-=World Of Warcraft: Cataclysm=-

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-=World Of Warcraft: Cataclysm=-

Beitrag von Zelos » Mi Apr 07, 2010 21:52

Und weiter gehts mit dem Segen von Starscream :ugly:

Die ersten Grundlegenden Änderungen für den Schamanen und Hexenmeister sind schon bekanntgegeben worden. Priester folgt heute noch und der Rest über die nächsten Tage. Sieht bisher alles sehr vernünftig aus. Besonders das Mastery gefällt mir, wenn dadurch die Talent-Auswahl flexibler wird. Dennoch glaube ich, dass sich nur wenige Fixe specs durchsetzen werden.

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Re: -=World Of Warcraft: Cataclysm=-

Beitrag von Zelos » Do Apr 08, 2010 10:28

In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at some of the changes in store for the priest class, including a rundown of some of the new spells, abilities, and talents, as well as an overview of how the new Mastery system will work with the different talent specs.

New Priest Spells

Heal (available at level 16): While priests already have a spell called Heal, the existing version becomes obsolete at higher levels, which is something we intend to change in Cataclysm. Introduced at a low level, the "new" Heal spell will functionally work much like a down-ranked Greater Heal did in the past, adding more granularity to your direct-healing arsenal. If you need to heal someone a moderate amount and efficiency is an issue (making Flash Heal the incorrect spell for the job), then Heal is what you want to use. Heal is intended to be the priest's go-to direct-healing spell unless they need something bigger (Greater Heal) or faster (Flash Heal). We will be following a similar philosophy with all the healing classes.

Mind Spike (level 81): Deals Shadowfrost damage and puts a debuff on the target that improves subsequent Mind Spike damage. The intent of Mind Spike is to fill a niche missing in Shadow DPS, though it may be occasionally useful for healers as well. Mind Spike provides a quick nuke to use in situations where the priest doesn't have time to set up the normal rotation, such as when adds are dying too fast or you have to swap targets a lot. Spamming Mind Spike will do about as much damage as casting Mind Flay on a target afflicted with Shadow Word: Pain. The idea behind the debuff is that when you cast Mind Spike, we expect you to cast a lot of them; we don't intend you to fit it into an already full Shadow rotation. It also provides Shadow with a spell to cast when locked out of the Shadow school. (School lockouts will no longer affect both schools for multi-school spells.) 1.5-second cast. 30-yard range. No cooldown.

Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can't have both up at once. Inner Fire provides a spell power and Armor buff; Inner Will should be useful on a more situational basis.

Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or "Life Grip") is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can't seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.

Changes to Abilities and Mechanics

In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

* All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate).
* We want to bring back Shadow Word: Death as an "execute" -- something you do when the target is at 25% health.
* While we want to keep the priest's role as a well-rounded healer, we also want to make sure the class is a viable tank healer, which is something priests moved away from a little in Wrath of the Lich King. Greater Heal will probably be the tank-healing spell of choice, though we've also discussed giving Discipline a second shield so that they have a small shield to cast on lots of different targets, and a big, more expensive shield to cast on a tank or anyone else taking a ton of damage.
* Divine Spirit and Prayer of Spirit will be removed from the game. As Spirit will be the primary mana-regeneration stat, we don't want it to vary as much between solo, small group, and raid play. Blessing of Kings and Mark of the Wild will not boost Spirit either.
* Mana will be a bigger consideration for all healers. We aren't trying to make healing more painful; we're trying to make it more fun. When the cost of a spell isn't an issue, then casting the right spell for the job is less of an issue because you might as well just use your most powerful spell all of the time. We are, however, getting rid of the five-second rule, because we don't want to encourage standing around doing nothing. We're also going to cut back on the benefits of buffs such as Replenishment so priests (and all healers) don't feel as penalized when those buffs aren't available.


