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  1. 9 points
    Completely new hero: The reworked Raynor!
  2. 5 points
    These four mistakes come up way too often, and they can be easily avoided. These four mistakes Hearthstone mistakes come up all time on the ladder, but they can be easily avoided by adopting new some heuristics. Decision trees in Hearthstone grow very tall. Most of these decision trees grow far too tall for us to ever traverse them completely before our turn timer expires, especially if we find ourselves in a situation we've never been in before. For me, that happens just about every game. Practice can help reduce the number of situations we've never been in before, but at some point we'll need to adopt a few heuristics along the way to help us make decisions in a timely manner. In this guide, I'll walk through a number of very common mistakes I see on the competitive ladder, which to me are obvious examples of poor heuristics at work. My hope is that we can learn some newer, smarter heuristics by asking ourselves why these misplays are so common, and that we can use these new heuristics to avoid similar mistakes in the future. With that said, please keep in mind that it is sometimes correct to make these mistakes, because there are exceptions to every rule in Hearthstone. The goal of this article is to outline examples of bad Hearthstone heuristics so we can replace them with better ones, not to claim that the so-called mistakes I outline below are the wrong thing to do 100% of the time. With that out of the way, let's begin! Mistake #1 - Missing Hero Powers Example Situation It's my Aggro Secret Mage opponent's turn 8. I have control of the board and the only hope for my opponent is to burn me out. They cast a Firelands Portal to my face, play The Coin, and Frostbolt my face. On their turn nine they play an Arcanologist, the secret from it, and ping my face with Hero Power, stranding 2 Mana and 1 damage forever. Why It's A Misplay The reason to Fireblast over Frostbolt on turn 8 is obvious - you're never going to get that Fireblast back. The Frostbolt will always be there for you on a future turn (with certain exceptions, such as Counterspell), but a Hero Power unused is a Hero Power lost. If you're reasonably sure that the Mana will be there for Frostbolt on a future turn, then playing Frostbolt instead of using your Hero Power is permanently stranding one point damage in a game where every point counts. This mistake can also come up whenever a player passes on their Hero Power for a 2 or 3 Mana spell which doesn't effect the board, such as a Secret or card draw spell, so long as they would have had the Mana to cast that spell next turn anyways. The Frostbolt over Fireblast play just happens to be the most common of these mistakes, as Aggro Mage is a relatively popular deck in the current ladder environment. Why do players make this mistake? My best guess is that it comes down to a misunderstanding of the Hero Power as resource. Just like Mana, cards, and your life total, your Hero Power is a finite resource. The number of times your Hero Power can be used in a given game (excepting cards like Auctionmaster Beardo) is equal to the number of turns you get in that game (minus turn one, I suppose). Each turn your Hero Power goes unused is a tick of that resource you'll never get back. This view of the Hero Power as a finite resource will do you about as much good as a screen door on a submarine if you're getting beaten down by an aggro deck, where the only thing that matters is playing for board. However, there are a number of decks and matchups where this heuristic is a useful one. A Fatigue Warrior stalling things out in the late game or a top-decking Face Hunter in need of those last few points of damage could be in a position where they need to use their Hero Power every single turn in order to win. Though you probably won't miss out on more than one or two Hero Powers per game due to mistakes like the one I outlined above, those one or two Hero Powers can often prove to be the difference between victory and defeat. Mistake #2 - Playing 1 Drops To Die Example Situation I'm on Cubelock and I'm going first. I play Kobold Librarian on turn one and pass. My Warlock opponent plays Mistress of Mixtures and passes back. Why It's A Misplay Assuming both me and my opponent will Life Tap on turn 2 (which we did), I will end up one card and 4 life ahead of my opponent on this exchange. The Deathrattle trigger on the Mistress of Mixtures will heal me for 4 (2 damage from the Kobold Librarian and the 2 damage from Life Tap) while my opponent is still at 30 life. Meanwhile, the Kobold Librarian drew me a card with its Battlecry. Now we start a new game of Hearthstone on turn 3 where I'm at 30 life, my opponent is at 28, and we have an even number of cards in our hands despite the fact that I went first. Advantage? Me! Playing the Mistress into the Librarian on a future turn won't yield us better results. For example, if you play the Mistress on turn three you would just end up healing back the 4 points of damage you took from the Librarian's 2 extra attacks, and you'd still be down that card. Playing it later than that would result in an even greater net loss of damage. The move here is to pass the turn. Another misplay cut from the same cloth as this one would be to play a Grimscale Chum into a Northshire Cleric, a Mage/Rogue/Druid Hero Power, or a Vilefin Inquisitor. In all of these scenarios, what you are signing up for is a situation where an on-board play from your opponent will put you in an unfavorable position. Wouldn't it be better to hold on to the Grimscale Chum until it can be played alongside a Gentle Megasaur, Coldlight Seer, or Rockpool Hunter? It will probably generate more damage over the course of the game if played in combination with those cards. To be fair, there are a number of games where playing Mistress of Mixtures into Kobold Librarian is the correct move. For example, you might be playing against a Zoolock and be in the unfortunate position of having nothing in your opening hand which can interact with the board until turn 5. In the Cubelock vs. Zoolock matchup, card advantage is far less important than extra damage from the Librarian. We should be able to find a way to win the game eventually so long as we can survive to the part of the game where we play a million Voidlords, so we should make plays that preserve our life total as much as possible. On the ladder you often won't know if your opponent is on Zoolock or Control Warlock if all they've done is play a Kobold Librarian, but the numbers will tell you that its safer to assume Cube or Control than Zoo. Why do players make this mistake? Your role in the matchup is key to understanding whether or not you should play to the board (and sometimes into less-than-favorable trades), or to hold onto your minions and play for card advantage. In the Cubelock vs. Cubelock matchup, the game is way more likely to come down to card advantage than chip damage. The Mistress of Mixtures might not seem like an important resource, but it has value as a 2 health minion for Defile clears and is an extra card in hand to cheapen the cost of Mountain Giant. This is to say nothing of how rewarded you get for holding on to that Mistress if you topdeck a Mortal Coil for the Librarian in the next few turns. That said, I don't think the reason I see this misplay so often is because my opponent's don't understand their roles in matchups. I think they happen because players go on auto pilot use bad early game heuristics. Having made this mistake on numerous occasions, I know from firsthand experience how easy it is to fall into the trap of thinking "it's good to play to the board early" or "I should be using all of my Mana", and plop down a 1 drop on turn one without hesitation. A better way to think about the early game would be to weigh every option available to you. In early game situations such as this one, we are dealing with a very limited number of alternative decisions to playing that Mistress of Mixtures. If we took the time to ask ourselves "what alternatives do I have to playing this minion right now, and are any of them better?", I think we'd find that the only alternative we have is to not play the Mistress of Mixtures, and that it is in fact the smarter play. Mistake #3 - Not Respecting Combos Example Situation I'm playing Combo Dragon Priest, and my empty-handed Dude Paladin opponent draws a Vinecleaver for turn. He has 2 Silver Hand Recruits and a Righteous Protector on board right now, and he can make 3 more Silver Hand Recruits this turn between the Vinecleaver attack and his Hero Power. He has lethal set up next turn if he can draw something like Sunkeeper Tarim, but I have a 4/6 Twilight Drake in play. He attacks my face with everything (the Vinecleaver, Righteous Protector, and 2 Silver Hand Recruits), puts me down to 10, and passes the