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Guild Rankings & Arena Rankings

1. WoWJutsu

My casual guild finally made a website this week. I was looking for a site that will inform us about our ranking in our Realm (EU- Genjuros) to post it on the News Section. It seems WoWJutsu.com is doing exactly this job. WowJutsu’s scoring system is based on the loot that the people in any given guild have received. This means that it can track progress through the armory, without needing any guild submissions.

To add a guild to wowjutsu system simply go to this form and enter the Realm your guild exists and the guild’s name. That’s all. My guild currently ranks at the 50th spot but it lacks some boss kills. Hopefully when it’s fully updated we will be around 30s.

2. ArenaJunkies Rankings

Past week i finally got my 2v2 team up to 2011 rating with a 2033 personal rating (this wednesday i’ll take my shoulders youhou, but that’s a bit off-topic). As I am aware of most problems a paladin face in 2v2, I was expecting that they’re not many pallys in the 2k range. A tool that can help with this statistic is ArenaJunkies Rankings. Enter the bracket you play, 2v2 in my case, your class (paladin), the server you’re playing (EU-Genjuros) and you have all teams with these options. My team ranks at the 10th place. The best team has 2075 team rating :S I guess both pallys and my server s****s :P

Season 4 Available in PTR

Finally Arena season 4 is available in the PTR servers. Bellow you’ll find a list of the new weapons and the brutal gladiator’s sets for each class and spec.

S4 Weapons
S4 Druid Sets
S4 Hunter Sets
S4 Mage Sets
S4 Paladin Sets
S4 Priest Sets
S4 Rogue Sets
S4 Shaman Sets
S4 Warlock Sets
S4 Warrior Sets

Zul’jin

Zul’jin is the last boss of Zul’aman Instance. He drops 133 & 138 level items. Zul’jin will be able to draw upon the ghostly spirits of each of the four liberated animal gods from the instance and change his own shape to assume their powers. Every 20% of his health, he switches form.

Phase 1 - Troll Form

Abilities:

  • Whirlwind: AoE channeled attack which deals roughly 8000 unmitigated physical damage and lasts for 2 seconds.
  • Grievous Throw: Deals 4750 to 5250 unmitigated physical damage and places a non-dispellable DoT on the target inflicting 2375 damage every 2 seconds until the target is fully healed.

Positioning:
Troll Form Positinioning Brown: Tank
Red: Zul’jin
Yellow: Melee Class
Blue: Ranged DPS and Healers

Tactics:

Just nuke the boss till 80%. Melee class should avoid Whirlwind as you can’t loose a melee class too early. You’ll need them at Phase 3. No dots should be on the boss when he switches to Bear Form.

Phase 2 - Bear Form

Abilities:

  • Creeping Paralysis: Places a debuff on the entire raid. After six seconds, afflicted players will suffer 3923 to 4577 Nature damage and gain the debuff Paralyzed. Paralyzed players are stunned for 4s. Both debuffs are dispellable magic effects.
  • Overpower: Similar to a warrior’s Overpower, he can use this ability whenever an attack is on his primary melee target is dodged, he can use an instant attack that causes roughly 5000 to 6000 damage on a main tank.

Positioning:

Same as Phase 1

Strategy:

You’ll need a Priest to mass Dispell Creeping Paralysis. Since 2.4 patch Mass Dispell affects 10 friendly targets. The main tank must be dispelled asap as when some is Paralyzed cannot parry/dodge/block. The tank must not wear dodge trinkets like Moroes’ Lucky Pocket Watch & Commendation of Kael’thas. Do as much dps as you can when Zul’jin switches to Eagle Form, use dots etc.

Phase 3 - Eagle Form

Abilities:

  • Energy Storm: Players afflicted by this debuff will be Zapped and take 1250 Nature damage every time they cast or use any ability with a mana cost.
  • Summon Cyclone: Four Feather Vortexes spawn, they look like tornadoes and move around. If a player touches one he will suffer roughly 1000 Nature damage and be knocked back.

Positioning:

Positioning during phase 3Red: Tank
Green: Tornados

Strategy:

Tornados move to one person, hit them once, and start moving towards another person. Healers must use their Max Rank Greater Heals/Holy Lights etc. Melee class & Hunters should dps the boss as they don’t get dmg from Energy Storm but they should watch for Tornados. A person will eventually die when he will get trapped between a Cyclone and the Fire Wall. Warlocks should use Curse of Doom, Drain Life and Siphon Life.

