Welcome to Crestfall Gaming

Register now to Crestfall Gaming. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

Community Reputation

151 Excellent

About Aquane

  • Rank

Recent Profile Visitors

839 profile views
  1. and ebon hilt of marduk, tainted pierce, sword of corruption, and skullforge reaver; also, iirc, HoJ procced too often, and effects that granted bonus spell damage against undead completely ignored spell damage coefficients and flat-out added the value to every tick, with like +48 per dot tick if it added +48 spell dmg vs. undead
  2. you can't the server has yet to be finished; it isn't out yet
  3. i actually recall them generally acting allright on nost pve unless they were gold farmers or something but i also recall that the attitude of the playerbase became much less patient in wotlk(remember gearscore and asking for achievements?), and ive recently read on the official wow forums that people screamed at you for not knowing the mechanics to the brand new bosses in the brand new raid on the same day that it came out im not quite sure if anti-social was the right word, though, though i'd meant that from an in-game standpoint, not a real-life one
  4. i guess there would be the people having a new experience, but many legion players, from what I've read, tend to act... anti-social, in-game edit: from an in-game standpoint, not a real-life standpoint
  5. they should make it a $10.00 sub that is separate from legion/BfA that way classic players who dont want to support legion can play classic without supporting legion, and itll also improve the quality of the classic realms by preventing some legion players from playing classic without unsubbing from legion
  6. crestfall has no released servers yet all of them are currently in closed beta
  7. those posts were made before the fiasco was revealed perhaps they have actually de-adminned crogge, but havent gotten around to removing his forum title yet, or maybe theyre just skipping that since the forums are going down at an indeterminate time that is also soon anyway, since crogge was the one hosting them, iirc
  8. scylla would you please post in the EU thread what I posted,after the line that says CONTENT: , at the bottom of page 1 of the blue post in that EU thread did state "Please keep the conversation rolling, and bounce around your ideas.", so I assume that my post isn't out of place there, and it'd actually get read by actiblizz edit: i have no wow character anymore though, and i'd rather not dig up the CD keys and disks to do it; and i presume from your reply you can only do it if you're EU, thx anyway
  9. @Darkrasp, i think you should not take a job at blizzard entertainment they're an SJW company and theres 2 good non-PC reasons that overwatch is a bad game, that warlords of draenor sucks, and that legion sucks, and those aren't even all the reasons marketing departments and revenue do not make a game good, neither does pandering to a demographic that DOESN'T PLAY VIDEO GAMES EXCEPT TO VAINLY PLAY IT FOR 10 MINUTES OR PUT THEM ON THEIR SHELF AND NEVER TOUCH THEM SO THEY CAN POST A PICTURE OF IT WITH THEM ON SOCIAL MEDIA AND MAKE SURE THEIR FRIENDS KNOW THEY'RE "HIP AND TRENDY" sorry i got carried away there, but still; their CEO either lives under a rock or is paid(or forced) to aid in subverting western civilization as a whole, and other ones too, with SJWism, or maybe leftist unions just have a stranglehold over them idk anyway just dont get a job there, they might get you arrested for pserver development anyway; "premeditated copyright violation" or something edit: also, unless some drastic political shift in california(where blizzard HQ is) happens, don't move there; its only a misdemeanor to knowingly spread HIV to someone there(was recently a felony); I'm seriously not joking, look it up if you dont believe me
  10. we should see if blizzard messes this up first given their track record as of late its bugs are likely gonna be comparable to feenix
  11. youll be back if classic wow turns out to be as buggy as destiny 2
  12. EDIT: nevermind i made a free trial and did it myself I posted something like this on the blizzard forums, I'll leave it here since it was already put here THREAD TITLE: so you're gonna remake vanilla? it has 14 non-QoL issues; solutions are provided CONTENT: so I'm gonna make some Classic WoW suggestions, but NOT QUALITY OF LIFE SUGGESTIONS SUCH AS FLYING MOUNTS GUILD BANKS OR DUAL SPECCING, IN FACT I DON'T WANT THOSE IN VANILLA WoW AT ALL these suggestions are about not messing up the game, and about preventing exploits, and fixing AV, and making some non-QoL changes to the game that are ultimately minor, aside from the last ones I don't have a Blizzard account with a WoW character, so someone else hopefully posts this onto the blizzard forums for me before listing the suggestions, I'll point out some ways that Blizzard Entertainment can manage to mess up vanilla WoW, which is pretty hard to do; in fact, if you just release the game exactly as it was(in 1.12.x) with progressive content releases and moderate the game the way you had in 2005, it'd be good enough, but I'll point these 6 things out anyway: 1: GMs banning people for frivolous and/or PC reasons; believe me you would lose a lot of players if word got out about "SJW mods" or "people being banned for world PvP" or "Barrens chat isn't allowed in Classic WoW". YOU ARE NOT GOING TO SATISFY EVERYONE WHO WANTS TO HAVE FUN WITH CLASSIC WoW, EVEN IF YOU TRY TO, and also remember that a certain vocal minority of left-wingers doesn't actually play video games, or so I'd read somewhere 2: releasing all of the endgame vanilla content at once; doing this will cause tryhard players to get bored too quickly, since they have nothing to look forwards to after they get BiS gear from naxx except tbc, you see? the solution to this one is simple: do progressive content releases like a certain e-famous illegal WoW server did, even for the yearly new servers mentioned in #5(on their own content release "timers") 3: bugs, plain and simple; if the game is as buggy as Destiny 2 or even close to it, and you treat bugs like that one emote that gets(or got?) abused in PvP in Destiny 2, the majority of the illegal server community is