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Blackshae
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Its like they took Season 9 pally armor and added feathers and a bird helm...

I can deal with it, doesn't look that bad, but Grey...Whole lotta grey...BOOOOORING


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Tanzy(ODH)
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*vomits*


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Tanzy Birdman: Attorney at Laaaaaaaaaaaaw.


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Irenke
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Well don't you know about the bird?
Well, everybody knows that the bird is the word!
A-well-a bird, bird, b-bird's the word!
Draken_crovax
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AHAHAHHAHAHAHAHAHA and I thought my teir was fugly AHAHAHAHAHAHAHAH
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Falcon Paaaaaaaaaaaanch!



Alternative? Show me your moves!
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Draken_crovax wrote:
AHAHAHHAHAHAHAHAHA and I thought my teir was fugly AHAHAHAHAHAHAHAH


Your spelling certainly is.


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Blackshae
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Irenke wrote:
Falcon Paaaaaaaaaaaanch!



Alternative? Show me your moves!


You know, that was the first thing that went through my head as I saw the feathers.


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Inune wrote:
Your spelling certainly is.

Jack's inability to spell has long since stopped being fodder for jokes. It's so prevalent that it's more sad than humorous. That's okay; we never hired him for his (in)ability to effectively communicate via the written word.

Edit: I really want to 'shop either the armor or Captain Falcon to embrace this concept, but I have a lot on my plate this weekend. Bleh!

Blackshae wrote:
You know, that was the first thing that went through my head as I saw the feathers.
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Forum Image


o.0?


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A night elf rogue in Blackfang Battleweave armor wields legendary daggers from the patch 4.3 raid, Dragon Soul. The weapons give you wings!
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By day I am just a measly rogue, but by night...I. AM. BATMAN.
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Well, since the daggers are unique to rogues it allowed them to tie into the armor set. Regardless, it's a little silly. Not to mention that when I think of rogues I don't typically think of bats.

Also, totally just though of Darkwing Duck.

"I am the terror that flaps in the night. I am the fingernail that scrapes the blackboard of your soul. I am the scourge that pecks at your nightmares. I am the headache in the criminal mind. I am a special news bulletin that interrupts your favorite show."

Hell, I could go on. Plus now I really want to watch that show again.

Alternatives? "Suck gas, evildoers" and "Lets get dangerous!"
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Proposed tier 13 set bonuses. Figured that I would add it here since we're discussing other aspects of tier 13.

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While we’ve been previewing the visuals of tier 13 on the front page at http://www.worldofwarcraft.com, we thought you might be interested in the magics that lay imbued betwixt their stitches and plating. Behold -- the tier 13 set bonuses!

Please keep in mind that the below data is pre-PTR and could change prior to the release of patch 4.3.


Death Knight
  • Blood, 2P -- When an attack drops your health below 35%, one of your Blood Runes will immediately activate and convert into a Death Rune for the next 20 sec. This effect cannot occur more than once every 45 sec.
  • Blood, 4P -- Your Vampiric Blood ability also affects all party and raid members for 50% of the effect it has on you.

  • DPS, 2P -- Sudden Doom has a 30% chance and Rime has a 60% chance to grant 2 charges when triggered instead of 1.
  • DPS, 4P -- Runic Empowerment has a 25% chance and Runic Corruption has a 40% chance to also grant 710 mastery rating for 12 sec when activated.


Druid
  • Balance, 2P -- Insect Swarm increases all damage done by your Starfire, Starsurge, and Wrath spells against that target by 3%.
  • Balance, 4P -- Starsurge generates 100% extra Lunar or Solar energy while Eclipse is not active.

  • Feral, 2P -- While Berserk is active, Savage Defense absorbs are 100% larger, and your Blood in the Water talent now causes Ferocious Bite to refresh the duration of your Rip on targets with 60% or less health.
  • Feral, 4P -- Frenzied Regeneration also affects all raid and party members, and your Stampede talent now grants two charges after using Feral Charge (Cat).

  • Restoration, 2P -- After using Innervate, the mana cost of your healing spells is reduced by 25% for 15 sec.
  • Restoration, 4P -- Your Rejuvenation and Regrowth spells have a 10% chance to Timeslip and have double the normal duration.