turn. I proceed to draw a Potion of Madness, play it on the Righteous Protector, heal the Twilight Drake up to 8 health, and cast double Divine Spirit into Inner Fire for the 32 damage OTK. Why It's A Misplay If I was the player in the Murloc Paladin's seat, that Potion of Madness topdeck would make think about throwing my laptop out the window. In reality, this was a situation where my opponent was able to play around all but the most ridiculous of combos by attacking the Twilight Drake instead of my face. My 6 health minion was able to become a 32/32 with my Hero Power, two Divine Spirits, and in Inner Fire, but it would have taken me a lot more effort than that to pull off an OTK if my Drake was at 2 health after a Vinecleaver attack. Assuming my opponent was at 30 life, I would have needed to find 4 more points of health for my Twilight Drake through some combination of Power Word: Shields and Kabal Talonpriests to be able to OTK with a 2 health minion. I'll let you in on a little secret, Combo Priests always have the combo. Well, not always. But in a number of situations (especially when you're ahead) its a good idea to play as though your opponent's hand and draws are the perfect combination of cards to kill you. If you have a significant lead on board, you're ahead in life, and the only way for your opponent to kill you is with their combo, see if there isn't a way to take away the combo from them if it doesn't change your clock significantly. Many aggro players do a good job of combining their cards in a way which maximizes damage output, but they don't know when to pivot their role in the matchup and become the "control" player, or how to play things safe with a lead. In the situation I described above, the opportunity cost for my opponent to attack my Twilight Drake was practically nothing. If my opponent attacks my Drake down to 2 health and topdecks a Sunkeeper Tarim, a Level Up, or a Lightfused Stegodon into +3 attack, I'm just as dead from 10 life as I am from 14. The attack to the face doesn't set up any kills with Dire Wolf Alpha or Dark Conviction, so there's practically no downside to attacking my Twilight Drake with Vinecleaver to substantially limit the number of OTKs I have. There's also an argument for sending a couple of minion attacks at the Twilight Drake to finish it off, as this line would do a much better job of playing around Duskbreaker. Why do players make this mistake? Combo Priest OTKs have both won and lost me many, many ladder games. From my experience on the Combo Priest side of the table, I often find myself thinking: "Please don't attack my minion, I have the kill next turn if that minion keeps all of his health!". When I play against Combo Priests, my inner monologue goes a little more like this: "If he has the combo I should clear board and not attack face. Does he have the combo? Nah, I'll attack face. He had it?! What a luck-sack!". Sound familiar to you? One of the most useful heuristics for navigating combo decks from both sides of the table is the concept of playing to outs. I discuss this concept at length in my Legend in the Making series, but I'll do my best to summarize it here. In the example game described above, the cards my opponent failed to account for in their decision-making process were the combo pieces I need to kill him (Potion of Madness, 2 Divine Spirit, and an Inner Fire) and the cards he needed to kill me (Sunkeeper Tarim, Level Up, and Lightfused Stegodon). The cards I can kill my opponent with are my outs, and the cards my opponent can kill me with are my opponent's outs. When it comes down to scenarios where the game is likely to end in the next few turns, try to identify which cards can win the game for you outright if drawn off the top of your deck (your outs), and which cards would win the game for your opponent between their hand and draws (your opponent's outs). Try to construct a sequence of events out of your opponent which leads to you losing the game, then see what can be done to prevent that happening. Next, try to construct a winning sequence for yourself and see what can be done to maximize the chances it occurs (this is generally much easier and less time consuming than seeing things from your opponent's perspective). In this particular example, there were a couple of plays my opponent could have made which would have both prevented lethal and set up lethal of their own. These plays are ideal, but there won't always be a perfect intersection between winning and not losing. When considering outs for both you and your opponent, you'll often need to make a judgement call as to whether you should attempt to maximize your own chances of setting up lethal, minimize your opponent's chances of setting up lethal, or go for something in the middle of both to play around a specific card. Mistake #4 - Setting Up Board Clears The Situation It's turn 4 and I'm on Murloc Paladin against an unknown Warlock. I have a Vilefin Inquisitor and a Hydrologist in play, both with full health, and my hand is looking juicy. I have a Grimscale Chum, a Murloc Warleader, and a Gentle Megasaur. I play Chum into Warleader to set up the huge Megasaur turn, attack everything to face, and pass. Why It's A Misplay Playing the Grimscale Chum gave my opponent the 1 Health minion they needed to set up the full clear with Defile. They would have needed Hellfire to clear my board if I hadn't played the Chum, which means that giving them 1 Health minion effectively doubled their chances of being able to clear my board. Defile is one of the trickiest cards to use in Hearthstone - we shouldn't make it any easier on our opponents than it needs to be. Sure, sometimes they won't have the Defile or the Hellfire and you'll just win with Gentle Megasaur on turn 4, but in this particular scenario, why not hedge your bets and wait on the Chum? They'll still get blown out by Megasaur next turn if they don't have a Hellfire, and if you play into Defile you give your opponent a clean 4 for 1. Why do players make this mistake? I tend to make mistakes like this one when I get tunnel-visioned on making value plays and lose sight of the big picture. It just doesn't "feel" right to play our Murloc Warleader before our Grimscale Chum, it leaves value on the table. However, that doesn't mean it's the wrong move. We're very likely to win this game if we don't get our board cleared, and the reward of the Grimscale Chum's Battlecry is far outweighed by the risk of playing it. I think most players have a natural bias towards big, flashy plays that set up kills as quickly as possible if everything goes right, but that they don't slow down to think about what happens if things go wrong. A heuristic which can help remind us to slow down and consider our options in these scenarios might sound something like this: The strongest play is not always the best one. The "best" play for any given situation probably starts and ends by considering the unknown variables - the cards left in your deck, the cards your opponent is likely to play, etc. It's tempting to see the explosive potential in a play that's right in front of you and just go for it, to say "let's see what happens" and accept the consequences if things don't work out. I'd by lying if I said I never played straight into board wipes just to see if I could set up a turn 4 kill, but in a few of this situations it was actually the right move! There are a number of times where, as an aggro player, the correct move is to just go for it and accept the consequences if your opponent has the board wipe. However, there's a big difference between those situations and the one I outlined above. You won't always be presented with a choice between "going for the win" and "GOING FOR THE WIN!". Whenever you have to opportunity to assemble a board that is capable of winning the game, what do you really stand to gain by putting even more minions on it? Do you get to win more? Last I checked, "big wins" didn't count for extra stars on the ladder. Summary The Hero Power is a finite resource. Use it or lose it forever. Its almost always better to Hero Power than it is to play a 2 or 3 Mana spell if you could just play that spell next turn (or the turn after). The first few turns of the game are really important - don't auto pilot them and throw away cards for free. There are very few options available to you in the early game, so take your time to carefully consider all of them. Playing your minions is not always the best option available to you. When you have a lead as an aggressive deck, it's often a better idea to protect that lead and to become the "control" player than it is to push damage to face. Try to think about late-game situations in terms of specific outs from both you and your opponent, and use those outs to guide where your damage should go. Winning is good enough! Committing more resources to the board than you need to win can set yourself up to get blown out by board wipes.