gonna drop classic WoW like a hot potato when a certain illegal server that actually cares about fixing bugs comes out, and you won't be able to shut them down cause they'll be operating from Russia... just take care to fix each and every bug, except maybe some of the visual bugs if you REALLY won't bother to fix them all 4: pulling a Sonic Mania; if you do add in something obviously controversial(among other negative descriptors) like LOOTBOXES(not as bad as denuvo but still) at the last minute without telling anyone before they can get a refund... well I shouldn't have to explain this one any further 5: this one won't actually mess it up but would likely cause you to profit less; releasing all of the initial Classic WoW servers at once... try staggering out maybe a fifth of them over a month or so, as some people are skeptical about the quality of your post-2009 products, but would come back(to a brand new server) if Classic WoW is proven by the playerbase to be as good as it used to be(meaning that you don't do the above), aside from the community(it ain't 2005 anymore) and lack of knowledge of the content... also be sure to release a new classic server every year or so; supposedly some people like server hopping and/or competing for server firsts, and some brand-new players(and returning ex-players) would rather start on a brand new server with that aside I'll get to something else; there are certain not-profit-destroying issues with vanilla WoW; notably(to me) among them are these 14 issues... the game WOULD be good enough if you didn't fix them, but it'd be, at least imo, better if you fixed them: players of certain class(es) are able to solo-farm mauradon and dire maul: east and north to get very high amounts of gold very fast(EPL farming isn't such a problem because competition) black lotuses spawn at certain locations, that part isn't THAT big an issue but i think it'd be an improvement to make them randomly spawn off of any appropriate-level herbalism node some quest chains are unfinished I won't blame you guys if you dismiss this one since tanks and healers have a hard time getting gold, but too much gold flows INTO the in-game economy(players), and not enough flows OUT of it into the hands of NPCs, after several months(if not sooner) into a server's lifespan; extra non-cosmetic gold dumps are imo necessary that affect mostly high-level(55+) players... yes yes the epic mount+training costs a whopping 900g at honored on top of the cost of regular mount training, but ITS A ONCE PER CHARACTER GOLD DUMP, unlike what I'll suggest... AFTER you get past that and have 100+ gold, gold isn't a considerable issue unless you use consumables other than healing/mana potions and elemental protection potions alot, and even if you do, most of that gold flows into the hands of players; there'd oughta be more NON-COSMETIC gold dumps... the specifics are detailed below the alliance in vanilla(and tbc and wrath) is slightly better than the horde at PvE and arguably also at PvP; only 2 small changes are necessary to sufficiently balance them out for vanilla, aside from fixing alterac valley which is also addressed below alterac valley itself is quite unbalanced, whether with or without the way to hike around the Alliance's bridge warsong gulch gives a little bit more honor than alterac valley and arathi basin per hour, unless turtling happens improved scorpid sting is bad, its perhaps the worst talent in the game; improved arcane shot isn't that great either certain white items that seem like they should be valuable, are usually just vendor trash; these are elemental water and air, heart of fire, core of earth, globe of water, breath of wind, ichor of undeath, essence of undeath, and before AQ comes out, living essences... also essence of earth IS valuable, but imo not as much as it should be crafting, aside from engineering, isn't that useful for things other than getting gold or being convenient; I mean I know that people can craft stuff that can be equipped, but someone else can do it for you and you can just pay them for their product(s)... this one would be sorta complicated to fix(suggestions found below), and I guess its okay if you skip over this one it is very, very difficult to compete against a hunter of the same faction when trying to tag an enemy for credit if that hunter knows where the enemy is going to spawn there is one and only one bad endgame talent tree and that is beast mastery; fix this by having hunter pets scale a little bit(a little bit compared to TBC) with your stats via BM talent(s) fast 2 handed weapons aren't useful compared to slow ones; a solution is provided below words been going around that the only viable vanilla tanks are warriors; for druid tanks I believe that to be largely untrue, and for paladin tanks I'd read that either they dont make enough single-target threat or they just run out of mana, don't remember which; i didn't play alliance anyway this ain't really an issue, but there'd used to be a rank of -1 called outlaw in... the WoW beta was it?; I think that it was a good idea and should be implemented, but its okay if you don't I guess so I will propose these changes to fix vanilla WoW: ...this assumes that the 1.12.x talent trees are used throughout the whole thing, with the few modifications suggested below DUNGEONS/RAIDS: whip lashers no longer drop loot princess theredas and some other maraudon bosses gain a new ability(functions up to you) that makes them much harder to solo at level 60, at least before AQ40 gear is available to players every 3 seconds while king gordok is aggroed, he will check to see if captain kromkrush is subdued; if he's still standing where he is before someone attacks him or talks to him with a suit, king gordok will yell out for him, causing him to aggro... this yell will also aggro cho'rush the observer make MC, BWL, and maybe ZG a liiiiiiiitle bit harder, if you'd be using 1.12.x talents for the whole lifespan of each server WORLD: all mining and herbalism nodes, even those inside of dungeons, are dynamic and randomized, so that no two nodes have the exact same spawn location, as far as a player should be concerned, but each type of node will still only spawn in certain parts of certain zones; furthermore, black