This was fun. I got to die twice as quickly from being stomped by Thrym.
Anybody who’s ever been to the Forge of Souls has probably seen Bronjahm, the Godfather of Souls. And anybody with a brain in their head will probably be able to figure out that Bronjahm is really a tribute to James Brown, the Godfather of Soul.
But what’s really cool is just how much work Blizzard put into this boss character. In addition to looking like James Brown and making a lot of James Brown-style noises (“Wabadoooo”) look at his loot tables:
Then, of course, there’s the music that plays when you fight him. If you’re like me and have the music turned off, you probably missed this. Just type it into the game and listen.
/run PlaySoundFile("sound\\music\\zonemusic\\icecrownraid\\ir_BronzeJam.mp3")
I love Blizzard.
Continued...Now that the Beta is open, there's all sorts of info pouring out onto the internet. Naturally, I've gotta talk about all the new shaman changes, and offer my heavily-biased opinion of them.
Man, this is a huge post.
First, in case you didn't already know, Totems are no longer considered spells, so you can cast them when silenced. Just wanted to get that out of the way first. Good change.
Oh, and also in case you didn't already know, Totems will now affect the entire raid. FINALLY!
Strength of Earth Totem increases both Strength AND Agility. This is the same as having SoE and GoA out at once. Very nice.
Grace of Air Totem is gone. See Strength of Earth.
Stoneskin Totem now gives a flat Armor bonus instead of a damage-reducer. Not bad, but kinda boring. After all, Paladins, Druids, and Resto Shams already have armor-increasing buffs.
Windwall Totem is gone. Since Stoneskin now affects all physical damage, it makes sense to trash it. And really, who's going to miss it?
Flametongue Totem now does what Wrath of Air Totem does (increases spell damage). This certainly puts it in conflict with Totem of Wrath, not to mention all the other offensive fire totems.
Wrath of Air Totem now increases spell casting speed by 10%. Sweet.
Windfury Totem completely changed. Now increases melee attack speed by 16%. Um, why does melee get 6% more? This also means that Windfury Totem actually does something for US too! I kinda wish they'd change the name though, since it doesn't do the same thing as Windfury Weapon anymore.
Tranquil Air Totem is gone. Good riddance.
Elemental Focus now affects healing spells. That's a pretty handy change.
Improved Fire Nova Totem will reduce the movement speed of all affected targets by 75% for 4 seconds, instead of stunning them for 2 seconds. Overall, a pretty good change.
Elemental Shields now reduces all physical damage taken by 6%, instead of reducing your chance to be physically crit by 6%. Interesting change, and it probably adds up to about the same thing in PvP, but now it's useful in PvE too. Nice to have, but still optional in my opinion. Not that every talent NEEDS to be an essential talent.
Elemental Oath has been completely changed, and definitely for the better. Your spell crits cause a 2% reduction in spell mana cost and a 2% increase in spell crit damage for party members for 15 seconds, AND it stacks 3 times. This is proof that Blizzard loves me. This is the Elemental Unleashed Rage I've always hoped for.
Astral Shift now decreases incoming damage by 30% when you're stunned, feared, or silenced. Very cool, and useful in both PvP and PvE (though less so in PvE). Previously, it decreased incoming damage for a few seconds after you've been crit twice in a row, which kinda sucked.
New talent called Paralysis. I'm just going to cut-and paste this.
Paralysis (3/3)
Your Lightning Bolt and Chain Lightning spells gains an additional 10% of your bonus spell damage effects, and your Lightning Bolt has a 15% chance to Paralyze the target, reducing their movement, attack and casting speed by 75%. The target regains 15% of their movement, attack and casting speed each second. Lasts 5 sec.
No, THAT is proof that Blizzard loves me. Sniff...it's so beautiful.
Unfortunately, they got rid of Lava Flow, which Increases the amount of spell damage gained while having Flametongue Weapon equipped by 5/10/15%, and increases the damage done by your Flame Shock and Lava Burst by 4/8/12%. That's too bad, because I really liked that talent. Hopefully they'll axe Totem of Wrath and put Lava Flow back in.
Overall some amazing changes, with one exception. However, we're still missing +3% to hit, now that Elemental Oath has been changed and Elemental Precision modified. I'm guessing that we'll just have to get used to it.
UPDATE 8/1/08: They're getting rid of Paralysis too. Sigh. I really like that one.
