We've made one additional change to a specific element of the Yogg-Saron fight. Since the fight went live, there has been a hidden protection for players that prevents the casting of Psychosis and Malady of the Mind on targets with less than 30 Sanity. However, because Malady of the Mind has a slow missile speed and the hidden protection could take a second or two to apply, it was quite possible for the 30 sanity targeting threshold to be breached by these two random unavoidable effects.
To try to address this we're raising the threshold to 40 sanity, and increasing the missile speed of Malady of the Mind. Note that the spells are still being cast just as often, so the net sanity loss to the raid will still be the same. This hotfix just evens out the random targeting of the spells across the raid. Also note that the threshold is for targeting purposes of those two spells only, and this fix means Psychosis or Malady of the Mind can still bring you below 40 sanity. If you have 41 sanity, you're a valid target and can then be brought to 32 sanity by a casting of Psychosis on you.
PTR maintenance - 07/02/09 Another maintenance, and most likely another build. Stay tuned.
Warlock Q&A with Ghostcrawler and the World of Warcraft Community Team
Community Team: We’d like start this Q&A off by asking a question that players of all classes often ask in regard to the very purpose of their class. In this case, we’re looking specifically at the warlock.
Q. Where do warlocks fit into the larger scope of things currently and where do we see them going from this point forward?
A. The warlock is a caster -- a ranged damage dealer. They can fill only one role, which makes them a “pure” class as opposed to a hybrid. Warlocks have a reputation for trafficking with darkness, and their spells and abilities reflect this -- demons, curses, drains, fears. All warlocks rely on damage-over-time spells and demonic pets to some extent. The Affliction tree focuses on damage-over-time spells, curses, and shadow magic in general. The Demonology tree emphasizes the damage and abilities done by demons. The Destruction tree gives up a little of both to become a little bit more like a mage with direct damage and fire magic. Overall, the vision is for warlocks to feel less fragile than mages. They have historically had higher health pools and easier to sustain mana, but fewer emergency escapes. Keeping the mage and warlock feeling distinct is a big challenge. They fill a similar role and share similar gear so sometimes even the profiles of their character art look similar.
Going forward, we want to try and make the warlock experience more different from the mage. Our new plans for Soul Shards will help here. We want to make them a core mechanic instead of a minor feature that can be neglected at best and feels tedious at worst.
We’re happy with the relative damage done by Affliction and Destruction. Depending on which Lich King patch you look at one or the other are slightly on top, but they’re close. Demonology still seems to lag a little behind. We think there is still room for a strong Felguard build in there. It might be that the pets still require too much management or it could just be that the rotation isn’t as interesting as the ones Affliction or Destruction use right now. Demonology suffers from a little bit of the same problem as the Beastmaster hunter, which is when the pet is such a big part of your damage you are crippled in moments when the pet is killed or ineffectual.
Except for a brief moment early in Lich King, warlocks have been under-represented in PvP and we want to see more of them. We don’t want to get there through fear bombs, though. In fact, we think the damage locks can do is in a pretty good place. The problem is survivability, especially when stunned. Now some of the 3.2 changes are going to chill out damage across the board and we are increasing the survivability of pets in PvP. Both of those changes should help warlocks, who historically have been a little better in endurance fights than quick scrums. If those changes aren’t enough, we’re prepared to make additional ones.
Lich King made the warlock pets more interesting but we think there is still a lot of opportunity here. Some of the pets have abilities that just don’t get much use (Imp Fire Shield anyone?) while other pets could benefit from a couple more abilities. The voidwalker for example does all of his damage through just a simple autoattack. While we are slightly positioning the imp as a Destruction pet and the felhound as an Affliction pet, we think we can make the choice of what demon to use at a particular time more interesting. The succubus has too narrow a niche, and the voidwalker is still used mostly as a level-up pet.
