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Everything posted by Ryee
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I'm sorry...did I bump my head recently? I seem to recall the zone map for Elwynn Forest having mountains between stormwind and the ocean... http://wow.gamepressure.com/map.asp?ID=7 I guess Azeroth has employed the goblins to flatten the terrain to make sea travel possible from SW.
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eh it could be fake, or just blizzard being crazy like always in alpha testing. i hope and pray titans grip never makes it way into game...i dont need warriors doing any more damage to me.
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http://wotlk.wikidot.com/start IT'S A WIKI, SO LINK CAN BE EDITED BY ANYONE, HENCE, GAY PORN. ENJOY.
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:wonders idly what sushi has to do with you being "hard":
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超同性愛者 超(ちょう-chou): big/great (in size or quality) 同(どう-dou): same 性(せい-sei): gender/sex 愛(あい-ai): love 者(しゃ-sha): person LULZ!
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fish --> mammals? invertebrates --> vertebrates? my biggest question is GEEZUS MOLY OLEY how large is that panoramic camera lens?
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Fine negative Nancys. It was really more of a "this is the first time Blizzard/Vivendi has released any sort of projected release time frame for WotLK". I'll troll harder next time.
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"A comparison of the first quarters of 2007 and 2008 performances is not representative because the first quarter of 2007 included the hugely successful release of World of Warcraft: The Burning Crusade. Blizzard Entertainment's second expansion, World of Warcraft: Wrath of the Lich King is scheduled to be released in the second half of 2008. Consequently, Vivendi Games' revenues for the first quarter of 2008 are 24.1% lower (-18.2% on a constant currency basis) when compared to the same period last year." -Vivendi Press Release AND Quote from: Daelo (Source) "We just implemented a hotfix for all realms that makes Archimonde's doomfires no longer be able to move right through him after they spawn. Their movement should now be much more consistent with the previous patch's behavior, and melee should have a bit easier time dodging the doomfires as a result of the change. There have been other reports of odd behavior in the encounter since the 2.4.2 patch, but this is the only problem we've been able to verify locally. We'll continue to monitor reports of unusual behavior in this encounter, and investigate further as needed."
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Do you two need a room?
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Eh these are both good and bad. Increased hit box size and fires spawning closer to Archimonde mean the raid collectively can stand further away from him and hopefully have more time to GTFO of a fire's path. The biggest bummer is that Eria can now be air bursted...but we'll see how it plays out I suppose.
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I left my guild pride on that little stump near Archimonde. LAWL! cwutididthar?
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i approve of this screenshot. :2 snaps:
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memphis! lyrin! candy! laura! happy mothers day! and memphis you can so adopt us just alot of paper work.
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Death Knights All players with a level 55 character will be able to create one Death Knight per realm, per account. (Gamespy.com) Blizzard's designers decided to start the class with a full complement of abilities right off the bat, figuring that any player that has advanced a character to level 55 would be able to learn to handle the new class with minimal difficulty. (Gamespy.com) Death Knights will have a summonable Skeletal Deatcharger Mount. (Gamespy.com) Death Knights aren't using Mana or Energy, the runes are their primary source of power and are slotted into their "blade," which lies underneath their health bar as a visual indicator of what resources are available to the player at any given moment. (Gamespy.com) Spent runes automatically refresh after a set period of time, much like a Rogue's energy bar. (Gamespy.com) There are six slots in the blade, and the player is free to fill those slots with any given number of Blood, Unholy or Frost runes. (Gamespy.com) Death Knights also have a secondary resource called Runic Power generated by using