDATA[path of titans]]></category>

		<guid isPermaLink="false">http://wow.zuggaming.com/?p=2763</guid>
		<description><![CDATA[The following are the recent Cataclysm glyph changes and updates to the glyph system, including the removal of the Path of Titans. These changes were announced at the recent Blizzard press event. edit: added more specifics about the new glyph system Path of the Titans has been scrapped and will not be implemented. Instead Blizzard [...]]]></description>
			<content:encoded><![CDATA[<p>The following are the recent Cataclysm glyph changes and updates to the glyph system, including the removal of the Path of Titans. These changes were announced at the recent Blizzard press event.</p>
<p><em>edit: added more specifics about the new glyph system</em></p>
<blockquote class="blizzard">
<ul>
<li>Path of the Titans has been  scrapped and will not be implemented.</li>
<li>Instead Blizzard will  focus on improving the glyph system, as they feel it didn&#8217;t quite hit  the intended goals in Wrath.</li>
<li>Glyphs will now be available in  3 categories: Major, &#8220;Medium&#8221; (PH name) and Minor.
<ul>
<li>Major  glyphs are core to each class and will be expected to be used to  perform at maximum level.</li>
<li>Medium glyphs will be to provide  &#8220;fun&#8221; alterations to abilities.</li>
<li>Minor glyphs will largely  function as they do today.</li>
</ul>
</li>
<li>Based on the mockup  shown, you&#8217;ll be able to have 3 glyphs of each type at level 85: Major,  Medium and Minor.</li>
<li>The glyph UI will now display all of the  glyphs available to your class, even if you haven&#8217;t learned them yet, to  the right of the section where you apply your glyphs.</li>
<li>Blizzard  wants to make glyphs permanent so you don&#8217;t have to carry a stack of  them around.  Simply learn the glyph and then you can swap it whenever  you want.</li>
</ul>
</blockquote>
<h2>Cataclysm Glyphs / Inscription</h2>
<p>More on the updates for glyphs and inscription</p>
<blockquote class="blizzard"><p><strong>Glyphs in Cataclysm</strong><br />
Minor glyphs are fine in our opinion. They weren&#8217;t intended to offer  power and they are certainly much more flexible than major glyphs. Some  classes need some better minor glyphs though (e.g. warlock).</p>
<p>Medium glyphs are the kind of glyph you&#8217;d take if you had more choices.  For example, a Fury warrior these days in PvE probably takes Execution,  Whirlwind and Heroic Strike. Why wouldn&#8217;t you? You hit all of those  buttons a lot. The glyph of Cleave isn&#8217;t bad, but you just don&#8217;t find  yourself in situations where you would use it as much as Heroic Strike,  so it just never competes. If it wasn&#8217;t competing with Heroic Strike  though, say it was in a different category, then it might be worth  considering. Bloodthirst would be an excellent medium glyph, because it  is useful but doesn&#8217;t contribute to dps. Medium glyphs are good for  situational abilities, cooldowns, defense and utility.</p>
<p>Now having said that, we are also taking a hard look at the major  glyphs. Glyph of Sprint (movement speed) is a pretty interesting one. It  is probably a dps increase given that it helps your time on target, but  it&#8217;s hard to put a number on that. It&#8217;s very easy to put a number on  Glyph of Eviscerate (crit chance). It&#8217;s a math problem. That glyph is  either going to be demonstrably better or worse than the other majors,  leading to the cookie-cutter mentality. We already have plenty parts of  the game where there really isn&#8217;t a wrong choice to be made &#8212; with  enchants and meta-gems for example, there is typically a right or wrong  answer given that we don&#8217;t make several per spec. We do make several  glyphs per spec, so we think they can be cooler. Customization was our  original design for glyphs, and frankly we just didn&#8217;t deliver on it.  They feel like talents, and pretty simple talents at that.</p>
<p>The challenge for us is that ALL glyphs have to follow this model. If  they don&#8217;t for some classes, as happened in LK, then eventually the  whole thing unravels. We have a much better feel for what makes an  interesting gylph now. I&#8217;m not going to promise we&#8217;re going to deliver  on it this time around, because we weren&#8217;t able to the first time. But  it is a goal and we&#8217;re going to spend a lot of time on it.</p>