  3. 5 points
    Planet Cracker is basically Kamehameha on steroids
  4. 5 points
    The long wait is over! Blizzard is celebrating StarCraft's 20th anniversary with Fenix. Fenix has been revealed as the next Hero to join the Nexus. Stay tuned for more information and a Hero spotlight! Placeholder for tweet 974329469086285824
  5. 4 points
    This week's tavern brawl is giving out three K&C packs in celebration of Starcraft's 20th anniversary. Need an excuse to log in to Hearthstone? This week's tavern brawl will be giving out 3 packs of Kobolds & Catacombs for each account's first win (three times the normal rate) in celebration of Starcraft's 20th anniversary. Blizzard announced a few weeks ago that they would be giving out rewards for their SC20 event for each of their Battle.Net titles, and a couple of extra packs is a welcome substitute for Starcraft-themed skins which would have been quite difficult to pull off in Hearthstone. When the Tavern Brawl releases tomorrow, players will be able to choose from any of the nine classes and will begin the game with 10 class cards in their deck to match. After the game starts, each player can then select from one of three options, Tech, Swarm, and Mind, to will fill their deck out with 20 matching portal cards. These portal cards will add minions and spells to your hand that are themed around the classic Starcraft races, and will have their Mana cost reduced by three. Though nothing has been announced about what these Starcraft-themed cards will be, I for one think it is safe to assume that Terran (Tech) will be blatantly overpowered and in need of an immediate nerf. En Taro Tassadar!
  6. 4 points
    Finally, they admit that Varian's true ultimate is Shield Wall.
  7. 3 points
    Thrall probably remains Prime, and Maiev... possibly. Blizzard calls me every other week for balance input. Unfortunately, they haven't taken my "remove Chromie from the game, please" suggestion into consideration. I think they're still (the) strong(er) options, just not as oppressive. Couldn't have said better myself. Would you like to write next month's list?
  8. 3 points
    If you plan to spend money on the game, pre orders tend to be the best way to do it, this pre order is especially juicy. If you don't plan to spend money on the game then I don't think it is *THAT* amazing of a deal that you can't pass it up.
  9. 3 points
    I really hope the live release has an Orcish mother telling you to sit up straight.
  10. 2 points
    I doubt it. They've removed a lot of content in the past that you can still keep your title for. It just becomes "feat of strengths" and such
  11. 2 points
    A first look at datamined Azerite traits in Battle for Azeroth. Set bonuses are gone in Battle for Azeroth and we're going to empower Azerite armor in order to unlock traits. Here's a first look at Azerite traits that are currently available as of Alpha Build 26231. Check out our Battle for Azeroth Content Hub for the latest information about WoW's next expansion! Categorized Azerite Traits The following Azerite traits have a class and/or specializations listed: Death Knight All Specializations Dark Grudge - Death Strike heals for an additional 0.5 sec of damage taken, and Death Strike deals an additional 231 damage. Frost Decimate - Obliterate has an additional 5% chance to trigger Rime, and Obliterate deals an additional 539 damage when it critically strikes. Unholy Scourge the Unbeliever - Scourge Strike grants your Ghoul 5 energy, and Scourge Strike deals an additional 231 damage. Demon Hunter Havoc Seething Chaos - Chaos Strike generates 3 Fury over 3 sec, and increases your Critical Strike by 0 for 9 sec. Vengeance Gaping Maw - Lesser Soul Fragments heal for 3% more, and Soul Cleave deals 97 additional damage. Druid All Specializations Long Night - Increases the duration of Moonfire by 1 sec, and Moonfire grants 0 Mastery for 15 sec. Feral Bloodline - Rip has 2% additional critical strike chance, and deals an additional 36 total damage. Guardian Twisted Claw - Mangle deals an additional 3% damage against bleeding targets, and grants you an absorb shield that prevents 385 damage for 6 sec. Restoration Rejuvenating Breath - Increases the duration of Rejuvenation by 1.1 sec and the total healing of Rejuvenation by 42. Hunter All Specializations Aspect of the Cheetah - Adds an additional 77% speed to the initial 3 seconds of Aspect of the Cheetah. Beast Mastery Flashing Fangs - Kill Command increases the damage of your next Cobra Shot by 326. Ride the Lightning - Increases the critical strike chance of Aspect of the Wild by an additional 5% and causes your attacks to deal 77 additional Nature damage, chaining to up to 2 targets. Rotting Jaws - Kill Command has a chance to deal 77 to 385 additional damage and grants you 6 Focus over 3 sec. Marksmanship Arrowstorm - Increases the damage of Aimed Shot by 77 and has a 4% chance to reset the cooldown of your Rapid Fire. Piercing Shots - Each arrow fired by Rapid Fire has a 4% chance to hit an additional target. Seize the Initiative - Aimed Shot has an additional 8% critical strike chance against targets that are above 90% health, and Aimed Shot deals an additional 434 damage. Survival Raking Talons - Raptor Strike has an additional 6% critical strike chance against targets that are below 50% health, and Raptor Strike deals an additional 83 damage. Vigorous Wings - Increases the duration of Aspect of the Eagle by 8 sec and causes your Mongoose Bites to deal an additional 462 damage when they critically strike. Whirling Rebound - Increases the damage of Hatchet Toss by 77 and causes it to return to you, dealing 539 damage to enemies it strikes. Mage Arcane Arcane Pummeling - Each wave of Arcane Missiles deals 14 more damage than the previous one. Blast Radius - Arcane Blast deals 5% damage to all enemies within 5 yds of the primary target, and deals an additional 231 damage. Fire Ignition Point - Ignite damage from Fireball is increased by 5%, and Fireball deals an additional 69 damage when it critically strikes. Frost Packed Ice - Frostbolt has 5% additional critical strike chance, and deals 139 additional damage. Monk Brewmaster Fit to Burst - Keg Smash clears 3% of your damage delayed with Stagger, and Keg Smash deals an additional 69 damage. Swift Roundhouse - Blackout Strike has an additional 5% chance to critically strike, and deals an additional 125 damage. Mistweaver Invigorating Brew - Vivify does an additional 173 healing when empowered by Thunder Focus Tea. Paladin Holy Divine Illumination - Holy Shock has 5% additional critical strike chance, and does 139 additional damage and healing. Protection Righteous Bastion - Shield of the Righteous grants damage reduction for 0.50 additional seconds, and does 55 additional damage. Retribution Zealotry - Crusader Strike deals an additional 6% damage over 4 sec, and does 111 additional damage. Priest Discipline / Holy Pillar of Light - Smite has an additional 5% chance to