Q. What is it that makes them unique compared to all other classes?
A. Demons are a big one. Warlocks are a pet class, but they gain more of their own power from their pets and can make their pets do more than say a hunter or death knight. The way they do damage is different from a mage because a lot of their damage, even for Destruction, comes from damage-over-time spells instead. Warlocks bring some utility that doesn’t strictly increase raid damage, so we feel like it’s fine to keep those abilities unique to the lock -- things like summoning and health stones. But again, we think the real way to keep warlocks from feeling like mages with pets is to do more with the Soul Shard mechanic.
Q. Soul Shards is subject that has been a constant amongst warlock players since the launch of the game. While we've made some minor improvements over time, players still find Soul Shards to be an annoyance. Are there any plans in motion to make further improvements to the warlock Soul Shard system?
A. Yes. As we have hinted on occasion, we have a revamp of the entire system in the works. This is a big change, beyond the scope of the 3.2 patch, but we are confident -- CONFIDENT -- that the new system will be something warlocks finally enjoy. (I’m sure I will never, ever regret saying that.) We hope to be able to talk more about it at BlizzCon, but the basic idea is that shards provide a combat boost when needed without becoming a resource that needs to be farmed. Currently too many of the shard abilities are maintenance-like things such as demons and stones. Blowing a shard should be a big deal -- an exciting moment. We want to make shards fun and remove the hassle, but we want to make them a core part of the warlock experience and not a marginalized feature.
Q. Most DPS classes can spend three (or less) talent points to decrease their threat by 30%, while warlocks must spend four talent points in two different trees to gain a 10% drop in threat. What are our thoughts on this, and why the discrepancy?
A. There are a couple of situations like this in the warlock tree. The essential problem is we want locks to be able to go down their different trees. When you have something important like threat-reduction or range, it either needs to go very high in the trees where everyone can reach it, or you need to have duplicate talents that essentially accomplish the same thing. The problem with the latter approach is that confusing things can happen when you get both talents -- either they stack (which is too powerful) or they don’t stack (which can be confusing or make talent builds difficult). The way we have tried to solve the latter problem is having some talents affect Fire / Destro and some affect Shadow / Affliction. Of course the problem with that approach is that warlocks use both kinds of damage spells. We recognize that we need to solve this problem, but sliding a lot of talents around is not the right way to do it, and also beyond the scope of 3.2. See below for a partial solution for the threat problem though.
Q. As a follow-up to the last question, would we consider giving warlocks a better "aggro dump" ability? Currently, their one "aggro dump," Soulshatter, has a long cooldown and costs a reagent.
A. We are going to lower the cooldown of Soulshatter to three minutes. We don’t think the shard cost is a big expense in PvE situations. Threat-dump abilities are tricky to balance. We don’t want these spells to feel rotational -- you aren’t supposed to do say Curse of Agony, Immolate, Soulshatter, Curse of Agony, Immolate, Soulshatter. They are there for emergencies.
Q. In PvP, warlocks feel at a disadvantage against melee classes (and hunters), particularly rogues. What are our thoughts in this, and are there any plans to provide warlocks with a little more help in this area? Additionally, players have often suggested allowing Demonic Circle to be usable while stunned, is this something we'd consider?
A. The reason we don’t like making Demonic Circle usable while stunned is that changes the ability from a remote evacuation into a stun-breaker. Our concern is locks would never use it except for the stun removal, which makes the spell a lot less cool. Circle is definitely one of those abilities that requires a lot of finesse. Clever locks can do amazing things with it and beginner locks might not get as much benefit out of it. It’s probably also fair to say that stuns (especially chained ones) have become too important in PvP, especially now that we have toned down the impact of some of the other forms of crowd control.
Q. Pet survivability is something that comes up often. Do we see this as a concern, and if so are there any plans to increase warlock pet survivability and/or consider decreasing the warlock's dependency on pets in PvP?