<p><strong>Non-Consumable/Learnable Glyphs in Cataclysm</strong><br />
Making glyphs more interesting to every player is more important than  making consumable glyphs a reliable money-maker for Inscription, given  that there are plenty of other ways to handle the latter.</p></blockquote>
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		<title>Cataclysm Raid and Dungeon Changes</title>
		<link>http://wow.zuggaming.com/2010/06/13/cataclysm-raid-and-dungeon-changes/</link>
		<comments>http://wow.zuggaming.com/2010/06/13/cataclysm-raid-and-dungeon-changes/#comments</comments>
		<pubDate>Sun, 13 Jun 2010 20:56:03 +0000</pubDate>
		<dc:creator>Zuggy</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[cataclysm]]></category>
		<category><![CDATA[cataclysm dungeon changes]]></category>
		<category><![CDATA[cataclysm raid changes]]></category>
		<category><![CDATA[dungeon]]></category>
		<category><![CDATA[Raiding]]></category>

		<guid isPermaLink="false">http://wow.zuggaming.com/?p=2760</guid>
		<description><![CDATA[Blizzard recently held a press conference event in Irvine, CA and announced some pretty interesting stuff about Cataclysm raid and dungeon changes. You can check out all of the updated Cataclysm instance information below. edit: additional information regarding movement, instance lockouts, and Grim Batol at the bottom Raiding &#8211; General Players will be able to [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard recently held a press conference event in Irvine, CA and announced some pretty interesting stuff about Cataclysm raid and dungeon changes. You can check out all of the updated Cataclysm instance information below.</p>
<p><em>edit: additional information regarding movement, instance lockouts, and Grim Batol at the bottom</em></p>
<blockquote class="blizzard"><p><strong></strong><strong>Raiding &#8211; General</strong></p>
<ul>
<li>Players will be able to &#8220;downshift&#8221; their  25-player raid, splitting it up into 10-player versions.
<ul>
<li>Raids will be able to split into up to 3 10-player  raids.</li>
<li>These raids will start at the same progress point the  25-player was at for the lockout.</li>
<li>There are no plans to  allow 10-player raids to combine into a 25-player raid.</li>
</ul>
</li>
<li>There  will be more freedom for moving from raid ID to raid ID.  Players will  be able to join other raids, even when saved to a raid ID, as long as  that raid has killed at least the same bosses in the instance you have  during their lockout.
<ul>
<li>While this sounds like  the potential for cross-realm raiding, that isn&#8217;t possible yet.  It  isn&#8217;t ruled out for the future though.</li>
</ul>
</li>
<li>There  will be more &#8220;Algalon&#8221; style encounters for both 10 and 25-player heroic  modes which will offer loot a half-tier better than the rest of the  instance.</li>
<li>25-player raids will provide around 50% more loot  per-player.  That includes items and the new currency used to purchase  items.</li>
<li>The goal of the philosophy shift for 10 and 25  providing the same loot  is to  make it a playstyle choice where you choose the format that fits you,  not the one you feel obligated to do.</li>
<li>10-player raids in  Wrath of the Lich King were deliberately easier because that was the  goal of it at the time.  That is not the case for Cataclysm.</li>
</ul>
<p><strong>Grim Batol &#8211;  Bastion of Twilight (Raid)</strong></p>
<ul>
<li>Described as the &#8220;Naxxramas&#8221; of Cataclysm; it  will be an entry-level raid for the expansion.</li>
<li>5 bosses in  total.</li>
<li>Cho&#8217;gall is the  end-boss of the dungeon.</li>
<li>One encounter will require  &#8220;dual-strafing&#8221; &#8212; whatever that means.</li>
<li>Another encounter  will be a &#8220;council&#8221; fight called the Twilight Ascendants; Twilight&#8217;s  Hammer members who have ascended and become elementals.</li>
<li>Upon  defeating Cho&#8217;gall on heroic mode, the floor beneath you will collapse  and you&#8217;ll fall into a cavern of flowing lava that hides a &#8220;horrifying  secret,&#8221; according to Alex Afrasiabi.  Speculation time!</li>
</ul>
<p><strong>Skywall &#8211;  Vortex Pinnacle (Dungeon)</strong></p>
<ul>
<li>A dungeon where flying mounts work, but no  flying combat (yay, not Oculus 2.0)</li>