New Talents and Talent Changes

* We want to improve Discipline's single-target healing capacity. One key is to make sure shielding isn't always a more attractive option than healing.
* We want to improve Holy for PvP healing. One way to do this is to make sure that Heal's throughput is similar between both specs.
* We want to improve Shadow for short fights and reduce its susceptibility to school lockouts.
* Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.
* We want to make Holy a little bit more interesting to play. One new talent will push the Holy priest into an improved healing state when he or she casts Prayer of Healing, Heal, or Renew three times in a row. The empowered state varies depending on the heals cast.
* Since the Shadow tree has a lot of passive damage-boosting abilities -- something we're trying to avoid in Cataclysm -- we will need to replace several of the tree's talents. One idea is to play off of the new Shadow Orbs mechanic (see Mastery section below), possibly allowing you to consume an orb to increase damage from Mind Blast or reduce Mind Spike's cast time.
* Misery will no longer affect spell Hit chance. We want players to be able to gear themselves around a Hit cap that isn't variable depending on group composition.



Mastery Passive Talent Tree Bonuses

Discipline

* Healing
* Meditation
* Absorption


Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier.

Holy

* Healing
* Meditation
* Radiance


Radiance: Your direct heals add a small heal-over-time component to the target.

Shadow

* Spell damage
* Spell Crit
* Shadow Orbs


Shadow Orbs: Casting spells grants a chance for Shadow Orbs to be created that fly around you and increase your shadow damage. This will help lower-level characters feel more like "Shadow priests" before they obtain Shadowform.

We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
Mind Spike und Life Grip finde ich nett. Inner Will müsste sich ändern um interressant zu werden. 10% mehr dmg/heal bei instants wäre interressanter. 12% Laufspeed bringen im PvP nicht viel und sind im PvE sinnlos.
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Re: -=World Of Warcraft: Cataclysm=-

Beitrag von Vernochan » Fr Apr 09, 2010 01:24

Hier die Kriegersachen:

World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the warrior. The information you're about to read is not complete, and is only meant to act as a preview for some of the exciting new things to come.

New Warrior Abilities

Inner Rage (Level 81): Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time. This is a passive ability so it won't need to be activated by the player. The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don't want warriors to feel like they're supposed to pool Rage and do nothing until they hit 100, so we'll be closely monitoring how this plays out during the beta testing, and making adjustments as needed.

Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.

Heroic Leap (Level 85): This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land. Heroic Leap will be usable in Battle Stance and shares a cooldown with Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to be used in any stance and possibly while in combat. The cooldown for this ability might be longer than the Charge ability, but it will also apply a stun effect so you can make sure the target will still be there when you land.

Changes to Abilities and Mechanics

In addition to learning new abilities, you'll see changes to other abilities and mechanics with which you're already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

Heroic Strike will no longer be an "on next swing" attack, as we are removing this mechanic in Cataclysm. To keep the niche of Heroic Strike as a Rage dump, it will become an instant attack, but will cost between 10 and 30 Rage. This ability will not be usable until you have 10 Rage, but if you have more than 10, it will consume up to 30, adding additional damage for each point of Rage consumed above the base 10. Other abilities, such as Cleave, Execute, and Maul (for druids) will work similarly. The goal is to provide players with an option where if you can't afford the Rage, you don't push the button, but if you have excess Rage, you can push it a lot.
Battle Shout, Commanding Shout, and possibly Demoralizing Shout will work more like the death knight's Horn of Winter ability. Specifically, these shouts will cost no resources, generate rage in addition to their current effects, and be on a short cooldown.
Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. The intent is for this ability to be used in multi-target scenarios and not on single targets.
Overall, heals cast by players in Cataclysm will be a lower number relative to players' health than the current game. So to make the Mortal Strike debuff less mandatory but still useful in PvP, Mortal Strike will reduce healing by only 20%. All equivalent debuffs, including the Shadow priest and Frost mage debuffs, will be for 20% less healing. At the moment we aren't considering giving this debuff to anyone else, though we will certainly consider PvP utility for historically under-represented specs that use other mechanics.
Sunder Armor will be reduced to three stacks instead of five, and still provide only a 4% reduction in armor per stack. We want to make this debuff easier to apply and less of a damage swing when it falls off.