A. It is a concern. We never wanted it to feel like it was stupid to attack the pet -- like they were so unkillable that you just have to endure damage from the pet while you chase down the lock. You have to remember that locks were once really dangerous in PvP (this was back when we added resilience for DoTs) and so everyone was nervous about making their pets too powerful. It’s just incredibly frustrating to be on the other end of that and finally get a pet down only to have to then face the warlock. However times have changed and we think pets are too fragile now. We tried buffing their health a few times, but we think it’s finally time to add resilience to pets and fix it right.
Q. Continuing off of the previous question, are we happy with pet scaling currently? One constant request by warlocks in PvP, is to allow scaling for resilience. Would we consider making this change?
A. Yes, pets are never going to scale correctly as long as there are some stats that affect the master but not the pet. If the lock gains crit and haste, the demons don’t benefit as much as if the lock had gained spellpower. This is a problem. We need to make pets just scale with all stats. Technically, this is not a “flip the switch” kind of change. It’s complicated so it’s going to take some time to do right. We’ll get resilience and spell pen done first.
Q. Many warlocks often find it difficult to resummon or switch pets, especially when compared to other pet classes. Fel Domination with Master Summoner is nice for those who have the talents, but still somewhat problematic due to the long cooldown of Fel Domination.
A. As you probably know by now, we are dramatically lowering the cooldown on Fel Domination.
Q. Talents that increase the range for spells is often a point of concern, particularly for PvE-focused warlocks due to the warlock's mixture of using both Affliction and Destruction abilities. Is it possible that warlocks can be given a merged range talent in a low tier of either tree?
A. This is the same problem I mentioned above. Moving the talent up higher is one solution, but it would have to be very high and whatever talents are there now would have to come down. This then becomes a pretty significant re-architecture of the talent tree. It is something we want to address, but probably isn’t a 3.2 change.
Q. Do we have plans to add a little more burst potential to the Affliction tree?
A. Yes, and Haunt is probably the right place to do it. Haunt is one of the few Affliction spells that can’t reach the 200% crit level, so we are going to make that change through Pandemic.
Q. The spell Hellfire is one that warlocks rarely use, due to that fact it's channeled, generates a great deal of threat, and has self-damaging properties. What are our thoughts on how this spell currently functions, and what might we consider changing in the future?
A. We’d agree that the “interesting tradeoff” isn’t that interesting, and in fact it’s hard to find niches for so many different AE spells. Long-term this might be the kind of spell that gets cut.
Q. A common concern that comes up regarding warlock players is in regards to their minor glyphs. While they understand that these glyphs aren't meant to be game-changing, many of the minor glyphs focus on improving spells that aren't really used at all, such as Eye of Kilrogg. Would we consider looking at the minor glyphs available for warlocks and possibly making some improvements?
A. We can look at the minor glyphs. We are more concerned at the moment with making sure the major glyphs are interesting without being overpowered.
Q. Green fire for spells has been something that's often requested by warlocks. Would we consider adding this into the game, possibly in the form of a minor glyph so that we're not forcing it on players who may not desire their fire spells to be green?
A. We wouldn’t do it through a minor glyph. Originally, we were going to make the minor glyphs mostly cosmetic like this, but as we evolved the glyph feature we found that some spells just didn’t make sense to have a major glyph, so these became minors. We definitely understand some (many? all?) warlocks would love to have green fire and we’ll try and find a cool way to deliver on this. At this point, we’d probably rather do it with a flashy new spell rather than just change up an existing one, but we’ll have to see. As with the new druid forms, after waiting so long, we’d want to do it right.
Q. Would we consider adding a warlock-specific flying mount? Warlocks have promised to never complain again should such a feature be added. Okay, not really...
A. I think it fits the warlock kit pretty well to have some kind of crazy flying demon. We don’t have any art for such a creature yet, but we’ll keep it in mind. You’d have to go back to Dire Maul to get it. Okay, not really???