<li>The dungeon sports new  cloud tech, and the visuals shown during the presentation were stunning.   It&#8217;s a palace area floating in the sky; it&#8217;s the Elemental Plane of  Air.</li>
<li>Players will encounter djinn, or at least Warcraft&#8217;s  take on the mythical creature.</li>
<li>One of the bosses is said to  be a &#8220;storm dragon&#8221;</li>
<li>Another is an elemental lord</li>
</ul>
</blockquote>
<h2>Cataclysm Raid and Dungeon Updates</h2>
<blockquote class="blizzard"><p><strong>Movement in Cataclysm</strong><br />
Movement is supposed to be a challenge in PvE. Handling the times when  you have to move elegantly is one of the differences between a kill and a  wipe. For Cataclysm we are making sure everyone has something they can  do when mobile, whether it&#8217;s Moonfire for Balance or Fel Flame for  warlocks. In the same way you need to master when to AE and when to  single target, you need to master when to use the mobile spells and when  to not use them.<a href="http://blue.mmo-champion.com/t/25399820831/cc-spells-and-haste/" target="_blank"><strong></strong></a></p>
<p><strong>25/10 Man Raids shared raid ID</strong><br />
We thought the LK design was asking raiders to raid more than they  wanted to. When you see a boss twice a week, you just burn out on the  fight that much faster.</p>
<p>If you really love raiding, as many of us do, bring an alt the second  time around.</p>
<p><strong>5 Bosses in the Bastion of Twilight (Grim Batol Raid)</strong><br />
As to the number of bosses, the 5 is just from Bastion of Twilight.  There are two additional raid instances in the first tier of content and  together they&#8217;ll offer enough bosses for us to fully itemize, around a  dozen or so.</p></blockquote>
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		<title>Compiled Cataclysm Class Talent Changes</title>
		<link>http://wow.zuggaming.com/2010/06/13/compiled-cataclysm-class-talent-changes/</link>
		<comments>http://wow.zuggaming.com/2010/06/13/compiled-cataclysm-class-talent-changes/#comments</comments>
		<pubDate>Sun, 13 Jun 2010 19:54:47 +0000</pubDate>
		<dc:creator>Zuggy</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[cataclysm]]></category>
		<category><![CDATA[class changes]]></category>
		<category><![CDATA[talent changes]]></category>
		<category><![CDATA[talent preview]]></category>

		<guid isPermaLink="false">http://wow.zuggaming.com/?p=2757</guid>
		<description><![CDATA[Below you will find a complete list of all the Cataclysm class talent changes. In addition, there were a few minor additions posted in the last couple of days here regarding a couple of classes (which are at the bottom). Enjoy&#8230;more to come soon. Shaman Rogue Mage Druid Priest Warrior Paladin Hunter Death Knight Warlock [...]]]></description>
			<content:encoded><![CDATA[<p>Below you will find a complete list of all the Cataclysm class talent changes. In addition, there were a few minor additions posted in the last couple of days here regarding a couple of classes (which are at the bottom). Enjoy&#8230;more to come soon.</p>
<ul>
<li><a title="shaman" href="http://wow.zuggaming.com/2010/06/11/cataclysm-shaman-class-talent-changes/" target="_self"><strong><span style="color: #2459ff;">Shaman</span></strong></a></li>
<li><a title="rogue" href="http://wow.zuggaming.com/2010/06/11/cataclysm-rogue-class-talent-changes/" target="_self"><strong><span style="color: #fff569;">Rogue</span></strong></a></li>
<li><a title="mage" href="http://wow.zuggaming.com/2010/06/11/mage-cataclysm-class-talent-changes/" target="_self"><strong><span style="color: #69ccf0;">Mage</span></strong></a></li>
<li><a title="druid" href="http://wow.zuggaming.com/2010/06/11/druid-cataclysm-class-talent-changes/" target="_self"><strong><span style="color: #ff7d0a;">Druid</span></strong></a></li>
<li><a title="priest" href="http://wow.zuggaming.com/2010/06/11/priest-cataclysm-class-talent-changes/" target="_self"><strong><span style="color: #000001;">Priest</span></strong></a></li>
<li><a title="warrior" href="http://wow.zuggaming.com/2010/06/11/warrior-cataclysm-class-talent-changes/" target="_self"><strong><span style="color: #c79c6e;">Warrior</span></strong></a></li>
<li><a title="paladin" href="http://wow.zuggaming.com/2010/06/11/paladin-cataclysm-class-talent-changes/" target="_self"><strong><span style="color: #f58cba;">Paladin</span></strong></a></li>