critically strike, and it deals an additional 69 damage. Discipline / Shadow Torment of Torments - Shadow Word: Pain's duration is increased by 1.0 sec, and it deals 139 additional damage instantly. Holy Bindings of Fate - Casting Heal on an ally also heals you for 8% of the value, and Heal restores an additional 208 health. Rogue Assassination Contaminant - Mutilate has a 10% chance to apply additional Deadly Poison, and does 124 additional damage. Outlaw Swashbuckler - Saber Slash has 3% additional chance to strike twice, and does 49 additional damage. Subtlety Subtle Blade - Nightblade's duration is increased by 1.0 sec, and deals 14 additional damage whenever it deals damage. Shaman All Specializations Astral Shift - Increases the damage reduction of Astral Shift by an additional 77% Embrace of the Tides - Increases the critical healing of Healing Surge by 154 and causes it to prevent up to 231 damage over the next 6 sec. Healing Way - Healing Surge critically heals for an additional 5%, and further heals for 462 more on targets below 35%. Overloaded - Increases Lightning Bolt's Overload chance by 5% and damage by 154. Elemental / Restoration Flames of the Forefathers - Increases the damage of Lava Burst by 308 and causes it to grant an additional 5 Maelstrom. Lightningburn - Increases the damage of Chain Lightning by 77 and causes your Fire spells to deal an additional 231 damage for 4 sec. Enhancement Electropotence - Increases the critical chance of Stormstrike by 8 and causes Stormstrike critical strikes to deal an additional 231 damage. Storm's Eye - Increases the critical strike chance of Crash Lightning by 77 and increases the radius of Crash Lightning by 1. Striker's Grace - Reduces the cooldown of Stormstrike by 5% and increases the damage it deals by 90. Restoration Ancestral Reach - Increases the healing of Chain Heal by 77 and causes it to bounce an additional time. Warlock Affliction Suffer - Agony's duration is increased by 1 sec, and it deals 162 additional total damage. Demonology Meteoric Flare - Hand of Gul'dan has a 5% chance to refund a Soul Shard when it hits a target, and deals an additional 69 damage. Destruction Unshackled Fel - Chaos Bolt deals 5% damage to all other enemies within 5 yds of the primary target, and deals an additional 231 damage. Warrior Arms Heavy-Handed - Mortal Strike refunds 3 Rage and deals 121 additional damage. Fury Bloodcraze - Bloodthirst has 5% additional critical strike chance, and deals 146 additional damage when it critically strikes. Protection Battering Ram - Devastate, Thunder Clap, and Revenge have an additional 5% chance to reset the cooldown of Shield Slam, and Shield Slam deals an additional 104 damage. Uncategorized Azerite Traits Traits listed here do not have a Class/specialization assigned yet or may be available to more than a single Class. Most of the traits falling under this category could be classified as role traits available to damage dealers, healers and tanks. Item level-increasing traits Azerite Empowered - Increases the item level this item by 5. DPS Traits Embrace of the Sands - Critical strikes by your abilities have a chance to create a localized Sandstorm, damaging enemies and healing allies within 10 yards for 308 every 2 sec for 6 sec. Fury of the Sands - Attacks have a chance to deal 77 additional Physical damage. Critical strikes by this damage are multiplied by 300%. Gutripper - Your damaging abilities have a chance to deal 347 Physical damage to the target. Gutripper occurs much more often against targets below 30% health. (Approximately 5 procs per minute). Heed My Call - Your damaging abilities have a chance to deal 154 to your target, and 15 to enemies within 3 yards of that target. Traits that increase primary / secondary stats by a flat amount Increase Versatility 15 - Increases your Versatility by 15. Haste - Increases your Haste by 19. Strength - Increases your Strength by 20. Agility 20 - Increase your Agility by 20. Item - Proc Mastery - Your harmful spells have a chance to grant 229 mastery for 20 sec. Traits that increase secondary stats Blood Siphon - Increases your Mastery by 28 and your Leech by 14. Elemental Whirl - Your damaging abilities have a chance to grant you Elemental Whirl, increasing your Critical Strike, Haste, Mastery, or Versatility by 77 for 10 sec. (Approximately 2 procs per minute) Lifespeed - Increases your Haste by 28 and your Avoidance by 14. Longstrider - Increases your movement speed by 10% of your highest secondary rating, up to 3%. Mote in the Eye - Your abilities have a chance to grant you 462 critical strike rating, decreasing by 77 every 2 sec. On My Way - Increases your Versatility by 28 and your Speed by 14. Overwhelming Power - Your damaging abilities have a chance to grant you 25 applications of Overwhelming Power. Each stack of Overwhelming Power grants 38 Haste. An application of Overwhelming Power is removed every 3 sec or whenever you take damage. Traits with absorbtion effects Bulwark of the Masses - When you are surrounded by 4 or more enemies, gain a shield that absorbs 832 damage. Cannot occur more than once every 15 sec. Resounding Protection - Every 30 sec, gain an absorb shield for 208 for 30 sec. Traits with healing effects Azerite Fortification - When stunned, immobilized, or knocked back, you heal for 347. Azerite Veins - Taking damage has a chance to grant you Azerite Veins, healing you for 34 every 3 sec. Lasts 18 sec or until you are fully healed. Champion of Azeroth - Contributing to the death of an enemy of Azeroth heals you for 624 and grants you 22 Versatility for until cancelled, stacking up to 2 times. Impassive Visage - When you take damage, heal for 139. Cannot occur more than once every 6 sec sec. Vampiric Speed - When an enemy you damaged dies, you heal for 624 and gain 49 Speed for 6 sec Savior - Your heals on targets below 35% health have a chance to heal for an additional 208. (Approximately 5 procs per minute). Self Reliance - While no enemies are within 20 yds, you heal for 70 every 3 sec. Woundbinder - Your healing effects have a chance to increase your Haste by up to 62 for 6 sec. Healing lower health targets will grant you more Haste. (Approximately 2 procs per minute). Tank traits Gemhide - When dealt damage greater than 10% of your maximum health, gain 31 Avoidance and 138 Dodge for 10 sec. Winds of War - Taking damage grants you 14 Dodge for 3 sec, stacking up to 10 times. Placeholder traits Placeholder traits that are likely going to be replaced in future builds: Netherlight Fortification - Increases the item level of your artifact by 5. Portal: Dalaran - Broken Isles - Creates a portal, teleporting group members that use it to Dalaran in the Broken Isles. Test Azerite Power - This power has 0 points. Not Yet Implemented Azerite Traits Traits that do not exist in the database yet. Spell: #24219 Spell: #210125 Spell: #14946 Spell: #191997 Spell: #250295
  12. 2 points
    Caldyrvan has all your answer trust in him.