Q. Are there any plans to allow warlocks to slightly customize or change the appearance of their pets?
A. This is something we are discussing. There are several voidwalker and imp models we could use pretty easily and it might be nice to add more felhounds and succubi. This isn’t a high priority, but something we would like to eventually get around to improving. We are discussing whether this is simply just random variation (like the names) or whether it becomes an even bigger feature.
We are aware of the concerns regarding situations where players are unable to zone into an instance due to an instance limit being hit, which results in a message stating that additional instances cannot be launched. This limit was implemented as a short-term solution to preserve the gameplay for players who are already in an instance and to prevent numerous issues that can happen when too many instances are active at the same time, but we are currently working on better solutions to ensure that players can get into instances when they want to.
As one of the solutions to this situation, we are in the process of modifying our hardware setup to allow for more instances to be active without negatively impacting the performance of these instances. Once this hardware reconfiguration is complete, we expect to see a noticeable reduction in the number of players hitting the instance limit. However, this improvement to the hardware is a complicated and delicate process that will also require extensive testing before it can be fully implemented, so it may be some time before the updates can be completed. We would like to assure you that this issue currently a top priority for us, and we are working on resolving it as quickly as possible.
Further information and updates regarding this will be provided as we make progress in this process. Thank you for your patience during this time.
World First "He Feeds On Your Tears" by Method A few hours ago, Method managed to kill Algalon in 25-Man without anyone dying during the encounter and got the He Feeds on Your Tears achievement. Congratulations to them.
Listed below are recent fixes we have applied to the game. Keep in mind that some of these changes may not be active until after the realm has been restarted.
The Armory's character profiles have received several improvements:
Hunter Pet talent trees: Hunter character profiles now display their pets' talent specializations. The currently viewed pet can be selected from a drop-down menu on the hunter's talent page that includes the pet's in-game name and creature type.
Hunter Pet Calculator: The Armory's Talent Calculator includes a new Pet Calculator tab that displays the three possible talent trees for pets. Each talent tree (Ferocity, Tenacity, and Cunning) is accompanied by a grouping of the creature types that use them.
The reputation page has been redesigned with collapsible subcategories and a new "Listed View" that displays all of a character's reputations in a single list which can then be sorted by reputation level and name.
Last Sunday, the 28th of June, the 2009 Warcraft Regional Finals for Warcraft III: The Frozen Throne and World of Warcraft in Cologne, Germany came to an end. We have prepared for you a video page with an overview of all the matches that were played during the event. We have also updated our Gallery with more photos from the event. Make sure to check it out here!
Please check back frequently over the next few days as we will be updating this site with after-event footage and commentaries on the matches.
Blue posts
Quote from Blizzard staff
Priest (3.1 Skills List / 3.1 Talent + Glyph Calc.) Shadow Priest Q&A (Source) Question 1: What does blizzard see as shadow priest roll in pvp or pve situations? PVE: I dont pve much but from my understanding there are aoe monsters is this the niche you intended them to fill in pve? I once saw a blue saying that they didn't want anyone filling that niche! You're a dps class that focuses on dots and "stealing energy" from opponents. I'll write a prettier version for the official Q&A. Shadow priests can do single target damage and now in LK can do AE damage as well.
PVP: As you all may know Priest are the only class with TWO healing trees. Did you want our dps tree to also have a strong healing component through Vampric Embrace? I often hear shadow priest refered to as the Pre-BC caster tank, are there any intentions of turning shadows priest back into this role anytime soon? Yes on the VE part. "Caster tank" as a role is a little risky. It basically means that melee have to close the gap to finally do damage to you, yet once they do... they still have trouble hurting you. I know that makes you want to say "But melee are crushing us right now!" That might be a problem, but doesn't mean the right answer is to have non-fragile casters. You are probably tougher than mages, and still have decent escape mechanisms with Dispersion and fears.