<li><a title="hunter" href="http://wow.zuggaming.com/2010/06/11/hunter-cataclysm-class-talent-changes/" target="_self"><strong><span style="color: #abd473;">Hunter</span></strong></a></li>
<li><a title="death knight" href="http://wow.zuggaming.com/2010/06/11/death-knight-cataclysm-class-talent-changes/" target="_self"><strong><span style="color: #c41f3b;">Death Knight</span></strong></a></li>
<li><a title="warlock" href="http://wow.zuggaming.com/2010/06/11/cataclysm-warlock-class-talent-changes/" target="_self"><strong><span style="color: #9482c9;">Warlock</span></strong></a></li>
</ul>
<h2>Additional Class Talent Updates / Changes</h2>
<h3><span style="color: #ff7d0a;">Druid</span></h3>
<blockquote class="blizzard"><p><strong>Restoration feedback</strong><br />
Couple of points&#8230;</p>
<p>I&#8217;m seeing a lot of Resto druids say something like &#8220;I won&#8217;t take  talents that buff Nourish and Healing Touch because I won&#8217;t use those  spells.&#8221; You will probably use those spells more in Cataclysm. That  doesn&#8217;t mean you won&#8217;t also be using Rejuv, Regrowth and Lifebloom.</p>
<p>Critical heals aren&#8217;t useful now because they often just result in  overhealing. In a game in which your heals aren&#8217;t always topping someone  off, then a critical heal represents a lot of &#8220;free&#8221; healing which  saves you both GCDs and mana. It&#8217;s in players&#8217; nature to want to  minimize the impact of random elements, but you should be careful not to  marginalize anything that gives you extra healing just because it isn&#8217;t  100% predictable.</p>
<p><strong>Perseverance</strong><br />
We think talents like this are good, even in PvE. First, they aren&#8217;t  strictly mandatory. If you think you can get by with taking a little  more damage, go for it. Second, you don&#8217;t have to spend all 5 points for  them to be useful. They are good sinks if you need to spend just an  extra point or two somewhere. Third, taking less damage probably will be  a bigger deal in Cataclysm. If healer mana becomes a factor in some  wipes, as we expect, then it wouldn&#8217;t surprise as all to see raid  leaders start linking damage *taken* meters as ways to get everyone to  contribute to keeping the group alive. The attitude that nobody takes  damage besides the tank or that damage to anyone besides the tank is  trivial is outdated even for current content, let alone Cataclysm.</p></blockquote>
<h3><span style="color: #abd473;">Hunter</span></h3>
<blockquote class="blizzard"><p><strong>Counterattack</strong><br />
Counterattack is probably going away. We haven&#8217;t released new hunter  trees yet.</p></blockquote>
<h3>Priest</h3>
<blockquote class="blizzard"><p><strong>Is the Shadow tree  unfinished?</strong><br />
Shadow priests should not be able to pick up every point in Shadow  without giving up anything else attractive. That&#8217;s not how we want  talent trees to work. It just looks like that for the time being so that  we can get the priest playable.</p>
<p><strong>Optional talents are not  bloat; they&#8217;re a choice</strong><br />
Right. If there are a lot of choices and you can&#8217;t possibly get  everything, then it&#8217;s a good talent tree. We&#8217;d define bloat as say a  tree in which the mid-tiers offer nothing interesting or effective such  that you just have to pick up some almost at random to get down to  talents you actually want. Really though &#8220;bloat&#8221; just gets so overused  on the boards that you&#8217;d be a lot more effective in giving feedback  describing specific talent choices that you feel aren&#8217;t fair rather than  the somewhat generic &#8220;make this 5 pointer 3 points so I can get more  stuff&#8221; posts that I&#8217;m reading a lot of tonight.</p>
<p>As far as Shadow, I would anticipate a few more talent points in Shadow  itself or else some more attractive talents in mid-Disc (it wouldn&#8217;t  take much to make Archangel work for instance), or both.</p>
<p><strong>Lightwell</strong><br />
We generally keep talents because we think the core idea is strong even  if the current numbers or the current combat environment don&#8217;t allow the  talent to shine. Original ideas by their very nature are going to be  harder to get right than clones of other abilities. But we need more  original ideas and fewer clones. Turning Lightwell into Healing Stream  Totem would almost certainly work. But would it be interesting? Do Holy  priests even need another smart heal?</p>
