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  Core Talents for World Of Warcraft [2010-10-04]

Survival Talents:

Improved Tracking - 5% extra damage just for having ANY hunter specific tracking up.

Trap Mastery - Increases damage done by Traps and Black Arrow. Survival Instincts - 4% crit to Explosive Shot and Steady Shot. TnT - 6% increased damage done by Explosive Shot, Immolation Trap and Explosive Trap. The 3 second stun has been removed from this talent along with the 9% crit to Explosive Shot. It also does not refresh Immolation trap regardless of what you see written in patch notes. Lock and Load - 2 free explosive shots from ticks of Black Arrow or Immolation Trap ticks or Frost/Freezing Trap activation. Targets Immune to snares will not trigger LnL procs when Frost/Freezing traps are used. There is now a 22 second internal cooldown between LnL procs. Noxious Stings - 3% more overall damage for having Serpent Sting active on a target. Wyrven Sting is taken to get access to these points. 2/3 Expose Weakness - Increases your AP by 25% of your Agility whenever you crit. More than 2 points are not necessary unless your crit rating is very low.

Resourcefulness - This talent reduces the cooldown on traps and Black Arrow. Since Black Arrow increases your damage by 6% while active as well as functions to proc Lock and Load, you will want Black Arrow active as much as possible. Black Arrow - This is a new shot which deals Shadow Damage over 15 seconds and will be the main source of Lock and Load procs. Black Arrow also provides a 6% increased damage buff while it is active on a target which stacks with the 3% bonus from Noxious Stings if you also have Serpent Sting active. Black Arrow now shares a CD with Immolation/Explosive trap but NOT with Freezing/Frost/Snake traps. Hunting Party - This is now a 3 point talent that increases your Agility by 1% per point as well as provides the Replenishment buff on your Explosive and Steady Shot crits. Master Tactician - 10% chance to proc 2/4/6/8/10% crit for 8 seconds. With the increased uptime on this it averages out to 6-7% crit over the course of a long fight. Survivalist/Hunter vs Wild - Survivalist increases your Stamina by 2/4/6/8/10% and Hunter vs. Wild gives you and your pet AP equal to 30% of your Stamina. The AP awarded scales only with +Stamina buffs not +Health buffs (Commanding Shout, Blood Pact). Sniper Training - Increased damage to Steady, Aimed AND Explosive shot on top of increased 15% crit chance for Kill Shot. This talent has been changed in 3.1 and no longer requires a 30 yard range but rather is now a buff that becomes active when you stand still for 6 seconds. The buff remains active for 15 seconds and refreshes every 6 seconds. Explosive Shot - This is the backbone of the SV spec. It deals Fire damage, is not mitigated by armor, and is on a 6 second cooldown. Explosive Shot should be the main priority of your rotation over almost any other shot.

The mode of skill is very important in WOW, so please learn more for your game. I would like to share my experience for everybody!

  PVP fighting rules [2010-10-03]

Death penalty
Died in the PvP players, regardless of their opponent, or marked for PvP other players in the NPC, will be subject to progressive penalties. Players in the first death will not be any punishment (0 seconds). One for each death, the resurrection of the player will increase the wait time 30 seconds. Resurrection wait up to 5 minutes. However, the resurrection from the other players props from the magic and resurrection of the waiting time limit.


Spell-time control
Charm, fear, and stun spells and other control class will be subject to diminishing returns in PvP constraints. That is, if in a spell within 15 seconds after the end of the same player again using the same type of magic, the second spell duration will be shortened 50%, while the third will shorten the duration of spells of 75 %, the fourth spell of the player will be immune.

In PvP, the duration of crowd control spells will not exceed 12 seconds from the normal duration of the original. At the same time, also joined the regular chance to resist detection.


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The last one rule just below:


Slow spells and effects ecreasing
In PvP, spell bound by the effect of decreasing species increased slightly. Our intention is to set as little as possible effect of diminishing the magic. These spells include a list of diminishing returns because of the duration of these spells and cooling time is too long, although almost certainly make the goal of slowing or fixed body, but the lack of sufficient capacity of control or other restrictions. The first time by the effect of decreasing a target bound to use the spell, the spell has a normal duration; if we use the same kind of magic (ie slow spell), the duration of the spell will be reduced 50%; the third time use , then the duration will be reduced 75%; the fourth time, the target will be completely immune to the spells. Only in the last spell "end" after 15 seconds on the same target will be met using the same magic effect of diminishing punishment. In other words, if a target within 15 seconds, there is no influence by the slow spell, the next slowing spell will have full effect. Are relevant to this spell include:
Frost Shock Entangling Roots, Frost Nova

 

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  As a player, you need to choose a "Right" name [2010-09-22]
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