lotuses will no longer spawn on predetermined herbalism nodes, but will instead randomly be found on herbalism nodes of a high enough level with a low chance to spawn finish making all unfinished quest chains, such as the one involving the chained essence of eranikus ECONOMY(gold dumps): the following values don't consider reputation discounts, though they would apply, except to the ZG stuff the 15 fire resistance to cloak enchant and 15 nature resistance to cloak enchant and all AQ enchants additionally require two of a reagent from enchanting supplies vendors that costs 20g each; this reagent(not BoP) may only be found at enchanting supplies vendors +15 agility to 1h, +25 agility to 2h, +30 spellpower to weapon, +55 healing to weapon, +15 strength to weapon, and the crusader enchant all additionally require one of that reagent that costs 20g at enchanting supplies vendors all flasks require an additional reagent that costs 40g and is only found at alchemy supplies vendors; if you REALLY need flasks to clear a raid, then that raid done by your GUILD is gonna have that flask money come from the dps all ZG enchants additionally cost 50g, including the shoulder AND leg/head enchants; this and the above changes should make gold be more valuable in the LONG run if these changes are found to be too insignificant or extreme, then the gold costs of some or all of them will be raised or lowered significantly, but the changes will not be outright removed; in sum max lvl healers and tanks who can't farm gold as easily MIGHT have slightly worse enchants than players with more gold, and flasks are much more expensive, and gold is still gonna be valuable after you get your epic mount+training and all of your skills if you use consumables other than greater X protection potions and whatever healing/mana potions you manage to loot ALLIANCE/HORDE BALANCE: reckoning is capped at 1 stack, not 5 tauren, like dwarves, get the mace specialization racial alterac valley is in its pre-nerf state(like a certain illegal server wanted to do), but with the following changes: you can no longer hike around the alliance's bridge in alterac valley the horde's towers that can be captured, like the alliance bunkers, have guards who have ranged weapons the horde's base has many more guards, especially in the "inner" "half" the horde got rid of that snow hill next to the fence next to the entrance to their base; no longer can you jump the fence by using that hill of snow OTHER CLASS CHANGES: improved scorpid sting's stamina reduction is increased to 33/66/100% of the str/agility reduction(68 with 3/3 at max rank), instead of the current 10/20/30% of the str/agility reduction(20 with 3/3 at max rank) improved arcane shot is more improved somehow; it exists as an ability that hunters use to help them kite, and in the talent's current state no seriously-specced hunter in their right mind who can also read would put a point into that talent after learning that aimed shot shares a cooldown with arcane shot hunter traps and all NPCs that are controlled by players(including temporary pets such as a scarlet tracking hound) can no longer tag an enemy on their own, no matter what... the talent, endurance, also causes your pet's stamina to be increased by a percentage of your stamina; that should be a small percentage of tbc's regular pet scaling the talent, thick hide, also increases your pet's armor by a percentage of your armor(that should be a small percentage of tbc's regular pet scaling), but the flat % increase is slightly reduced the talent, unleashed fury, also increases your pet's damage by a percentage of your MELEE attack power(hunters DO get 1 melee ap per agility, don't they?)... that should be a small percentage of tbc's regular pet scaling holy shield is buffed to give a small amount of mana when you block(so they can tank for longer), and if they have more than minor single-target threat issues compared to warriors anyway, then you can also buff improved righteous fury feral instinct's threat buff is increased to 4% per rank, from 3% thick hide reduces the damage taken from critical strikes by 3% per rank while in bear, dire bear, or moonkin form if seal of command was a PPM spell, it should be changed to have a static chance on hit of dealing the bonus damage stormstrike's damage is changed to 30% of your attack power, increased if you're using a two-handed weapon to 45% with the above two changes, 2 handers that aren't quite slow, such as kalimdor's revenge, typhoon, treant's bane, finkle's lava dredger, blade of hanna, vendorstrike, blackfury, and many blue items will be useful weapons(for some), but the horde still won't have much use for not-slow 2h swords or polearms, though blade of hanna can be put on the neutral AH... don't try to make fast 2h weapons useful for warriors unless you manage to find out how to not mess it up; don't forget that slam exists too OTHER: warsong gulch gives VERY slightly less honor, since turtling is a possibility I wouldn't just balance it out with AB/AV honor per hour completely, but instead by maybe half of what it'd take to balance it out; I dunno how much the actual difference is though the PvP rank of -1 called outlaw would be implemented; with the outlaw rank, any member of your own faction can attack you(even on a PvE server), and all members of your faction are hostile towards you by default and cannot party with you(but you can with other outlaws, including those formerly of the other faction... though there'd still be the language barrier), and some will try to imprison you in such a way that your hearthstone stops working while you are... your ex-faction may put a bounty on your head if they hate you enough becoming an outlaw reduces your reputation with the capital cities that you had reputation for to the middle of hostile killing a member of the opposing faction that would otherwise give you honor increases your reputation with all of the alliance's or horde's capital cities by 1 until 0/3000 unfriendly, at which point their reputations with their ex-faction jumps to 0/3000 neutral... and killing someone of the outlaw rank gives you honor, even if he was a member of your faction, AND even if you're 59 levels higher than him as an outlaw, killing a