New Talents and Talent Changes

The Furious Sundering talent in the Fury tree will make the Sunder Armor ability cause 25/50% weapon damage and reduce the threat generated by 50/100%.
The Mace and Poleaxe Specialization talents in the Arms tree will be removed. These provided just passive stats, which are not the kinds of talents we want to design in the future. We will keep the Sword Specialization talent, but it will be changed to a talent that applies to all types of weapons.
As a Fury talent, Booming Voice will increase the Rage generated by shouts.
While we like how Titan's Grip plays, we recognize some warriors liked the Fury tree because of the really fast swings that dual-wielding one-handed weapons could provide. Therefore, we're planning to try out a talent called Single-Minded Fury that is parallel to Titan's Grip and will provide a large boost to the damage of a pair of one-handed weapons.
Several talents that reduce the Rage cost of abilities will be changed to focus on increased damage for those abilities instead.
The new Arms talent called Disarming Nature will make successful disarms cause the target to cower in fear for 5/10 seconds.
Another new Arms talent called Blitz will make the Charge ability hit for extra damage. The amount will possibly vary depending on the distance travelled.
Improved Pummel, a Fury talent, will cause a successful interrupt to generate 10/20 Rage.

Mastery Passive Talent Tree Bonuses

Arms
Melee Damage
Armor Penetration
Bonus Swing

Bonus Swing: This is similar to the Sword Specialization talent that is currently in the game, but Bonus Swing will work on all attacks and with all weapons. You have a chance to proc a free, instant weapon swing that hits for 50% damage.

Fury
Melee Damage
Melee Haste
Enrage Intensity

Enrage Intensity: Every benefit of being enraged is increased. This includes doing more damage/healing/ etc. from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.

Protection
Damage Reduction
Vengeance
Critical Block Chance

Critical Block Chance: As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing's damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing's damage instead. There will likely be talents available to push the amount blocked even higher.

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character's un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won't see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.

We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.



ENDLICH! Heroic Leap. Nach all den Jahren :D

Und vor allem: 1h Fury is back!
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Re: -=World Of Warcraft: Cataclysm=-

Beitrag von Zelos » Sa Apr 10, 2010 09:00

Flame Orb (available at level 81): Inspired by Prince Taldaram’s abilities in Ahn'kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it’s cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.

Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.

Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.

Changes to Abilities and Mechanics

In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

* Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior’s Overpower works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.
* We are planning to remove spells that don't have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.
* The ability to conjure food and water will not become available until higher levels (likely around level 40), as we're making changes to ensure mages generally won’t run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.
* Scorch will provide a damage bonus to the mage's fire spells. Our goal is for Scorch to be part of the mage's rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.



New Talents and Talent Changes

* Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.
* The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.
* Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.
* The Burnout talent will allow mages to cast spells using health when they run out of mana.



Mastery Passive Talent Tree Bonuses

Arcane

* Spell damage
* Spell Haste
* Mana Adept


Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.

Fire

* Spell damage
* Spell Crit
* Ignite


Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.

Frost

* Spell damage
* Spell Crit damage
* Deathfrost


Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won't be affected by this buff is Frostbolt.

We hope you enjoyed this preview, and we’re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
Die neuen Mage-Talente klingen wahnsinnig gut und so richtig nach spaß als glaskanone. Jetzt bin ich zum ersten mal am Zweifeln was ich beim Add-On als erstes hochspielen werde und zum Main mache. Früher war es immer klare sache, dass ich Priester als erstes weiter level; zumal ich keinen anderen twink auf lvlcap hatte. Aber jetzt hab ich auch nen Mage auf lvl 80 und catac mit dem gear-reset ist die ideale möglichkeit den mage zum main zu machen. Das wird sich wohl im laufe der Beta entscheiden müssen. Priest klingt zwar auch nett vor allem Lifegrip ist was neues. Die vom mage sind einfach nur stylisch und das 85er talent klingt sehr sinnvoll für rated warsong-matches.
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Re: -=World Of Warcraft: Cataclysm=-

Beitrag von Starscream » Sa Apr 10, 2010 13:05

Hab mir das jetzt nicht durchgelesen, aber bedeutet das, dass wir noch mehr Hotkeys belegen müssen?