Phase 4 - Lynx Form

Abilities:

  • Claw Rage: Zul’jin focuses a random player other than the tank, and hits him 12 times with Claw Rage in about 6s. The first strike deals 500 damage. Every strike applies the stackable debuff Claw Rage, which increases the damage taken by consecutive attacks by 150. Thus, the second hit deals 650, the third 800, and so on. The last hit deals 2150 damage, for a total of 16k. Claw Rage attacks cannot miss, be dodged, parried, or blocked. If the focused player feigns/vanishes/etc, Zul’jin will then focus the tank.
  • Lynx Rush: Zul’jin will use this attack nine times in a row in quick succession. Every attack targets a random player, which can be anyone in the raid and the same player can be targetted for multiple hits. Lynx Rush deals 2138 to 2362 unmitigated physical damage and afflicts a debuff dealing 1500 physical damage every 2 seconds for 10 seconds.

Positinioning:
Positioning during phase 4Red: Zul’jin
Brown: Tank
Blue: Raid

Strategy:

Healers must act quickly during the Claw Rage. When Ice block or Divine Shield is used, announce it on Voice Chat/Ventrillo so the healers should heal again the Highest Aggro Person (hopefully the tank). Lynx Rush cooldown is almost 30 seconds and Claw Rage is 20 seconds.

Phase 5 - Dragonhawk Form

Abilities:

  • Flame Whirl: He gains this buff, rotates for 2s, then deals 919 to 1181 partially resistable Fire damage to the entire raid. This will also apply the Flame Whirl debuff, lasting for 35 seconds increases Fire damage taken by 50% and stacking up to ten times. This debuff cannot be resisted or dispelled. This skill has a 12s cooldown.
  • Flame Breath: A cone that has a long range but a small width, this does about 4-5k to people in a single line as well as periodic fire damage. It is important to minimize its damage by spreading out appropriately.
  • Pillar of Fire: Zul’jin will summon a Column of Fire on top of a random player (or pet), causing anyone within 4 yards of the pillar to Burn for 900 tp 1100 Fire damage every second for 10 seconds. There can be up to 3 columns at the same time.

Positinioning:

Same as Phase 1.

Strategy:

Everyone will get a buffet like debuff every so often, increasing fire damage taken. He will choose random people throughout the raid and place a beam of fire on them. They may take lots of damage due to the debuff, so move out of these beams ASAP. It’s a simple phase if people are good at staying out of void zones. Spread out so only one person is hit at the same time. Flame Breath will hit the tank for more and more fire damage due to the debuff, so DPS him down as fast as you can. The tank needs to build threat fast, but also stay focused to move out of the beams quickly. Melee stay in his back to avoid getting hit by Flame Breath.

Drops:
Ancient Aqir Artifact
Ancient Amani Longbow
Berserker’s Call
Blade of Twisted Visions
Chestguard of the Warlord
Cleaver of the Unforgiving
Dark Blessing
Grimgrin Faceguard
Hauberk of the Empire’s Champion
Jin’rohk, The Great Apocalypse
Loop of Cursed Bones
Two-toed Sandals
Blood of Zul’jin
Badge of Justice x 3

Paladin/Warrior 2v2 (Paladin PoV)

Some basic things you need to know about this combo before running it.

- The Paladin will be the target of the opponent team more often than the warrior, so PVP Gear is needed. 250-300 resilience is ok if you don’t play with many double-dps teams. Vial of the Sunwell is very usefull for the mp5 it gives and the install heal, paladin lacks.

- The Paladin needs to play very offensively, especially vs Druids. Holy Shocks, Hammer of Justice, Judging justice and righteousness and Divine Shield.