your rune abilities. It will use the same mechanics as rage and increase when you deal damage, or slowly decrease if you're not using it. (Gamespy.com) Death Knights will have a lot of abilities that cost all available Runic Power with varying levels of effectiveness based on total Runic Power spent. (Same mechanics as Execute for warriors, or finishing moves for Rogues) (Gamespy.com) Death Knights will have spells equivalent to auras called "Presence", providing them with powerful self-buffs depending on their role in the group. (One for tanking, one for damage dealing, etc ...) (Gamespy.com) An instant lifedrain spell (described as death coil without the fear component) will be available. (Gamespy.com) Death Knights will be the first class to use diseases as a source of damage, with abilities that become strong depending on how many diseases are already applied to the target. (Gamespy.com) "Army of the Dead" will spawn numerous undead minions to attack nearby hostiles targets. (Gamespy.com) Death Knights will also revive an enemy (or ally) as a ghoul to use it as a pet with its own special abilities like a disease-inflicting strike and a stun. (Gamespy.com) When an ally is risen as a ghoul, a pop-up will appear and this ally will have the choice to control the ghoul if he wants to. (Gamespy.com) The Death Knight's particular niche will be in tanking magic-damage-dealing bosses. They will have an ability much like a banshee's anti-magic shell, greatly diminishing the amount of incoming magic damage they'll receive in combat (Gamespy.com) Death Knight Skills Death Coil -- Depletes all Runic Power, dealing 600 damage to a non-Undead target, or healing 900 damage on a friendly target. (Curse.com) Death Grip -- This is the Death Knight's "taunt" ability. It also pulls the target to the Death Knight, forcing them to attack the Death Knight for a short amount of time. Yes, I said pulls the target; Blizzard is going to allow players to move mobs in the expansion both with Death Grip, and other knockback/pull abilities. This works on players too, so PvP balance ahoy! (Curse.com) Chains of Ice -- Roots the target in place. When the spell fades, it places a snare on the target that reduces in potency as the duration runs out. (Curse.com) Death Pact -- Sacrifices the raised ghouls to heal the Death Knight. (Curse.com) Death and Decay -- Targeted, AoE Damage-over-time which pulses similar to the Paladin spell Consecration. Anyone affected by Death and Decay has a chance to be feared. (Curse.com) Frost Presence -- Increases Armor by 45% and allows the Death Knight to generate 25% more threat. Only one presence can be active at any time. (Curse.com) Unholy Presence -- Increases Attack Speed and Movement speed by 15%. Only one presence can be active at any time. This was described by Tom Chilton as the "PvP" presence. (Curse.com) Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power. (Curse.com) Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds. (Curse.com) Summon Deathcharger -- Allows the Death Knight to summon a Deathcharger mount. This mount is acquired through quests, similar to the Paladin and Warlock land mounts. (Curse.com) Raise Dead -- Raises a nearby corpse to fight for the Death Knight for 2 minutes. If used on a player corpse, the player has the option to play as the ghoul for the duration -- gaining access to the ghoul's abilities. (Curse.com) The ghoul has the ability to do the following: Leap to the target Rend for decent damage-over-time Stun target, and of course more Raids & Dungeons All raid dungeons in Wrath of the Lich King will have both 10-person and 25-person versions. So at level 80, every major encounter and every big boss fight can be experienced with a group of 10. (Gamespy.com) 25-person raiding progression is not dependent on 10-person raiding progression. (Gamespy.com) There will be no attunements or keys to obtain, and you won't be locked out of a 25-person instance if you decide to attempt the 10-person version, and vice-versa. (Gamespy.com) 25-person raids will earn more, higher-level rewards, in what should be the equivalent of one "tier" of loot quality. (Gamespy.com) A new instance focused on the different dragonflights "The Chamber of Aspects" might be added to the game, but this isn't confirmed yet. (Gamespy.com) Zero raid bosses have been designed at this point. (Gamespy.com) Others Players will unlock their flying mount at level 77. (Gamespy.com) You can use your Outland flying mount, and new flying mounts will be available. (Gamespy.com)
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RH...baked...i see what you did there.