  13. 2 points
    The are some things we need to know in order to give useful advises: Do plan to play Wild or Standard format, or both? (not playing for a long time will mean you mostly own wild cards, I guess) Do you want to play for fun or competetive? If you want to play competetive, how serious? (do you want to get a top deck (Tier 1) or would a tier 2 deck ok too? Oh and don't get me wrong and I might misunderstand you but it sounds a bit like you want otherd to do all the brain work for you. Looking for/finding out which cards have a good synergy is part of the game, imo. Even if you don't own all the cards needed for a specific deck, you can browse through the decks here on Icy Veins (wild and standard) to get an impression on what is played and which synergies are good in the current meta.
  14. 2 points
    just a friendly bump to remind you we still have some spots to fill :D Contact us NOW! On Bnet: Jenquai - Athlios#2283 Leleko - Leleko#2235 Narweena - Sephyra#2517 Messenii - Georgina#2806 Bullkhatos - Noghri#2439 On discord Athlios#0153 Leleko#7934 Narweena#7029 Georgina#7575 Bullkhatos#3105 Alternatively you can apply to our website: http://gordian-knot.eu/apply/ or join us on our discord server for a quick chat :) https://discord.gg/Uw2HK2G
  15. 2 points
    Glad to see no one is yelling at me just yet. I was pretty worried with this month's list; I haven't had that much time to play or watch high level streams lately. I strongly considered bumping Muradin down, but he feels like he's always a "fine" pick, kinda like the Falstad/Valla of tanks.
  16. 2 points
    Holy shit someone get this guy a job at the animation team for WoW!
  17. 2 points
    Hunterace finds three of the most important cards in his deck off a Shadow Visions. Which one should he take? It's game 3 of the quarterfinals at HCT Toronto, and Hunterace finds himself up two games to nothing against Silentstorm. On Combo Dragon Priest, Hunterace casts an early Shadow Visions and finds three of the most important cards in his deck - Inner Fire, Power Word: Shield, and Divine Spirit. Which one should he take? Shadow Visions is one of my favorite cards in the game. Having puzzled over many shadowy decisions myself, I was hoping that I might unlock some secret in this episode as to which card you should take off it in a generic game of Hearthstone. The fallacy with that logic is that there are no generic games. Every matchup demands a different strategy, and the strategy that Hunterace choose to employ against Silentstorm's Cubelock is as fascinating as it was effective. I think he took the best card off Shadow Visions for the strategy he was going for, but that there is no way to definitively state that his choice was the "correct" one. Other strategies might have worked in this matchup as well, and with a slightly different hand or board it may have been correct to go for one those. What card would you guys have taken in this spot? Personally, I would have leaned towards taking the Divine Spirit with the hope of setting up an OTK in the turn 8-10 range.
  18. 2 points
    A preview of new bundles, skins, mounts, and cool Carbot portraits/sprays that are coming next week as part of the StarCraft celebration. Blizzard (Source) Fenix, a new StarCraft Assassin Hero, is set to warp into Heroes of the Storm with our next patch! Alongside his arrival, we’re celebrating StarCraft’s 20th Anniversary, with new portrait rewards, as well as StarCraft-themed bundles, skins, mounts, and much more! Read on to check out everything that’s headed your way as our anniversary celebration kicks off during the week of March 27. StarCraft 20th Anniversary StarCraft’s 20th anniversary is fast approaching, and we’re celebrating two decades of interplanetary conquest, exploration, and the ever-present need to construct additional pylons across the Koprulu sector! Show off your protoss, terran, or zerg pride with new portrait rewards that you can earn by logging in to Heroes of the Storm between March 27 and April 3. Portrait Rewards New Hero: Fenix Fenix is a new ranged Assassin whose glorious feats in combat as a protoss praetor, and Steward of the Templar, precede him. You can warp Fenix into your collection starting with next week’s patch with a new Heroic Bundle that’s available until April 10. Be sure to stop by Fenix's Hero Page to learn about the Steward of the Templar’s abilities and playstyle. Epic Ruinwalker Fenix Skins Rare Fenix Skins Fenix Heroic Bundle HERO SKINS Fenix Ruinwalker Fenix Colossal Ruinwalker Fenix Withered Ruinwalker Fenix Fenix Emojis Protoss Portraits New Skins Epic Skins Rare Skins New Mounts Zergling Umojan Cyber Ram Celestial Ursa The Celestial Ursa will replace the Celestial Raptor as the reward for making a first-time purchase of gems. New Bundles Whether you prefer to wield the military might of the terrans, protoss, zerg—or all three—you’ll find the perfect bundle to suit your loyalties. Each of the bundles below will be available for purchase using gems starting the week of March 27, until our StarCraft anniversary celebration concludes on April 23. StarCraft 20th Anniversary Bundle HEROES SKINS MOUNTS Artanis Vengeful Shogun Artanis Zergling D.Va Goliath D.Va Char Zergling Kerrigan Heartbreaker Cheerleader Kerrigan Kaldir Zergling Li-Ming Templar Li Ming Nova Urban Spectre Nova Sgt. Hammer Tech War World Sgt. Hammer Stukov Vice Admiral Stukov The Butcher The Butcherlisk Zeratul Exiled Zerg Hunter Zeratul Protoss 20th Anniversary Bundle HEROES SKINS Artanis Vengeful Shogun Artanis Li-Ming Templar Li-Ming Zeratul Exiled Zerg Hunter Zeratul Terran 20th Anniversary Bundle HEROES SKINS D.Va Goliath D.Va Nova Urban Spectre Nova Sgt. Hammer Tech War World Sgt. Hammer Zerg 20th Anniversary Bundle HEROES SKINS Kerrigan Heartbreaker Cheerleader Kerrigan Stukov Vice Admiral Stukov The Butcher The Butcherlisk Zergling Mount Bundle MOUNTS Zergling Char Zergling Kaldir Zergling New Portraits and Sprays We've teamed up with our friends at Carbot Animations to bring you a ton of new HeroStorm-themed portraits and sprays in their signature art style! You can unlock them by opening Loot Chests, or by forging them with shards. Claim a few portraits and sprays for your favorite Heroes, and then check out HeroStorm on the Carbot Animations YouTube channel for an animated series that’s sure to brighten your day. Carbot Portraits Carbot Sprays We hope you’ll enjoy celebrating StarCraft’s 20th, and showing your enemies the true might of the protoss with Fenix. Until next time, we’ll see you in the Nexus!