- Specs. 41/20/0 for the paladin with Precision, and any variation of Arms/Fury spec.

vs Druid/Warrior
Your warrior will firstly attack on the warrior to force the druid come out of stealth fast. Then he switches to druid, the paladin must follow him as much as possible in order to judge justice and an early hammer of Justice if the druid’s life drops below 50%. Cleansing roots, and BoFing Warrior when he is going to far away from you is a must. You’re going to have a harder time in the Blade Edge arena but if the paladin plays offensively enough the game is yours. Holy Shock for damage and healing if the warrior puts much pressure on the Paladin.

vs Priest/Rogue
The Warrior goes for the Priest. He’ll most likely play offensively for mana burns and dispells on the paladin, your paladin have to stay in max range and LoSing behind Pillars. Save trinket when you get feared in open space to avoid Mana Burns. If the Rogue is on the paladin BoF paladin otherwise BoF warrior (Always after a Kidney Shot). Remember that Blessing of Protection removes Blind Effect if it’s really needed. When Priest shield is over blow all your cooldowns and nuke him as hell and let the paladin help you. If the paladin doesn’t feel comfortable with his life at this point, use an offensive Divine Shield. If the priest isn’t going to die, holy light to top both warrior and paladin and wait for your cooldowns again. The priest will be oom faster than the Paladin if you play it right.

vs Mage/Rogue
Not a chance to win if they play just OK. They need to make a lot of mistakes. If you have anything to add please comment, i need help on this.

One hand Crafted Weapons are no longer unique

Good news for weaponsmithers. Finally you can use your crafted BOP weapons on both hands (aka dual-wield) as the description Main Hand has been replaced to One Hand and Unique Equiped is removed. Many Fury Warriors, Enhancement Shamans and Rogues will enjoy a couple of Drakefist Hammers, The Planar Edges and Fireguards. Necessary screenshots were taken from MMO-Champion.

Non unique weapons

Paladin/Warrior 2v2

Being a holy paladin in 2v2 bracket wasn’t very funny when season 3 came out. I have tried to play with a Warlock, a Hunter and a Rogue for 3 months now and I wasn’t able to hit 1850 personal rating and team rating. Most of the times I wasn’t the target of our opponents so my pvp gear was a bit useless. I’m in a small PVE Guild so no t6 content was available for me. Although after the 2.4 patch and the new Badge Vendor, things went better. High quality PVE gear was available (Healing Mace, 60 Badge Rings are great), Holy Shock buffed, and Turn Evil was a nice bonus vs Warlock’s Pet. I teamed up with a Warrior with equal gear (4/5 vengeful, no weapons & shoulders). We did pretty well and after 50 games we hit 1850 personal rating twice. Unfornunately a couple of days back, i had spent my saved arena points to 2 items for my Retribution Gear and my warrior didn’t have any saved points yet. Thankfully I contacted a GM and I was able to get my points back in exchange of the retri gear I bought and now I enjoy my Vengeful Gladiator’s Salvation.

As you understand a guide is coming tomorrow :)

2.4.2 PTR Notes

Druid

  • Talent: Primal Fury (Rank 2) will now be properly unlearned when it is untalented.
  • Talent: (Restoration)- Natural Perfection will no longer proc by normal melee attacks.

Hunter

  • Aspect of the Viper: This ability now grants an additional amount of mana each 5 seconds equal to 35% of the hunter’s level.
  • Boar Charge: This ability will no longer make Growl cast immediately after it generates excessive threat.
  • The pet ability Growl will no longer scale with pet Attack Power.
  • Dire Ravens in Blade’s Edge Mountains now tameable.
  • Scare Beast: The range on this spell has been increased to 30 yards and it is now instant cast.
  • Tamed Drywallow Snappers now will know Bite 5 (instead of Claw 5.)

Mage

  • Talent: Improved Blink (Arcane) now reduces chance to be hit by 13/25% and the duration of Rank 1 has been increased to 4 seconds.
  • Completing the quest “Arcane Refreshment” will now properly teach the spell Conjure Water (Rank 7).
  • Polymorph: Mounted creatures will no longer remain mounted while polymorphed.
  • Mage Armor no longer reduces the duration of beneficial magic buffs.
  • Molten Armor will now do damage while a damage absorption shield is active.

Paladin

  • Flash of Light and Holy Light will now work properly with castsequence macros.
  • Seal of the Crusader: This ability now increases the damage dealt by Crusader Strike by 40%.
  • Crusader Strike (Retribution) will now properly receive a damage increase from Seal of The Crusader.
  • Talent: Precision (Ranks 1-3) will no longer improperly display daggers and staves as a weapon class in the tooltip.
  • Paladins that already have Apprentice Riding skill can now properly learn Summon Warhorse from the trainer.