<p>The problem with both Lightwell and Riposte in LK has to do with the  pace of combat. A small self-heal isn&#8217;t useful in an environment where  the healers either keep you up easily or you die to spike damage  regardless of the decisions you make. An attack speed debuff isn&#8217;t super  useful in a PvP environment where players die so quickly. But with the  larger health pools in Cataclysm, both of those talents become more  useful. Saving priest mana and GCDs by using Lightwell could help turn a  failure into a victory. Slowing down incoming damage can help a rogue  go toe-to-toe with another melee class.</p>
<p><strong>If the trees are unfinished,  what should I give feedback on?</strong><br />
Empowered Shadow Orbs and Shadowy Apparition are brand new talents and  Mind Melt has some different effects. Start with those.</p></blockquote>
<h3><span style="color: #fff569;">Rogue</span></h3>
<blockquote class="blizzard"><p><strong>Shiv being changed to remove  Enrage effects</strong><br />
Shiv is changing a little bit to be more of an enrage dispel.</p></blockquote>
<h3><span style="color: #2459ff;">Shaman</span></h3>
<blockquote class="blizzard"><p><strong>Wait, no 2H Enhancement?   Why can Frost DKs go 2H then?</strong><br />
Letting the Frost DK go 2H as an option is pretty easy. All of the  mechanics already work. It just needs a talent to offset a couple of DW  talents. For shaman, it&#8217;s a lot harder. There is no equivalent for Lava  Lash or Stormstrike. DK combat isn&#8217;t heavily tied into weapon swing  speeds, but shaman most definitely are. Sure we could solve all of those  problems, but that takes a lot of development time, and if you consider  all of the challenges we&#8217;ve faced over the years related to shaman  weapon speed and enchant choices, it could be a considerable amount of  development time. We&#8217;d spend that time if we thought it was really  important, but we think the class functions just fine with two weapons  and we&#8217;d rather spend our effort on other shaman issues.</p></blockquote>
<h3><span style="color: #c79c6e;">Warrior</span></h3>
<blockquote class="blizzard"><p><strong>Who was it that determined  we weren&#8217;t fond on next-swing attacks?</strong><br />
We weren&#8217;t fond of the mechanic. It wasn&#8217;t up to a vote. But we also  know a lot of warriors didn&#8217;t like it either. It takes the most visceral  moments of combat &#8212; hitting a button and seeing damage &#8212; and turns it  into an autoattack, probably the least exciting moment of combat.</p>
<p><strong>AoE in Cataclysm: Whirlwind  and Bladestorm</strong><br />
You&#8217;ll do fine on AoE, which will be more rare in Catalcysm regardless.  The change to Whirlwind will not affect Bladestorm.</p>
<p><strong>Mortal Strike was once an  iconic ability, now it&#8217;s handed out to nearly everyone</strong><br />
The problem of course is that if only you get the debuff or if only you  get the best debuff then warriors are mandatory for anything PvP which  might be fine for you but doesn&#8217;t really feel fair to everyone else.  Sometimes I wish we&#8217;d just remove the debuff because it&#8217;s almost  impossible to balance around both having and not having it. We can make  sure Mortal Strike hits hard but we&#8217;re unlikely to do anything that  improves the debuff.</p>
<p><strong>Core problem: Swapping to a  shield &#8211; will weapon swapping be made easier?</strong><br />
Keep in mind that swapping to a shield is supposed to be a decision. If  we wanted it to be effortless we would not make those abilities require a  shield. We don&#8217;t want solving the puzzle to be coming up with a clever  macro.</p>
<p><strong>Scaling with gear</strong><br />
Scaling awesomely with gear as compensation for doing bad damage when  undergeared is not good game design. Warrior damage with great gear is  much too high right now, as it is at the end of every expansion. This  isn&#8217;t surprising to anyone really. The current rage model just doesn&#8217;t  work and we need something more consistent. Consistency is the way to  make sure you stay competitive from beginning to end (rather than  averaging out at competitive because you&#8217;re too low at the beginning and  too high at the end).</p></blockquote>
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