Question 2: Was mind flay always intended to be our "filler," damage spell instead of a nuke or was it ment to be a mainly pvp spell? If it wasn't are you intending to give us a nuke? I ask because to my understanding shadow priest scale very poorly with haste which brings me to my next question. We don't really design every caster around nukes. That's kind of a mage deal where they emphasize one main spell. We want the other casters to feel differently, to have rotations. Mind Flay is part of that.
Question 3: Does blizzard intend to make haste effect dots? As you all may know this would help with some scaling issues and I don't see why they couldn't do this, they already did it with crits! It's something we're talking about. Haste is a problematic stat for a number of reasons. It isn't always good for example if you don't have enough room in your rotation to fit another spell. It isn't good if you're GCD capped. Now, it's okay -- in fact preferable -- that stats aren't equal for everyone. We like that not all casters would look at say a ring with haste, crit and spirit the same way.
Question 4: Does blizzard think that dispel protection is a problem for dot heavy casters? If you do what are you planning to do to fix this? If you don't why not? I understand that vampiric touch has a penalty for being removed but I just don't feel like it is strong enough or even compares to it's much stronger version unstable affliction. We think the whole dispel protection game needs to be overhauled. Buffs should be valued for their buffs, not for whether or not they can protect other buffs. We need to change this whole system to something more sane. Whether or not you have a dispel, and whether or not your target is vulnerable to it has just become way too important. You are right that the VT penalty is so low as to be silly, and that's something we would like to boost for 3.2.
Question 5: Alot of players feel as though replenishment should belong solely to shadow priest, we understand that you would like to "bring the player not the class," but honestly could you say that having a unique class/spec ability is such a bad thing? Yes, it's a bad thing. It's good if you're a shadow priest wanting a raid slot. It's bad if you're the druid or warrior who can't come because the raid leader feels like they must bring the shadow priest in order to raid. We want the challenge to be the encounters, not the logistics of building the group.
Question 6: It takes shadow priest significantly longer to set up our damage than other classes. Would it be in your intentions to add an initial damage component to vampiric touch and make it instant cast to help alleviate some of the wait-time for damage? I think there is something to the set-up-your-damage issue, but at the same time, dots also have a lot of benefits over direct damage spells. We would not want any spell that Shadow priests felt like they could just cast instead of doing their rotation, and if the instant-damage spell was weaker than the rotation, it would likely see only situational use (though maybe that's a fine niche).
Questions 7:Are you planning on implementing a snare/root for shadow priest? Shadow Priest is currently the only caster that has no snare/root abilities. These types of abilities are essential when we are not able to tank damage and wear cloth. We don't want to give every mechanic to every class if we can help it. Just above you asked if it was a bad thing to have some unique mechanics. Saying no isn't the same as saying everyone can have some mechanics. We intend for the Shadow CC to be things like Psychic Horror and Silence, and to a much lesser extent, Mind Control.
Question 8: Shadow priest are always triggering our global cooldown but have no way to make it shorter. Are you planning to implement maybe a talent to reduce our global cooldown? We wouldn't do it through a talent, but we might let haste do it. Remember, the global is there for a reason. Having too many abilities short-circuit it will ultimately have consequences.
Question 9: : As you may know shadow priest have a fair amount of mobility issues, are you planning on adding a short immunity to snares after fade is used? ( Improved Fade ofcourse.) No. We would be more likely to nerf snares. We don't want to have an arms race of snares, then snare immunity, then the snare that can't be made immune, and so on.
Question 10: Are you planning to add Body and Soul to the shadow tree? No.
Question 11: The fear/blind DR has severely destroyed a lot of synergy shadowpriest and rogues shared, are you planning to revert this change next season? No. The game needs more DR on crowd control, not less. Using your crowd control at the right time is awesome. Chaining different forms of CC together to keep an enemy from ever being able to move is a lot less fun.