Enhancing Totems now affects Flametongue Totem too, which is cool. But, it's up to 3 points (it's currently at 2) which is understandable. Remember, Grace of Air is being folded into Strength of Earth, which is why it isn't listed anymore. I'll definitely be grabbing this for my Elemental spec.
Shield Spec is gone! Finally!
Improved Weapon Totems is now just Improved Windfury Totem, which should come as no surprise. It increases the attack speed bonus by 4%, bring WFT up to +20% attack speed.
Improved Shamanistic Rage is gone. And in its place is...
Spectral Transformation
You have a 50/100% chance to remove all movement impairing effects when you transform into a Ghost Wolf, and your Spirit Wolves to have a 50/100% chance to be immune to all stun, snare and movement Impairing effects when summoned.
Not bad. I can definitely see it getting changed though. We still have no idea what these wolves do.
Here's another new one. This replaces a confusing and mostly uninteresting talent that I can't even remember the name of.
Maelstrom Weapon
When you critically hit with a melee weapon, you reduce the cast time of your next Lightning Bolt, Chain Lightning or Lava Burst spell by 4/8/12/16/20%. Stacks up to 5 times. Lasts 15 seconds.
So, insta-cast nukes from Enhance shammies? Interesting idea.
Totemic Focus is now a Tier 1 talent, swapping places with Tidal Focus. THANK YOU BLIZZARD! Any interest in making Tidal Mastery a Tier 1 talent? How about Nature's Swiftness?
Ooooh, Nature's Guidance is gone. Interesting. Now we're down by 6% spell hit and 3% melee hit.
Improved Water Shield is new. Activates a water globe every time you crit with LHW or HW. Cool, but this should really grant more charges too, since it's going to be a hassle recasting it all the time.
Spirit Link is now percentage-based, and won't break after a certain amount of damage is distributed.
You link the friendly target with up to two nearby friendly targets, causing 50% of any damage taken to be distributed to the linked targets. If any target takes a blow greater than 30% of their health, or shared damage would reduce a target's health below 20%, the link is broken. You can only have one link active at a time.
It's a bit confusing, but as far as I can tell, that means you won't have to keep recasting it, which is cool. Although, it seems like that 30% limit would make it worthless for a lot of boss fights. Maybe I'm wrong.
I had ideas for this section, but I've either forgotten them or I've figured out that they're actually pretty bad suggestions. So, my only one:
Lava Flow talent
Put it back in! Please!
All in all, some amazing changes. I can't wait to play it.
Continued...
Oooh, at last. The new Shaman talents and spells have been leaked. I'm going to go through them and explain what I like (nearly all of it) and what I don't (almost none of it). Keep in mind that this stuff WILL change. Some stuff will be buffed/nerfed, some will be reworked, some will be removed completely, and some will be added in the future. This stuff is from a very early version of the expansion, and we're not even supposed to be able to see it yet.
UPDATE 6/27/08: I've updated this post with My Concerns. You can read them at the bottom of the post.
Lava Burst - You hurl molten lava at the target, dealing 888 to 1132 Fire damage. If Flame Shock is on the target, Lava Burst will consume the Flame Shock, causing Lava Burst to critically hit. 2-second cast time, 8 second cooldown, 30-yard range.
At last, we get a new nuke, which looks pretty awesome. This spell will ensure that we use Flame Shock a lot more often, which itself will be much more powerful thanks to new Elemental talents. Rather than doing nothing but shoot lightning bolts at our targets (in dungeons, at least), we'll most likely be getting new spell rotations ensuring that Flame Shock is always up, using Lava Burst when it's ready, and Lightning Bolting in between. And of course the guaranteed crit will probably proc Elemental Focus.
My Verdict (so far): Great
Hex - Transforms the enemy into a random critter, reducing the target's movement speed by 75%. While moving, the hexed target cannot attack or cast spells. Only one target can be hexed at a time. Only works on Humanoids and Beasts. 0.5 sec cast, 1 minute cooldown, 20-yard range.
Finally, CC! Basically a mini-Polymorph, but it gives the target the ability to try to run away (not that they'll be doing it very quickly). The only problem is that I don't know how long they stay hexed. I get the feeling that it'll only be a few seconds, which would be unfortunate. It would be nice to have a longer (or more frequently castable) hex so we can provide some more reliable CC in dungeons.