  19. 2 points
  20. 2 points
    Note i won't alt F4 in fear when my headset explodes in my ears
  21. 2 points
  22. 2 points
    Hey Guys! I'm really glad to see you've pin-pointed the problem. Thanks so much, Lightout, for making those videos to demonstrate the white flashing. :) I hope a resolution can be found - I love the site, and truly appreciate all the hard work you guys put into making it such an awesome resource.
  23. 2 points
    Bump Bump!! We still need dps (mages, rogues and some more) A little Shammy to literarly shower us with his/her healing :D Contact us for a fun environment to raid with on Bnet: Jenquai - Athlios#2283 Leleko - Leleko#2235 Narweena - Sephyra#2517 Illyaveil - illyayayaya#2547 Messenii - Georgina#2806 Bullkhatos - Noghri#2439 On discord Athlios#0153 Leleko#7934 Narweema#7029 illyaveil#0165 Georgina#7575 Bullkhatos#3105 Or apply to our website : http://gordian-knot.eu/apply/
  24. 2 points
    as a sc1 veteran from 98, i'm so hyped for this. fenix and raynor will be an awesome duo once more.
  25. 2 points
    Upright Orcs are now available on Battle for Azeroth Alpha. Learn more about how to adjust your character's posture! New Characters The character creation screen of Male Orcs has been updated with a new Posture Tab in Battle for Azeroth. You can select if you want your character to be hunched or upright. Existing Characters If you're not creating a fresh character, don't worry. The posture can be adjusted simply by visiting the Barber Shop. Find out more about Upright Orcs in Battle for Azeroth in our latest overview.
  26. 2 points
    I think it's caused by the ads from our ad agency. I'll get in touch with them and see what is going on. Even if you're blocking the ads, some of their code is still running and that's what's causing this flashing white screen. It doesn't do it on other browsers, oddly enough.
  27. 2 points
    I think there will be a lot of this but the short of it is, I don't think that's the case. Story spoilers below: In any case, I expect simply Dragoon like abilities (though what they are I couldn't say, ranged basic attack, shielding, maybe ranged blast... I don't know, Dragoon where fairly basic units) rather than forms. We'll see though, maybe I'm wrong. The very lacking nature of a basic Dragoon does lend itself to going crazy with extra features but... *shrug* Speculation is hard.
  28. 2 points
    Look at the Portraits on Battle Net Launcher. There is also a Fenix Portrait wich shows how he will Look in the end. I think this crawly thing is just an ability from him
  29. 2 points
    People have thought similar stuff about The Butcher when he was announced. "This just looks like a Stitches Skin" We still have to know his abilities but I am sure he will be also unique just like Butcher compared to Stitches, or Varian compared to Arthas. Look-a-likes are not Play-a-likes :)
  30. 2 points
    It is Fenix after his first "resurrection", in his dragoon form. https://www.google.com/search?q=starcraft+dragoon&source=lnms&tbm=isch I actually looked forward precisely to this form of his ;)
  31. 2 points
    The latest roundup of Hero speculations based on the StarCraft anniversary tweet. Blizzard tweeted about the StarCraft anniversary earlier today. Placeholder for tweet 973974552555307008 Redditor Keatrock created a thread about the upcoming Hero and the Heroes of the Storm community has been fervently discussing the latest addition to the Nexus. Subsourian pointed out a Heroes of the Storm Facebook page comment that confirms a hint in the teaser and Blizzard's plans to celebrate the StarCraft anniversary with a real Hero. The vast majority thinks it's Fenix, but the background in the teaser depicts the door to the Spear of Adun according to redditor dave7882. The door can be seen at around 1:03 in the video below. The Hero standing next to Artanis is Karax. Aldaris, Rohana and Selendis were also mentioned by some community members. Stay tuned for more information! (Source)
  32. 2 points
    Kul Tiran Human Druid? With new forms? Oh shiet. I wonder if Tree of Life and Treant will get new models, because they definitely could. Kul Tiran Humans look T H I C C and stubby, pure badass material. So I'll definitely name my Druid "Chucknourish", because why not.
  33. 2 points
    Casino: You may laugh, but there are some people in politics who state that LootBoxes and stuff like that work indeed like gambling on a SlotMachine. It is animated like a slot machine: blinking lights, sounds... And the reward can be (next to) nothing - or great. Gambling. With real money. And there is line of thinking you can easily adopt: "Just one more box, then I'll HAVE get a legendary" - like in a casino "Just one more throw, then I HAVE to be lucky" -> that can be kind of addictive and you may invest much more money then you originally wanted. It is undeniable that there are quite some similiarities between Lootboxes and Gambling in a casino. Which would result - following this line of thought - in you having to be 18 or even 21 to take part in it. Making every game that sells Lootboxes for real money not avaiable for children anymore. Or maybe the company would even need a licence for gambling. I am not saying that I would personally do that. Just saying that there is done some thinking this way. IMO it could indeed be possible that in a few years the government will prohibit it. Now to your question: No, there have never been bundles in the past.