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Final Fantasy VII: Crisis Core is set 4-5 years before the events of FFVII (original). It follows the life of Zack and his rise through SOLDIER, his relationship with Aeris, the fate of his three mentors (Angeal, Genesis, and Sephiroth), and the rise of Cloud as the main hero of the series. Gameplay - 7/10 This is honestly what FFXII's gameplay should have been like. Most of the combat is done by scrolling through different ability/magic materia and a main attack, plus you're given the option to evade or block attacks without consuming a turn. Limit breaks and summons are controlled by a (somewhat unimaginative) slot wheel that constantly spins. I still would have preferred a return to the turn base system from days gone by, but this is Squeenix's best effort to date at moving towards something more real time. Music - 8/10 Most of the music is from FFVII, minus a few of the more powerful pieces (Man with the machine gun was clearly the best). Pretty appropriate overall, just nothing new. Graphics - 10/10 Hands down one of the prettiest games you can play on PSP. The game is full of CGI cutscenes that flow seemlessly into the regular gameplay. Summons are also all done in CGI (but can be skipped by pressing X, which is nice the 20th time you've done it). Regular gameplay is also rendered beautifully, and the camera never gets stuck in odd places. Story - 10/10 Really the reason why this game should be played is the immense story it tells (and alludes to). The first half of the game is dedicated to some of the newer characters (Angeal, Genesis, Lazard), but the second half is a retelling of Sephiroth's descent into madness, and you relive many of VII's key plot events (Sephiroth at Nibelheim, Zack and Cloud at Gongaga, etc.) There are plenty of references to /cameos by familiar characters (Yuffie, Tifa, Reno, Rude, Tseng, Scarlet, Hojo, Rufus, Vincent, Reeve, Weiss, Nero...the list is probably longer), and the game makes reference (explicitly, and in some cases tying up loose ends) to Before Crisis, Dirge of Cerberus, and VII classic. The game ends exactly as VII began, including a remade cut scene of Aeris in the slums next to the fire, then walking out to the streets with her flower basket, ending with Cloud riding the train to the Mako reactor with AVALANCHE. Overall - 9/10 The combat system is a little annoying at times (especially when you get interrupted trying to cast), but the story is this game's biggest asset, and it does a wonderful job introducing new story flawlessly into traditional VII lore. If you have a PSP and were a fan of VII, you need to buy this.
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So now that alpha testing is going on for WotLK, I'm always really suspicious when I log on worldofwarcraft.com, looking for little changes here and there (I check to see if the icon has frozen more everyday). So today the forums have been really buggy, and it looks particularly horrible if you go to the big screen where you can select all of the forums. http://forums.worldofwarcraft.com/index.html?sid=1 If you remember, the section on classes used to be a 3x3 grid arranged alphabetically, down columns then across rows. Now its a drop down menu, 2 rows. See the second row? Anything suspicious? Blizzard may be alot of things, but lazy web designers they are not. IMO that 10th blank spot is for DeathKnight. OMG ITS COMING!
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When I was about 5 we had a black lab who had a strange fascination for the little rubber lures you use when you fish. So I took my little fishing poll outside with a really bright colored worm and began casting it around the yard. At some point the damn dog had run a few circles between/around my legs with the worm in his mouth (leaving me entangled in fishing line) and then took off in a mad dash. The spool locked up on the rod, the dog took the slack, and the fishing line made its way about an inch into my leg in a nice helix pattern. That felt real special when the doctor pulled it out of my leg. Still have the scar.
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BC I LURV YOU! Also I have no idea if this is true there or not, but does your apt complex / someones apt complex have a clubhouse that you can rent out? I know my old place did...dunno how expensive it was, but they had a TV, lots of room, etc.
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thanks benny, i achieved all this through homo magic also thanks for not going on an evil doppleganger posting spree
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Moved all your crap here so we can stay on topic. Post in the FP Summer Party 08 thread with details about how youre getting here/where youre staying/if you can help only! Here is everything else (ranting, pictures, creepiness...all of which should continue).
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Don't delete them! If they're too much trouble I'll go through and move them all to a new thread, but they amuse me so!