Hunter
  • 2P -- Steady Shot and Cobra Shot generate double the amount of focus.
  • 4P -- Your Arcane Shot ability has a chance to grant 25% haste to you and your pet for 10 sec.


Mage
  • 2P -- Your damaging spells have a 30% chance to grant Stolen Time, increasing your haste rating by 50 for 30 sec and stacking up to 10 times. When Arcane Power, Combustion, or Icy Veins expires, all stacks of Stolen Time are lost.
  • 4P -- Each stack of Stolen Time also reduces the cooldown of Arcane Power by 3 sec, Combustion by 4 sec, and Icy Veins by 6 sec.


Paladin
  • Holy, 2P -- After using Divine Favor, the mana cost of your healing spells is reduced by 25% for 15 sec.
  • Holy, 4P -- Increases the healing done by your Holy Radiance spell by 20%.

  • Protection, 2P -- Your Judgement ability now also grants a physical absorb shield equal to 30% of the damage it dealt.
  • Protection, 4P -- Reduces the cooldown of Divine Guardian by 60 sec and increases the radius of its effect by 70 yards.

  • Retribution, 2P -- Your Judgement ability has a 50% chance to generate 1 Holy Power.
  • Retribution, 4P -- While Zealotry is active your abilities deal 12% more damage.


Priest
  • Healer, 2P -- After using Power Infusion or Lightwell, the mana cost of your healing spells is reduced by 25% for [10|15] sec. (10 sec for Discipline, 15 for non-Discipline.)
  • Healer, 4P -- Your Power Word: Shield has a 10% chance to absorb 100% additional damage, and the cooldown of your Holy Word abilities is reduced by 20%.

  • Shadow, 2P -- Shadow Word: Death deals an additional 55% damage, and you no longer take damage from your own Shadow Word: Death when the target fails to die.
  • Shadow, 4P -- Your Shadowfiend and Shadowy Apparitions have a 100% chance to grant you 3 Shadow Orbs each time they deal damage.


Rogue
  • 2P -- After triggering Tricks of the Trade, your abilities cost 20% less energy for 6 sec.
  • 4P -- Increases the duration of Shadow Dance by 2 sec, Adrenaline Rush by 3 sec, and Vendetta by 9 sec.


Shaman
  • Elemental, 2P -- Elemental Mastery also grants you 400 mastery rating 15 sec.
  • Elemental, 4P -- Each time Elemental Overload triggers, you gain 200 haste rating for 4 sec, stacking up to 3 times.

  • Enhancement, 2P -- While you have any stacks of Maelstrom Weapon, your Lightning Bolt, Chain Lightning, and healing spells deal 20% more healing or damage.
  • Enhancement, 4P -- Your Feral Spirits have a 45% chance to grant you a charge of Maelstrom Weapon each time they deal damage.

  • Restoration, 2P -- After using Mana Tide Totem, the cost of your healing spells are reduced by 25% for 15 sec.
  • Restoration, 4P -- Increases the duration of Spiritwalker's Grace by 5 sec, and you gain 30% haste while Spiritwalker's grace is active.


Warlock
  • 2P -- The duration of your Doomguard and Infernal summons is increased by [15|45] sec and the cooldown of of those spells is reduced by 4 min. (45 for Demonology, 15 for non-Demonology.)
  • 4P -- Soulburn grants a 10% increase to your spell power for 10 sec.


Warrior
  • Protection, 2P -- Your Revenge ability now also grants a physical absorption shield equal to 20% of the damage done by Revenge.
  • Protection, 4P -- Your Shield Wall ability now grants 50% of its effect to all party and raid members.

  • DPS, 2P -- Heroic Strike costs 10 less rage while Inner Rage is active.
  • DPS, 4P -- Your Execute critical strikes have a 20% chance to refresh the duration of Colossus Smash.


(source)
Draken_crovax
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re: Tier 13 Discussion

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the warlock set bonus looks very geared for destro/demo and not for affliction, can't see it making it live

on the other hand 55% increase of damage to shadow word:death WTF BLIZZ
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