  34. 1 point
    I haven't played wild yet so I don't know if I would like it. I plan on playing standard and ranked, and being fairly competitive. A their 2 dexl would probably be best for me. It's not that I want others to do all the work for me...but what good are these forums if you can't come here and get advice from more experienced players? I did some research last night on a starter deck for a new mage player, and I was impressed. I had most of the cards suggested, but not all. So I filled the holes with a few cards that I thought would help. After 2 matches I took a few more cards out and replaced them. Since I did that I'm like 15-4 in standard matches and enjoying the game much more. You're right when you say some things are learned through playing. I just need help figuring out which of my cards are best to start a deck with for each class. Once the ground work is later, I should be fine. I had a really intense match against a guy who started out with 5 random legendary cards shuffled into his deck....I lost, but it was really close. I was hoping someone could look at the replay and tell me what I should have done differently. https://hsreplay.net/replay/4vuNX33jqMg7qr6DyMGY8Z Thank you for your help in advance!
  35. 1 point
    A breakdown of Fenix's talents and abilities. Fenix will be released next week along with the StarCraft Anniversary celebration. With PTR online, it's time to look at his abilities and talents. The Hero will be added to our talent calculator soon! Abilities Trait Shield Capacitor Fenix has a permanent 800 Shield which regenerates at 80 per second after not taking damage for 5 seconds. Primary Abilities Plasma Cutter [Q] (Cooldown: 12 seconds) Create a laser beam at the target point that circles around Fenix twice, dealing 150 damage to enemies hit and Slowing them by 25% for 4 seconds. Weapon Modes [W] Activate to change between Weapon Mode: Repeater Cannon and Weapon Mode: Phase Bomb. Weapon Mode: Repeater Cannon: Basic Attack speed increased by 150%. Weapon Mode: Phase Bomb: Basic Attacks have 1.5 increased range, deal 25% more damage, and splash to nearby enemies. Warp [E] (Cooldown: 15 seconds) Warp to a targeted location, phasing out after 0.5 seconds, and arriving 0.75 seconds later. Talents Level 1 Advanced Targeting (! Q) Quest: Hitting enemy Heroes with Plasma Cutter permanently increases Fenix's Basic Attack damage by 1, up to 80. Reward: After hitting 30 Heroes, Plasma Cutter circles an additional time. Arsenal Synergy (W) After hitting enemy Heroes with Basic Attacks 3 times while Repeater Cannon is active, the next Basic Attack with Phase Bomb deals 100% more damage and splashes in a 50% larger area. Mobile Offense (W) After moving unmounted, Fenix's next Basic Attack deals 30% more damage to Heroes. Level 4 Target Acquired (W) Basic Attacks against Slowed Heroes with Repeater Cannon active grants 10% Movement Speed for 4 seconds, up to 40%. Inhibiting Energy (W) While Phase Bomb is active, Basic Attacks against Heroes Slowed by Plasma Cutter Slow all enemies in the area by 35% for 4 seconds. Warp Conduit (E) Hero Takedowns reset Warp's cooldown. Emergency Protocol (Trait) When Shield Capacitor's Shield becomes depleted, gain 30% Movement Speed for 5 seconds. Level 7 Combat Advantage (Q) Plasma Cutter deals 50% more damage to Slowed targets. Warp Warfare (E) After arriving with Warp, gain 125% Attack Speed for 4 seconds while in Repeater Cannon mode. Divert Power: Weapons (Active, Cooldown: 20 seconds) Activate to instantly drain Shield Capacitor's Shield, but increase Basic Attack damage by 80% of the Shield drained for 5 seconds. Level 10 (Heroic Abilities) Purification Salvo (R1, Cooldown: 75 seconds) Channel for 1.5 seconds, sweeping a laser in front of Fenix that locks onto enemy Heroes. Once Channeling finishes, fire 5 missiles at each locked Hero, dealing 86 damage each. Deals 50% increased damage to Slowed targets. Planet Cracker (R2, Cooldown: 100 seconds) After 0.5 seconds, Channel a powerful beam that spans across the battleground for 4 seconds, dealing 105 damage every 0.25 seconds to non-Structure enemies hit. Level 13 Adonium Shell (E) After arriving with Warp, gain 40 Armor for 4 seconds. Dampening Field (Trait) Fenix gains 15 Spell Armor while he has a Shield from Shield Capacitor. Rapid Recharge (Trait) Whenever Fenix is healed, Shield Capacitor's Shield recharges for 20% of the healing received. Auxiliary Shields (Trait) Permanently reduce Fenix's maximum Health by 10% but increase Shield Capacitor's Shield by 20%. Basic Attacks regenerate Shields equal to 20% of the damage dealt. Level 16 Offensive Cadence (W) Every 3rd Basic Attack against Heroes while Repeater Cannon is active deals an additional 6% of the target's maximum Health as damage. Photonic Weaponry (Trait) Fenix deals 15% more damage while he has a Shield from Shield Capacitor. Arsenal Overcharge (Passive) Fenix's Basic Attacks reduce his Ability cooldowns by 0.5 seconds. Level 20 Secondary Fire (Q) Hitting an enemy Hero with Plasma Cutter fires a Purification Salvo missile at them after 0.5 seconds, dealing 86 damage. Deals 50% increased damage to Slowed targets. Singularity Charge (W) Repeater Cannon grants 200% more Attack Speed, and Phase Bomb grants 2.5 more range. Unconquered Spirit (Passive) Upon taking fatal damage, Shield Capacitor regains 600 Shields. This effect has a 120 second cooldown.
  36. 1 point
    I think A LOT of people will STRONGLY disagree with you on that. Do you know who Grubby is? (If you don't, he's a HOTS Master/Grandmaster player and a former WC3 World Champion and also sometimes does commentary for HGC matches) In his YouTube video reading over these patch notes he made the comment 'Oh good, I won't have to perma ban Tracer anymore. I can't have any fun if I'm up against her.' I don't think he was being sarcastic. If he was he did it with a super straight face. And made no further comment about it that would lead me to think he was either. (Which he usually does if he is being a smartass). I for one I'm sure Tracer will still be super annoying, just not as much as she was before with zip in, melee bomb, zip out and leave you to blow up a couple seconds later. Leaving you extra annoyed more then her just chasing you around till you're dead. At least the staying on you till you're dead is how she's suppose to work.