member of your ex-faction decreases your ex-factions' reputations by maybe 5 points, and an outlaw will never be friendly with the opposite faction outlaws are not allowed to SEND mail from mailboxes that are owned by their former faction; they must use goblin mailboxes... unless the goblins hate them too, in which case they are not allowed to send mail(with that character) at all until they reach at least 0/3000 neutral with one of them a GM may opt to lower the rank of a player to outlaw instead of banning them, depending upon what sort of infringement had occurred (strictly involving those which involve griefing your own faction and/or aiding the other faction in certain manners) there should also be other ways to become an outlaw that don't involve GMs... be creative and make some up why don't you? a lvl 57 rare two-handed mace is added to the game that looks like a tree trunk(like in WC3); it has a tauren-only racial restriction and drops off of Tendris Warpwood in Dire Maul: West CRAFTING/REAGENTS: blacksmiths can now craft SHIELDS; various shield recipes of various levels are added to the existing blacksmithing recipes soul pouch now additionally requires one essence of undeath to be crafted, felcloth bag additionally requires 4, and core felcloth bag additionally requires 10, and runed stygian belt additionally require 1 essence of undeath to be crafted, and runed stygian pants and boots require additionally 2 essence of undeath to be crafted enchant cloak +15 nature resistance additionally requires 2 essence of earth 1 or 2 more pre-AQ uses are made for living essences; dunno how to go about this one though, you guys can figure it out gift of arthas now additionally requires 1 ichor of undeath to be crafted, and ultra-flash shadow reflector and +20 shadow damage to gloves now additionally require as many ichors of undeath as essences of undeath to be crafted all naxxaramas frost resistance gear additionally requires 2 globes of water to be crafted the stormshroud armor set now additionally requires as many gloves of water and breaths of air to be crafted as they do essences of water and essences of air +4 mp5 to bracers and +20 frost damage to gloves and hyper-radiant flame reflector now additionally require as many globes of water as they do essences of water to be crafted +15 agil to 1h weapon, +25 agil to 2h weapon, and +7 agil to gloves now additionally require as many breaths of wind as they do essences of air +15 FR to cloak and +20 fire damage to gloves now additionally requires 4 hearts of fire for the enchantments, and all flarecore(cloth FR) gear requires as many hearts of fire as essences of fire to be crafted titanic leggings, stronghold gauntlets, and +15 str to 1h now additionally require as many cores of earth as essences of earth to be crafted gyrofreeze ice reflector now requires as many hearts of fire as essences of fire to be crafted truesilver transformers now require an additional elemental air to be crafted greater nature protection potion no longer requires an elemental earth to be crafted, but an elemental air instead frost oil now additionally requires two elemental water to be crafted OTHER CRAFTING: blacksmithing and leatherworking: a few recipes are added to each raid for BoP items; these items use reagents found in the raid and are not necessarily better than other items found in the raid or that can be crafted into BoE items with raid reagents(except that the weapons should be 1, not 2, item lvls better than the raid tier's weapons(barring those from the last boss))... these items should also all require 300 blacksmithing AND mining, or skinning AND leatherworking to be equipped... also be sure to make use of the subprofessions; namely axe/mace/swordsmithing, armorsmithing, and dragonscale/primal/tribal leatherworking, and also make sure that you only provide 1 axe, mace, and sword option per tier of raids(not a 1h and 2h for each raid), aside from T1, for which zul'gurub gets weapons too tailoring: HALF of a few recipes are added to each raid for BoP items; these items use reagents found in the raid and are not necessarily better than other items found in the raid or those that can be crafted into BoE items with raid reagents... these items also all require 300 tailoring to be equipped enchanting: add ring enchants like in TBC(self-only and makes it BoP), except ofc not as good as the endgame TBC ones... the ring enchants should be designed in such a manner that, when combined with tailoring's BoP raid quality gear, it wouldn't necessarily be better for a warlock to have tailoring and enchanting than it would be for example, for a warrior to have mining and blacksmithing alchemy: add ONE of some sort of UNIQUE usable unequippable consumable item WITH CHARGES that has a cooldown and can only be used by sufficiently skilled alchemists(who are also herbalists)... maybe they could turn some herbs into a gas cloud or something?... alternatively, do something else to make alchemy be useful for a character who has an alchemist best friend with all the recipes who gives him whichever and however many potions he wants for free also, please use the old models for enemies and players and such or at least give an option for it(someone else can explain that one), and please don't implement achievements either
  13. oh thatd be nice, raids would be harder then
  14. this ain't(and shouldn't be) SJW territory, but you still shouldn't bring up touchy politics unless you're complaining about a current Crestfall staff member and its relevant(like complaining about an SJW GM, should there be one), or if you're just on the off-topic forums I am open-minded enough to allow myself to see your points though, unlike some people