UPDATE 6/27/08: There's a video of this spell in use on the site linked at the bottom of this post. Looks like it's about 8 seconds long. Not too bad. Also, the critter is a frog, but there are probably others.
My Verdict: Ok/Great (Depends on how long the hex effect is.)
Earthliving Weapon - Imbue the Shaman's weapon with earthen life. Increases healing done by {50} (scales with level) and each heal has a 20% chance to proc Earthliving on the target, healing an additional 180 over 6 seconds.
Cool, a new weapon buff for healers! The flat stat increase is nice, but getting a new HoT along with it is pretty cool too. I've got nothing bad to say about this.
My Verdict: Great
Elemental's PvP Emphasis
I know a lot of people think that the Elemental tree is primarily meant for PvP, but I don't agree. Of course, the signs are certainly pointing in that direction. The new talents Astral Shift and Thunder, along with Elemental Shields and Eye of the Storm, are mostly or entirely useful only in PvP. However, there are also the PvE abilities like Totem of Wrath, Unrelenting Storm, and Elemental Precision that point to the idea that Blizzard wants the tree to be viable for dungeons too.
So...where are the new PvE talents? The Elemental tree still lacks a way for players to buff the group differently from other shamans, besides Totem of Wrath (which is still only good for raiding). Elemental needs its own Unleashed Rage: an ability that triggers when damage is dealt and buffs the whole group in a meaningful way. Or, its own Stormstrike: an ability that causes a meaningful debuff on the enemy.
Here are some random suggestions:
Thunder seems like it'll be useful for protecting an ally for a couple seconds when they draw aggro. How about giving it an AOE aggro-reduction for all allies within its effective radius (10 yards) based on a percentage of the damage dealt?
Eye of the Storm should give you a constant chance to avoid interruption instead of being a crit-activated ability. That would make it useful in both PvP and PvE.
Make Astral Shift a self-activated ability. The affect should probably be nerfed, of course. Say, 50% physical damage reduction for 5 seconds.
We could use a talent that buffs Wrath of Air Totem. Enhancement has 3 ways to buff useful Enhance totems, Resto has Restorative Totems. Sure, we can make our damage-dealing Elemental totems more powerful, but that's about it. Personally, I think Totem of Wrath should be eliminated and replaced with something like this:
Totem of Wrath (3 points)
Your Wrath of Air Totem's effectiveness is increased by 10/20/30%. In addition, it increases your group's chance to hit and critically hit with spells by 1/2/3%.
Elemental Shields is decent for PvP, but how about making it reduce damage taken over a certain percentage of your total health? Like this:
Elemental Shields (3 points)
If any incoming damage exceeds 25% of your total health, it will be reduced by 10/20/30%.
Lava Burst is pretty cool, but I think it could be even better if they gave it a debuff ability when it "eats" your Flame Shock. Something like this:
Lava Burst
You hurl molten lava at the target, dealing 888 to 1132 Fire damage. If Flame Shock is on the target, Lava Burst will consume the Flame Shock, causing the Lava Shock effect, which decreases [armor/spell resistance/attack speed/casting speed] on the target for 8 seconds.
Those may be a bit strong, but you get the idea.
Well, that's it for now. I'm sure I'll think of more stuff to talk about in the future.
Are you one of those people who likes to switch back and forth between Windowed and Full-Screen mode? I know I am. I like to use Windowed mode while soloing, so I can surf the net, watch my newsfeeds, and put on a little DS9. But when it's time for dungeons or PvP, I prefer Fullscreen because it gives me better framerates.
You can go in to the Options menu and do it, or you can just use this handy macro. Click it once and it'll switch you to whichever mode you're not already in. Pretty handy./script SetCVar("gxWindow",1-GetCVar("gxWindow")) RestartGx()

So, I was going through the model files from the game a few days ago, and came across the model for the Fleshbeast. It's not textured, not animated, but it's looking pretty interesting so far. You can check out the concept art and bio here. 

I didn't even know this was possible. Here I am in AQ20, by myself (Annon was in Org), and suddenly I see Hamez flying through the air.
Oh yea, I should probably mention that the 9 images below this post are from the Behind the Scenes DVD that came with the Collector's Edition of the game. Just thought some people would enjoy looking at stuff that isn't in the game yet, or isn't anymore.
My computer is fried right now, so I can't actually play the game. :(
Seems that Dwarves were able to be mages early in the game's development. Glad they put an end to that.