Priest

  • Fear Ward will no longer be consumed while under the effects of cyclone.
  • Mana Burn: This spell can no longer trigger effects that require the target to be struck with a critical hit.
  • Power Word:Shield now has the correct sound associated with it and can no longer be heard from large distances.
  • Talent: Power Infusion will now consume the correct amount of mana when cast on yourself.

Rogue

  • Ability: Blade Flurry: This ability can no longer hit critters as its secondary targets and will now use a proper range calculation for all secondary targets.
  • Talent: Mutilate (Assassination) will no longer incorrectly appear multiple times in the combat log when used.

Shaman

  • Ability: Frostbrand Weapon: Rank 6 damage has been increased very slightly.

Warlock

  • Drain Soul: Channeling of this spell will now always stop when a player target dies.
  • Pets: Using a sacrifice effect to kill your own pet will no longer trigger effects that should only occur when killing an enemy.

Warrior

  • Sweeping Strikes: This ability can no longer hit critters as its secondary targets and will now use a proper range calculation for all secondary targets.

Items

  • Brann Bronzebeard’s Lost Letter: This item will no lonber display a damage range in its tooltip.
  • Crusader’s Scaled Battlegear: Tooltip spelling corrected.
  • Elixir of Demonslaying: This elixir now grants ranged attack power against demons as intended.
  • Hazza’rah’s Charm of Healing Haste rating reduced.
  • Nightfall now has a chance to fail on targets over level 60.
  • Ravager: Judgements will no longer auto-refresh and break the effect from this item while its effect is active.
  • Renataki’s Charm of Trickery has had its energy reduced.
  • Shard of Azzinoth no longer shares any cooldown with Shaman Elemental totems.
  • Shattered Sun Pendant of Might: The triggered effect from this item will no longer break Scattershot or other crowd-controlling affects. The visual on the Scryer version has been updated.
  • Shifting Naaru Silver: Using this item no longer puts players into combat.
  • Silithyst Dust: The bonus from turning this item in no longer works for players above level 63.
  • Ten Storms Set: The Chain Heal bonus from this set has been reduced by 5%.
  • Wushoolay’s Charm of Nature Haste rating has been reduced.

Sorry the 2 days downtime, it was a domain name problem and it’s fixed now!

Death Knight Information

Death KnightBornakk at WoW Official Forums posted some information about the new class that will be introduced in the new World of Warcraft expansion, Wrath of the Lich King.

  • Death Knights will start at a level less than 70, but Blizzard wants them to be able to get into Northrend “a little faster”.
  • Converting a preexisting character to a Death Knight has been ruled out.

He Also stated that:

Leveling a character just to throw it away doesn’t really fit [fun game play] very well.

He expects that Death Knights will find their role in the 25-man and 10-man raids as Paladins and Shamans did in the begining of the Burning Crusade. Furthermore Blizzard wants Death Knights to get into Northrend as fast as possible.

Old news to be honest! Blizzard has already announced this stuff at Blizzcon!

2.4.2 Patch Notes

World of Warcraft PTR Patch 2.4.2

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

Hunter

  • Dire Ravens in Blade’s Edge Mountains now tameable.
  • Tamed Drywallow Snappers now will know Bite 5 (instead of Claw 5.)

Mage

  • Talent: Improved Blink (Arcane) now reduces chance to be hit by 13/25% and the duration of Rank 1 has been increased to 4 seconds.
  • Completing the quest “Arcane Refreshment” will now properly teach the spell Conjure Water (Rank 7).

PvP
Arenas

  • If a character’s personal rating is more than 150 points below the team rating, they will earn points based on their personal rating instead of the team rating.
  • If the average personal rating of the players queuing for a game is more than 150 points below the team’s rating, the team will be queued against an opponent matching or similar to the average personal rating.

Professions

  • All 23-hour profession cooldowns are now 20-hour cooldowns.
  • All 4-day cooldowns are now 3 days, 20 hours.

Enchanting

  • Removed the cooldown from Void Shatter.
  • Void Shatter recipe now correctly requires 375 enchanting.

Engineering

  • The Engineering supply item Delicate Copper Wire will now properly fit into engineering bags.

Jewelcrafting

  • Brilliant Glass no longer requires a forge.
  • Brilliant Glass now has a small chance to make an epic gem.
  • Quick Dawnstone, Reckless Noble Topaz, Forceful Talasite are now all available at the Quel’danas gem vendor.