  15. don't forget that ascension-wow exists; its a classless vanilla server where you can get any talent with some limitations... so a double class server wouldn't be too outlandish i got bored and typed this stuff into a notepad document over some hours, so i thought I'd share it here, especially since the ascension wow server exists before any of the double class changes and etc., first these changes would be applied: all raids and dungeons are otherwise in pre-nerf condition as far as difficulty goes, and not concerning the text below this line of text BWL and its loot are nerfed into being T1, and is released at the same time that molten core is the loot from ragnaros and nefarian are nerfed into being T1.5 instead of T2 items, with the exception of sulfuras, the hand of rangaros T2 set items are nerfed into T 1.5 set items, and T3 set items are nerfed into being T2 set items, and the AQ20 set is not nerfed, and the AQ40 set is nerfed into being T1.5 set items ZG and its loot are buffed up to T1.5, and onyxia's lair and her loot are nerfed to T1.5; both dungeons are released at the same time, and not on the server's release date AQ20's and its loot are not nerfed, and AQ40 and its loot are nerfed to T1.5, and the war effort and etc can begin when ZG is released naxxaramas and its loot are nerfed to T2, and karazhan is opened at the same time that naxxaramas is, and is a 40 man T2 raid... on another note, in TBC, the karazhan crypts are released and are a T3 level 70 25-man raid rank 12-14 gear is nerfed; they are t1 items at server release, and become t1.5 items when naxxaramas and karazhan come out reckoning is capped at 1 stack, and seal of command's damage is changed to 20% of ap for 1h, or 35% of ap for 2h tauren get mace specialization alterac valley is in its pre-nerf state, with the following changes: the horde's towers that can be captured have guards who have ranged weapons the horde's base has many more guards, especially in the inner portion the horde put something on top of that one snow hill near their base entrance so that you can't just jump the fence to get inside there is now an obstruction, placed by the alliance, that prevents you from hiking around the bridge that connects to the alliance's base curse of recklessness also increases melee damage dealt by 5% improved scorpid sting's stamina reduction is equal to 4/6/10% of the opponent's stamina, to a maximum of 40/60/100 stamina reduction(@ lvl 60, half at lvl 40, for example) improved arcane shot's cooldown reduction is at least doubled, but not more than tripled stormstrike's damage is changed to 25% of ap for 1h, and 45% of ap for 2h THEN the double class server stuff, remember that this is hypothetical: it'd be a WoW server that makes every player pick a second class at level 1(and only 1) after choosing their race and class as normal; they may not choose a second class that their race cannot normally get, nor can they pick the same class twice... you may not gain ANY xp AT ALL until your second class has been picked when you click on a character, it will say what their second class is, such as "Grazer level 47 Warrior Druid" or however, and you'd also be able to learn the second class by shift clicking their name in chat, by looking at their entry in your friend list, and sometimes by looking at their resource bars on top of getting a second class at level 1, all players would also receive the following benefits: the base hp of the second class you picked is added to your hp as you gain levels you gain 1 additional talent point at every character level after 9 you can perform the class quests of the second class too, and use items and such with the second class' class restriction on it you can also choose from the talents that the second class gets, and have talents from 2 different classes at the same time attack power scaling is as follows(str then agil):(+1/+0)+(+1/+0)=+1/+0 (+1/+0)+(+2/+0)=+2/+0 (+1/+0)+(+1/+1)=+1/+1 (+1/+1)+(+2/+0)=+1/+1 x+x=x, and x+x=/=2x, and cat druids still get 1 extra ap per agility, so the max ap scaling is +2/+1(druid cat form only), or +1/+2(druid cat form only) however, this is not all; at the same time, the game would become harder too: ALL NPCs would have their skills and spells and attacks reworked(as would the hunter pet's damage-dealing skills) so that most of the damage dealt and healing done comes from attack power and/or bonus spell damage+healing, and all enemies that are not in combat will have 60(extra?) hp regen per second also ALL non-critter NPCs that aren't summoned by players will receive one of the following buffs, and you probably won't know which one an enemy gets until you fight it: many of these are ripped from D2, the class ones are from ToME, and a few were made up CHAMPION: the enemy's hp is increased by 33% rounded down, and their attack power is boosted by 20%, and their bonus spell damage and healing are boosted by 15%, rounded down, and their weapon skills and defense skill are increased by 5 GHOSTLY: the enemy's appearance becomes less opaque(or glows or is purple if thats easier), and their defense skill is increased by 50, but their attack power and hp are reduced by 25% and the enemy is lesser invisible until aggroed and has its race changed to undead... you may want to bring a tank with healing spells and pushback resistance to dungeons and raids, or at least have an armored caster dps in the group FANATIC: the enemy's hp is increased by 33% rounded down, and their bonus spell damage and healing are increased by 25%, rounded down, and their ranged attack speed and spellcasting speed are increased by 20%, and their movement speed is increased by 20% BERSERKER: the enemy is red, its hp is halved, rounded down, the enemy's armor is halved, rounded down, the enemy's defense skill is reduced by 50, to a minimum of 1, the enemy's resistances are lowered by(level x 2), to a minimum of 0, and the enemy is in berserker stance and will stay in it, but their melee attack power is increased by 50%, their melee attack speed is increased by 25%, and their melee critical hit chance is increased by 5%, and their movement speed is increased by 33% and they do not feel pity or remorse or fear or etc. as if they're under the effects of bestial wrath, but they lose all taunt immunity that they may have once had; they also get a 10% damage boost for 15 seconds when taunted, and taunting them generates(enemy lvl*20) extra threat POSSESSED: the enemy's hp is increased by 125%, and the enemy is immune to curses, silence, mental debuffs, blind, disorient effects, fear, and taunts, but has 80% of normal movement speed and attack speed and has 20% slower spellcasting speed and 5 less weapon and defense skill; also has its race changed to demon AMNESIA: the enemy forgets what they're doing