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Re: -=World Of Warcraft: Cataclysm=-

Beitrag von Zelos » Sa Apr 10, 2010 13:10

nicht unbedingt. viele spells werden auch entfernt. zB amplify/dampen magic und fire/ice shield. Die 3 neuen Spells sind allesamt klasse; 2 davon eher im PvP, aber auch so gut zu gebrauchen, dennoch situationsbedingt einsetzbar.

Burnout wird ein verdammt geniales talent.
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Re: -=World Of Warcraft: Cataclysm=-

Beitrag von vokalmatador » Sa Apr 10, 2010 13:33

addon wird geil gleich 2 tage durchleveln und gleiche erste auf lv 85 aufm server ^^ schnell equip alle töten die noch lvln stundenlang xD vor instanz warten zu zweit ganze 5er grp kaputt machen^^ und beim auf 85 lvln pvp gear schon alle machen^^

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Re: -=World Of Warcraft: Cataclysm=-

Beitrag von Zelos » Sa Apr 10, 2010 13:36

bei BC war ich noch einer der ersten, hat aber eigentlich gesuckt. hatte nie ne gruppe gefunden für irgendwas und machte auch nicht so spaß in überfüllten gebieten zu questen.

wotlk hab ich mir dann auch erst 2-3 wochen nach release geholt und gemütlich gelevelt. das war optimal; als ich 80 war gabs für fast alles ne gruppe, aber keiner war so gut equipped oder informiert, dass einem alles gespoiled wurde. hat richtig laune gebracht die heroics zu farmen.
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Re: -=World Of Warcraft: Cataclysm=-

Beitrag von vokalmatador » Sa Apr 10, 2010 13:37

mache auch gleich pvp^^

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Re: -=World Of Warcraft: Cataclysm=-

Beitrag von Vernochan » So Apr 11, 2010 11:18

Ich frage mich, ob man in Cataclysm auch so schnell durch Inis levelt. Weil dann mach ich einfach nonstop Inis und gut is. Wenn ich meinen Krieger hochspiele find ich auch immer schnell Gruppen. Kann schliesslich tanken.^^
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Re: -=World Of Warcraft: Cataclysm=-

Beitrag von Starscream » Mo Apr 12, 2010 16:49

Wer von euch wird den Cataclysm zocken?

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Re: -=World Of Warcraft: Cataclysm=-

Beitrag von Zelos » Mo Apr 12, 2010 18:19

wer nicht?
natürlich werd ichs zocken. wie lange ist bloß die frage. ob mir wie bei bc nach level cap die lust vergeht oder ich wie bei wotlk noch 3-4 monate dran hänge hängt ganz vom add-on ab. aber ich hab ein auge auf die rated battlegrounds geworfen.
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Re: -=World Of Warcraft: Cataclysm=-

Beitrag von Starscream » Mo Apr 12, 2010 18:44

Von euch beiden weis ich es eh.
Ich meinte auch Leute wie da_rula, sheela, mr187 und wer sonst noch zockt.
Also laut Arsenal bist du eigentlich immer auf 100%, ich checke regelmäßig wer hier noch zockt.
Zuletzt geändert von Starscream am Mo Apr 12, 2010 19:46, insgesamt 1-mal geändert.

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Re: -=World Of Warcraft: Cataclysm=-

Beitrag von Zelos » Mo Apr 12, 2010 19:34

die machen zwar ne pause oder kaufens nicht zum release, aber ich fress nen besen wenn die es nicht zumindest ausprobieren. jeder wowler den ich kenne (egal ob aufgehört oder nicht) hat sich die beiden add-ons zumindest mal angesehen.
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Re: -=World Of Warcraft: Cataclysm=-

Beitrag von mr187 » Mo Apr 12, 2010 22:31

Ico hat geschrieben:die machen zwar ne pause oder kaufens nicht zum release, aber ich fress nen besen wenn die es nicht zumindest ausprobieren. jeder wowler den ich kenne (egal ob aufgehört oder nicht) hat sich die beiden add-ons zumindest mal angesehen.
Ja? Ich erst jetzt. :ugly:

Werde, wenn ich dann noch Lust auf WoW habe, natuerlich auch das AddOn spielen.

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