Leatherworking

  • Completing the quest “The Journey Has Just Begun” will now properly teach how to make an Onyxia Scale Cloak.
  • Greatly reduced the reagent cost for Glove Reinforcements. Also reduced the skill gain range slightly.

Quests

  • The categories for the quests “Wanted: Sisters of Torment” and “Wanted: The Signet Ring of Prince Kael’thas” have been fixed to now properly read as Magister’s Terrace.
  • The Shadowy Disguise will no longer be applied to druids while they are in Moonkin or Tree of Life form for the quests “Who Are They?”
  • Jailor Eston and Jailor Marlgen for the quest “The Rescue” should now respawn more frequently.

Dungeons and Raids
Black Temple

  • Illidan will no longer despawn if a raid group wipes during his death speech.

Karazhan

  • Nightbane’s Charred Earth ability will now properly deal Fire Damage.

Magister’s Terrace

  • Vexallus is no longer immune to taunt on Normal difficulty.
  • Kael’thas is no longer immune to taunt on Normal difficulty.
  • Wretched Skulkers, Wretched Husks, and Wretched Bruisers will now reset properly.
  • Sunblade Imps will now reset properly.
  • The doors in Heroic Magister’s Terrace will no longer respawn after a soft reset if a boss has already been killed.

Sunwell Plateau

  • Hellfire will no longer remove Dark Touched in the Eredar Twins encounter.

Tempest Keep: The Eye

  • Void Reaver’s Arcane orbs now generate combat log entries.

Items

  • Arcane Charges now deal arcane damage.
  • Abilities and trinkets that trigger after killing an opponent that gives experience or honor will no longer activate after killing mobs during bombing quests.
  • Battlecast’s Garb should now properly grant pushback resistance in addition to interrupt resistance.
  • Borderland Fortress Grips have had their stats updated.
  • Botanist’s Gloves of Growth have had their texture corrected.
  • Bow of Searing Arrows and Red Whelp Gloves will no longer break crowd control effects.
  • The Cloak of Swift Mending now has a level requirement (70).
  • Goblin Jumper Cables are no longer a trinket item.
  • Items that enchant other items no longer have tradeskill requirements (Mithril Spurs, Shield Spikes, Weapon Chains, etc.).
  • The Helm of Fire has had its casting range reduced.
  • The Magic Candle has had its casting range reduced.
  • Many items sold by Consortium vendors are now bind on pick up: Formula: Enchant Weapon- Major Striking, Design: Delicate Blood Garnet, Design: Shifting Shadow Draenite, Design: Lustrous Azure Moonstone, Design: Thick Golden Draenite.
  • Many items sold by Aldor reputation vendors are now bind on pick up: Design: Gleaming Golden Draenite, Design: Royal Shadow Draenite.
  • Many items sold by the Shattered Sun quartermaster are now bind on pick up: Naaru Ration, Design: Ember Skyfire Diamond.
  • The Lower City reputation item, Recipe: Flask of Chromatic Resistance, is now bind on pick up.
  • Most Main-Hand weapons are now One-Hand weapons.
  • Naturalist’s Preserving Cinch have had their stats updated.
  • Reins of the Black War Elekk spell and buff now correspond to the item name.
  • Rocket Boots Xtreme and Rocket Boots Xtreme Lite now properly share the same cooldown.
  • The Romantic Picnic Basket will now display the blanket properly.
  • The socket bonus modifiers of some items will now properly display the bonus healing.
  • The reduced cooldown of Shaman Nature’s Swiftness provided by the 4 piece set bonus from the Seer’s Ringmail Battlegear PvP armor will now apply properly.
  • The Skyshatter Helmet’s gem socket bonus will now properly reflect the plus damage in the tooltip.
  • Shadowsong Panther will no longer prematurely despawn.
  • Talasite Owl: This trinket will now properly restore full mana as described.
  • Troll Male off-hand items are now the same size as the main hand item.
  • Tauren weapons while sheathed have had their graphic readjusted to their pre-patch (2.4.0) state.
  • The Winterfall Firewater buff is no longer dispellable.

User Interface

  • Black Lotus will now show up under the Herb subcategory in the auction house.
  • Primal Nethers will now show up under the Materials subcategory in the auction house.
  • Mailboxes can now be tracked on the minimap.
  • For additional notes on Lua and XML changes please visit the UI & Macros Forum.

Read more »

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