every 5-30 seconds, putting out the emote, "<name> seems to have been afflicted with amnesia", interrupting all actions that are being performed by the enemy and resetting the enemy's aggro table, and removing all taunt and charm debuffs, as well as mind control(but not enslave demon nor hibernate) and repentance and fear-like debuffs; amnesia will not trigger during a phase change, nor for 5 seconds afterwards ARCANE ENCHANTED: deals 10% extra damage as arcane, is immune to arcane, has 25% bonus arcane spell damage, and knows how to cast arcane explosion, arcane missiles, starfire, moonfire, mana shield, and polymorph, and the enemy is immune to arcane-based debuffs(but not polymorph) AURA: deals (enemy level) fire, frost, arcane, nature, or shadow damage or 50% as much damage as manaburn(rounded down+) every 3 seconds to all hostile actors within a 50 yard radius; damage is increased based upon the enemy's rank; rares and elites do twice as much, dungeon bosses and raid enemies and guards(such as barrens guard) do 3 times as much, raid bosses do 5 times as much, and gryphon/wind rider masters don't get it... enemies that are not in combat will not activate the aura, and enemies that leave combat will deactivate the aura FIRE ENCHANTED: deals 10% extra damage as fire, is immune to fire damage, has 20% more bonus fire spell damage, and knows all spells of the fire spell school that untalented mages get, and flame shock, and knows how to use either searing, magma, or fire nova totem chosen at random, and gets searing pain, rain of fire, hellfire, immolate, flametongue weapon, and fire shield, and the enemy is immune to fire-based debuffs and diseases FROST ENCHANTED: deals 10% extra damage as frost, has 20% more bonus frost spell damage, is immune to frost damage, and knows all spells of the frost spell school that untalented mages get, frost shock, and frostbrand weapon, and has enough spellpower to make use of those spells, and is immune to being frozen and to chill effects and other frost-based debuffs EXTRA FAST: movement speed is increased by 50%, and attack speed and spellcasting speeds are also increased by 50%(not doubled) MAGIC RESISTANT: the enemy's arcane, fire, frost, nature and shadow resistances are increased by three times the enemy's level MINIONS: the enemy's hp is boosted by 20%, rounded down, and comes with 3 minions, determined by the enemy's spawn location, and the minions have 50% of normal hp and have 50% less attack power, bonus spell damage, and bonus healing; the minions will not drop loot, are always linked to the aggro table of the enemy who has the minions, and the other minions, and the minions do not despawn when the MINIONS enemy dies, and the minions themselves, like critters, do not have a buff NATURE ENCHANTED: deals 10% extra damage as nature, has 20% more bonus nature damage, 20% more bonus healing, knows how to cast the druid's healing spells, and wrath, entangling roots, barkskin, thorns, hibernate, faerie fire, innervate, abolish poison, remove curse, mark of the wild, rebirth, and rockbiter weapon, and is also immune to poison REGENERATOR: the enemy heals 3% of their hp per second, rounded down; that percentage is decreased based on the enemy's rank, to 2% for rares and regular elite enemies(including UBRS), 1% for dungeon bosses(including UBRS) and non-boss raid enemies, and .3% for raid bosses, did you bring mortal strike and wound poison? SHADOW ENCHANTED: deals 10% extra damage as shadow, has 20% more bonus shadow damage, is immune to shadow damage and mind control, curses and shadow-based debuffs(such as mind flay), and knows how to cast shadow bolt, corruption, all curses that warlocks get, mind blast, shadow word: pain, and mind control; expect many curses upon your party or raid SPECTRAL HIT: the enemy deals 20% extra damage as arcane, fire, frost, nature, or shadow, chosen at random for each attack STONE SKIN: the enemy's armor is increased by 25 per enemy level before all multipliers, then doubled after all other multipliers; tanks may want to get creative when facing these in dungeons or raids, do you have a tank with healing spells? EXTRA STRONG: the enemy's melee and ranged attack power are increased 50%, rounded down, and the enemy's bonus spell damage and healing are increased by 33% TELEPORT: will teleport randomly within a 50 yard radius 5 seconds after hitting 75%, 50%, and 25% hp, resetting the enemy's aggro table after each teleport... they can also cast blink DRUID: will engage in cat form while prowling, with either pounce then rake then rip, or ravage then shred or claw then ferocious bite; if a non-feral druid, will only polymorph after the openers at <15% mana or to remove a polymorph, in which case they go back to the previous form, and their rage and energy abilities will cost mana instead, and not very much of it either... HUNTER: is a beast mastery, marksmanship, or survival hunter; the pet's attributes and such will scale with the enemy's rank, and will be a generic pet of a random species with its own buff(limited selection of buffs) MAGE: is an arcane, fire or frost mage, if its an arcane mage expect it to cast fire and frost spells too PALADIN: is a holy, protection, or retribution paladin PRIEST: is a discipline, holy, or shadow priest ROGUE: is an assassination, combat, or subtlety rogue, you probably won't know of this enemy's presence until it attacks you, and their abilities will cost mana, and not very much of it either, and all of the enemy's global cooldowns are 1 second in length, and the enemy cannot get combo points, but effectively always has 3 combo points against everybody SHAMAN: is an elemental, enchantment, or restoration shaman... none of them get reincarnate WARLOCK: is an affliction, demonology, or destruction warlock, the minion's attributes and such will scale with the enemy's rank, and it will be either an imp, voidwalker, succubus, or felhunter; demonology warlocks will sacrifice their minion if it reaches 5% hp or less AND the enemy's fel domination talent is on cooldown for more than 10 seconds WARRIOR: is an arms, fury, or protection warrior; they will have a mana bar, and their abilities will cost mana, and only a little bit of mana; arms will always be in battle stance, fury