  37. 1 point
    5 classes huh? 47 quid for the vanilla d3 experience? <Insert derogatory insult>
  38. 1 point
    For two weeks, players will receive one card pack in addition to the normal reward for completing a Daily Quest. There are no sweeter words than "free packs" to a Hearthstone fan, which makes today's announcement of the New Year of the Raven Party as sweet as it gets. Beginning on March 26th and ending on April 9th, each Daily Quest completed during the New Year of the Raven Party will reward one card pack in addition to the normal rewards. These packs can be from Journey to Un'Goro, Knights of the Frozen Throne, Kobolds & Catacombs, or even The Witchwood (but they won't open-able until the set releases). That adds up to 14 free packs for daily Hearthstone players, and two additional packs to players who is wise enough to bank up a couple of Daily Quests coming into event. Blizzard held a similar event last year leading up to the release of Journey to Un'Goro, which rewarded dust, gold, packs, and even a golden Volcanosaur on the final day of the event. Even though there are already 14 reasons to be excited about the New Year of the Raven party, there could be even more free rewards in store for us as we approach the release of The Witchwood.
  39. 1 point
    I like this answer, not for mage only, In general that they are considering replacements for the cards which have left. Hopefully they will not add useless cards, so the classic set will stay strong in the future. Or in other words: More good cards -> more good pulls out of card packs -> less spent money. The rest sounds a bit vague or at least reasonable :)
  40. 1 point
    Why do you recommend in your Ignite Build [Bunker Drop] and [Flash Fire] at the same time? As far as I'm aware that's not possible. If the go-to pick is Bunker, which other Level 20 would you generally recommend? Personally I'ld go with the Armor Upgrade and only take [Burn Notice] if you need additional soft CC.
  41. 1 point
    Nice mecha-spider mount.. but why it got abilities? @-@
  42. 1 point
    I think that is the best advice if you are still not sure whether or not to pre-purchase. I was quickly browsing through the last three expansions (really quick, so the numbers are not that accurate). Cards in those sets which saw play until today, more are less and not all in top tier decks but at least somehow usable. Ung'goro: ~55 cards KFT: ~41 cards K&C: ~58 cards Ofc the numbers are much lower when looking for top tier cards but it's anyway hard to impossible to evaluate cards before they are not live for at least a week. When the K&C cards were revealed a lot of them looked pretty bad for me (and a lot of players saw it that way) but it turned out that many K&C cards found their place or even had a more than huge impact. Once the last cards had been revealed from K&C I looked at them and saw enough potential to pre-purchase. I will do it the same way this time, I think.
  43. 1 point
    This week's Alpha Build 26231 added Bear forms for Kul Tiran Druids, so Kul Tirans may join the Alliance as an Allied race in the future. The Horde is getting Mag'har Orcs in Battle for Azeroth and rumors surrounding the next Allied Race for the Alliance began to emerge this week with the addition of new Bear forms for Kul Tirans. There are four different tints, but no animations yet. If you want to learn more about Kul Tirans, you can check out our preview of customization options here. Bear Form Brown Dark Green Light
  44. 1 point
    My problem isn't with the advice, it is the example. Playing around your opponents outs when reasonable to do so is always a good decision. The example, however, I feel was poor. First off, we don't have enough information to make a truely informed decision based off of what was provided, we don't know how many historians and duskbreakers aleco has played, or how many potions of madness or shadow visions, mass dispell, tar creepers (or how long cards have been sitting in aleco's hand, you can get a read on how many combo pieces priests have sometimes this way) neither do we know what the paladin has left, we don't even know if the protector on the field has divine shield. This makes the example a general one rather then a specific one, and I think that for a general example saying that an aggressive deck who is running out of steam should give up some of his outs to play around a 4 card combo is categorically wrong, and more to the point perpetuates the single biggest mistake I personally see in Hearthstone, and that is playing to not lose as opposed to playing to win. Now there are plenty of corner cases in which it was absolutely right to play around the combo but again, we can't tell with the info provided if this is one of them.
  45. 1 point
    I was thinking this exact thing too. I'm like, 'Added to Heroes on Battle.net' o_O? WTF does that mean? Do they mean he's been added to the PTR on HOTS cause I would assume he'd be added next Monday not today. Unless they're gonna rush him to Live servers next Tuesday. Giving him only 4 days of PTR time rather then the usual 7 days. Cause if so that's a really odd way of saying that then. Why wouldn't they just say 'Heroes PTR is up with Fenix added'. Since PTR is only ever accessible when they add a new hero to it for testing the week or two before they bring them over to the Live servers. Otherwise the only thing I can think of this is referring to is the HOTS website were you can look over all the heroes that are playable in the game and see their abilities. But as far as I know the actual Blizzard Battle.net app doesn't have a section like that. *Loads up B.net to see what they are talking about* So yeah as far as I can tell this is just stating that the Hero Spotlight video is highlighted on the HOTS B.net launcher and that he has been added to the HOTS website when you look to see all the heroes in the game. So yeah... the two things they always do when they release a new hero spotlight video have been done... we definitely needed a 'Update' in this article to tell us something that they always do and confuse us all into thinking they might have added Fenix to PTR or Live servers already. ...good job there Stan. *rolls eyes*
  46. 1 point
    No idea if you are talking about wild or standard but in standard Spiteful Priest is doing well without these cards. And same was said about Kaleseth. And we saw ppl find ways to make a good deck enabling powerful cards even at a huge sacrifice. But I still don't these these odd/even cards working ;)
  47. 1 point
    Well, if BC is any indication, Rogues might be able to use glaives. I could see warriors using them too. But currently, no class besides DH can wield glaives (as per usable weapons list in the skills tab)
  48. 1 point
    So I guess we can toss the "leaks" out the window ?(the ones from here) Fenix seems cool, hopefully he'll stir things up a small bit.
  49. 1 point
    Deckard Cain's portrait is RIGHT next to his. Coincidence? I THINK NOT. Pretty much like I said in the Hero teaser thread, I wonder if they will make him a Multiclass, as in the SC2 Co-Op missions he can alternate between 3 forms: Praetor (could be Warrior), Solarite Dragoon (definitely Assassin) and Cybros Arbiter (either Support or Specialist). Would be nice if it was the case, because we haven't see a new Multiclass since Varian.
  50. 1 point
    Yep. Removing that part. That kind of stuff can't be reduced to 3 phrases.