will always be in berserker stance, and protection will always be in defensive stance FURTHER SPECIFICS(PCs): tamed animals(hunter pets) will keep their buff; it is reapplied every time they are called tamable beasts will only spawn with one of the following buffs: CHAMPION, FANATIC, BERSERKER, EXTRA FAST, MAGIC RESISTANT, REGENERATOR, SPECTRAL HIT, STONE SKIN, or EXTRA STRONG, and the natural armor skill will apply before STONE SKIN warlocks can type a command to choose which buff each of your summoned demons will get; you can choose a different one for each demon, including infernals and doomguards, but they may only have whatever buffs that tamable beasts are allowed to have when enslaved or mind controlled, a demon or humanoid loses their buff(but BERSERKER doesn't heal upon losing it) unless the humanoid or demon belongs to or is a player character... champion is the default various talents, such as elemental mastery and holy power, are reworked to act more as their descriptions say, in order for talents to apply to spells and such that other classes get, so for example holy power also increases the critical strike chances of smite, holy fire, and the priest's healing spells, and elemental mastery also increases the critical damage dealt by, for example, the druid's wrath spell and the warlock's soulfire spell and the mage's cone of cold spell two talents of the same name that also have the same effects will not stack with eachother, but you can still max both; the rogue's mace specialization will override the warrior's mace specialization, even if the rogue one has 1 point and the warrior one has 5 points... similar case for dual-wield specialization using blade flurry will remove your sweeping strikes, and vice versa a player with 2 different classes will have every proficiency that both classes can get, and will be able to learn every skill that both classes can learn(potentially inlcuding armor proficiencies and parrying), and will be able to do both class' class-specific quests and learn all of each class' spells if one of your classes are rogue, all of your global cooldowns will be 1 second long, instead of 1.5 seconds long you may not use most, if not all, paladin spells, in shadowform dodge chance is hard capped at 70% against same-lvl actors, and parry chance is hard capped at 20% against same-level actors; block chance and miss chance are left alone, and the same goes for NPCs using deterrence temporarily removes the dodge and parry caps a player that has a relic-using class and a ranged-weapon-using class can equip either the appropriate kind or relic or a ranged weapon beast mastery talents DO apply to warlock demons, except for bestial discipline, intimidate and bestial wrath, and the part of spirit bond that affects you doesn't stack you might want to group up for quests more often than in regular vanilla WoW if your dps is low; group play is not a flaw FURTHER SPECIFICS(NPCs): certain enemies will not get certain buffs; for example, c'thun will not get warrior, paladin, feral druid, rogue, enchantment shaman, nor teleport, and neither will other stationary bosses ragnaros only gets one of the following buffs: possessed, amnesia, aura, magic resistant, minions, regenerator, or stone skin the adds spawned by enemies will get a buff; stationary adds will not get the buffs mentioned on the above line... expect c'thun to be a very tough fight... and to possibly get nerfed c'thun will always spawn with shadow aura NPCs will not have have ranks of spells that are too high a level for them, nor will they have talents that are too high a level for them; an enemy that gets a buff that gives them talents(the class buffs) will get EVERY talent in that one category that they're a high enough level for to the highest rank that their level allows, regardless of how many talents points an equivalent-level player would have and regardless of whether or not they meet the prerequisites for it NPCs that get a buff that gives them a class will get every non-teleportation/portal/food/water/etc spell that that class gets, except for those which are locked behind talent(s) that they don't get NPCs that get a buff that gives them a class will have(and if they don't use em, drop) 1 of each of that class' reagents for the highest rank of each reagent-using spell that they know enemies with a class buff will not not get any scouting nor threat management spell except for defensive stance, if at all enemies with the balance druid buff will not get moonkin form enemies with the shadow priest buff will not get shadowform enemies with the warrior buff will not get overpower nor talents that give rage, and their sword specialization gives them bonus critical strike chance instead of an extra attack enemies that get fury warrior buff will have their blood craze's healing set to the value that REGENERATOR gives for regeneration, except with less healing with less ranks enemies with the rogue buff will not get vigor nor any talent that gives energy, and their sword specialization gives them bonus critical strike chance instead of an extra attack, and their sinister strike will be on a 6 second cooldown, and they won't get hemorrhage enemies with the paladin buff will not know lay on hands enemies with the protection paladin buff will not get reckoning enemies with the retribution paladin buff will not get seal of command spirit tap, remorseless strikes, and the likes of them will proc when the NPC kills any player or player's pet or minion or summoned creature, but not a totem enemies in especially hot zones, such as ragefire chasm and tanaris(but not the barrens), will not get the frost enchanted nor frost mage buffs enemies in cold zone(s), such as winterspring(but not naxxaramas), will not get the fire enchanted nor the fire mage buff demonic sacrifice: voidwalker's hp regeneration value is set to that of RENGERATOR for NPCs raid bosses that get the feral druid buff will forget about many, if not all, of their mechanics and such enemies that get any class buff aside from mage, priest, or warlock, will be given an appropriate weapon and, depending on their spec, a shield enemies with the feral druid buff hit harder with swipe based on the enemy's rank; expect that of a raid boss to hit hard, and expect feral charges against people who aren't that high on the aggro table enemies with the shaman buff will not know windfury weapon nor windfury totem; furthermore each enemy will know only one air totem, one earth totem, one fire totem, and one water totem, all chosen at random; flametongue totem can be included, so watch out for that one with big enemy groups the difficulty of ragefire chasm might be lowered... maybe NOTABLE BUILDS: TANKS: paladin priest, can tank by healing and takes 10% less spell damage; flash of light and holy light are immune to spell pushback, also gets power infusion, spirit of redemption, 10% more intellect, and 10% more mana; 17/31/0/32/23/0 paladin warlock: can heal to tank(with a risk of pushback), can tank REALLY good against physical damage with a champion voidwalker+MD+SL and demon armor, can banish, cast shadow ward, tab target siphon life, can also do notable damage at range, and can also start the pull with soulfire+searing pain or immolate; 19/31/0/21/31/0 warrior shaman: like a protection warrior, except he also gets shocks, stormstrike(might as well), rockbiter weapon, flurry, 5% more dodge, elemental warding, increased totem range, 3% more melee and spell hit, and healing spells with 70% pushback resistance; 10/0/31/11/31/19 warrior paladin: like a protection warrior, except he also gets consecration, healing spells with 70% pushback resistance, flurry, 10% more melee crit, bloodthirst, piercing howl, and seal of command... no improved heroic strike though; 10/31/31/14/0/16 shaman druid: a bear tank with 75% damage reduction from armor, even when sundered(to some extent); also gets elemental warding, 5% more dodge, can parry, has 5% more crit and 5/5 weapon mastery, has flurry, and has 3% more melee and spell hit... can also offheal if not wanted to tank; 8/30/13/11/35/5 shaman warlock: an offtank... is basically a shaman tank with shadow ward, demon armor, life tap and searing pain and dots and a champion voidwalker with MD+SL to achieve 70% melee damage reduction pretty easily, but isn't defense capped; 21/38/12/0/31/0 warrior warlock: like a protection warrior, except he can use shadow ward, demon armor, an MD+SL champion voidwalker, and gets (flurry+bloodthirst) or (unbridled wrath+siphon life+instant corruption), but only 4/5 tactical mastery either way... this is the best tank against physical damage; 9/31/31/0/31/0 or 9/10/31/21/31/0 warrior druid: either a bear tank with defensive stance, 75% damage reduction from armor, even when sundered(to a huge extent) who is also defense capped, can parry, and gets flurry, and gets either (impale+deep wounds) or (10 defense+10% more armor+5/5 defiance), or a protection warrior who can throw around rejuvenates and cast an innervate on someone; expect that guy to put out a lot of threat with either build; 5/31/15/11/35/5 warrior priest: a protection warrior with shadowform who takes 10% less spell damage and can cast shadow word: pain and renew himself before engaging... can also self-heal with 70% pushback resistance for aoe threat, and can cast mind blast, and gets impale+sweeping strikes; 21/5/31/0/11/33 HEALERS: paladin priest: priest who gets power infusion, spiritual healing, holy shock and 5/5 illumination and divine favor; can also opt to instead put out decent(for retail) holy damage... also gets lightwell; 34/0/0/36/32/0 ain't much else to list really PvE DAMAGE DEALERS: warrior paladin: a 2h fury warrior with healing spells and mortal strike, sweeping strikes, weapon specialization, seal of command, 10% more strength, 5/5 conviction, 3/3 vindication, 5/5 vengeance, and repentance; 32/34/0/5/0/31 paladin rogue: a ret paladin with stealth, repentance, hemo, ghostly strike s&d, eviscerate, rupture, improved sap, perparation, dirty deeds, cold blood, 10% more ap, premeditation, and seal fate+vigor; can also opt for dagger+shield with a somewhat different spec for pvp... is extremely dangerous in PvP either way; 5/0/31/35/0/31 warrior shaman: a 2h fury warrior with healing spells and mortal strike, sweeping strikes, weapon specialization, stormstrike, 5% more crit, shocks, and WINDFURY WEAPON and ranged damage spells... is extremely dangerous in pvp; 32/31/0/8/31/0 rogue shaman: a vigor+premed rogue with mail, a 2-handed weapon, flurry, 5% more crit, 4/5 precision, stormstrike, and WINDFURY WEAPON... is extremely dangerous in pvp; 31/9/31/0/31/0 shaman druid: a moonkin that deals 250% critical damage with wrath that has 5% more mana, 75% damage reduction from armor in moonkin form, and is immune to pushback while casting druid healing spells and gets nature's swiftness; 21/7/24/33/0/17 shaman warlock: a warlock that deals 250% critical damage with soulfire, immolate, conflagrate, and searing pain, and gets shocks, heals, mail+shield, 3% spell+melee hit, and has 1% more mana, and can cast ghost wolf and use totems; 21/1/14/0/31/35 shaman mage: a deep fire+deep frost mage that deals 200% critical damage with their fire spells THEN ignites them, and/or deals 250% critical damage with their frost spells... also wears mail with a shield, gets shocks, and can heal himself and use totems and cast ghost wolf, and can opt out of either deep fire or deep frost for arcane power and such... is extremely dangerous in pvp; 23/0/14/0/31/31 priest warlock: basically an MD+SL (fanatic imp)+ruin warlock with shadowform, shadow weaving, 10% more hit, improved vampiric embrace, SW:P, and he makes barely any threat, and can cast fade to boot... can break shadowform to cast healing spells, and can spam smite against shadow enchanted or magic resistant enemies... probably your best damage dealer considering threat; 10/0/32/0/31/29 mage warlock: basically a fire mage that hits harder, especially with soulfire, immolate, conflagration, and searing pain; can also cast life tap and gets MD+SL; 0/31/3/0/31/37 hunter rogue: melee hunters rejoice! you'd finally be useful in the endgame! a CB+premed rogue with a 2h weapon for hemos, surefooted(but not precision), improved gouge, 15% more agility, 3% more crit, wyvern sting, raptor strike, traps(finally a rogue with traps), a pet, and deterrence and etc.... does somewhat less dmg than other melee builds, but can also tranq shot and kite; 0/14/32/22/3/31