Question 12: Dispersion a lot of people feel the abilities strength does not merit it as a 51 point talent, are there any plans to move this to a lower tier in the shadow tree? Will there be any plans to remove the silence effect it applies in the future? We don't want to remove the silence for the reason we've never wanted to remove it -- we want Dispersion as an escape mechanism, not an offensive cooldown. We might lower Dispersion's cooldown though. We want it to do it's job, not get marginalized in the tree.
Question 13: Was the disarm on Psychic horror intended to occur after the "horror," or during? Is there any intention of removing the travel time on Psychic Horror, If not will you add an animation? What do you mean by animation? To the projectile or the target? The disarm was intended to occur during the horror.
Question 14: Psychic Scream is a very powerful spell for getting attackers off of you, but there are various ways to counter it. Would it be reasonable to add a penalty for removing this spell early, maybe a 2 second stun or a snare. We do the dot / hot penalties because its a weakness of dots. We're not crazy about going down the road of making all CC have a kiss / curse element with its removal.
Question 15: Most damage over time spells just tick with no special effect with an exception to a few. In order to help us damage better could we get more "effects" on our damage over time spells such as ticking hard initially and damage slowly wearing off. This might be something we'd consider. I understand the concern.
Question 16: From my understanding there is a cooldown on Devouring Plague to keep us from putting it on multiple targets. Couldn't you just make Devouring Plague only usable on 1 target at a time and remove the cooldown? Yes. I'm not sure many players would consider that a buff though.
Question 17: Mind Control although this is a fun spell it isn't very useful in pvp situations because it leaves your character immobile for however long and randomly breaks. Could mind control make the controlled target your pet but movable by using the same mechanic used to place a death and decay? We might do something like that for pets in general. Mind Control however is a really powerful ability. Not only does it prevent the target from doing anything, it also lets you use their abilities against their allies. It's going to be hard for us to remove too many downsides from the effect.
Question 18: Are you planning on giving spriest a new 51 point talent? No. We want the 51-pointers to be very attractive, but not necessarily the most powerful talent in the tree. A great number, if not a majority, of Shadow priests have Dispersion so it's hard to argue it isn't attractive. I understand some players want the 51 to be a big damage spell for damage-dealing specs, but that just isn't always what we think the tree needs. I'm not saying we are going to take the talent trees to 61 or 71 points soon, but if we did, just think of the expectation. Does the 71 pointer need to blow all of the previous talents out of the water? Do deeper talents need to become more powerful at the same time the character gets more of them? That leads to a lot of power inflation. We think talents probably account for too much of a character's power already.
Shaman (3.1 Skills List / 3.1 Talent + Glyph Calc.) Chain Heal range on PTRs We changed the number 8 on the Chain Heal spell to a 10. I am pretty sure whatever bugs WoW might have would not make these two numbers the same. So however you are measuring the range on live, it is 2 yards higher on the PTR. (Source)
Comics A new comic has been added to the official site
Blizzard trademarks "Cataclysm" A few days ago Blizzard filed a trademark for "Cataclysm" on the United States Patent and Trademark Office website. Cataclysm was registered for :
Entertainment services, namely, providing on-line computer games; providing computer games that may be accessed via a global computer network; and providing on-line information in the field of computer gaming entertainment
Comic books, computer game strategy guides, trading cards, coloring books, adhesive stickers, rub-on transfers, notebooks, stationery-type portfolios, posters, greeting cards, calendars, instructional leaflets in the field of computer games, computer game instruction manuals, catalogs in the field of computer games, advertisement boards of paper or cardboard, photographs, art prints
Computer game software and related instruction manuals and guides sold together as a unit; downloadable computer game software; interactive multimedia computer game program; mousepads
LAST APPLICANT(S)/OWNER(S) OF RECORD Blizzard Entertainment, Inc. 16215 Alton Parkway Irvine, CA 92618 United States
GOODS AND/OR SERVICES Class Status: Active Computer game software and related instruction manuals and guides sold together as a unit; downloadable computer game software; interactive multimedia computer game program; mousepads
2009-06-30 - New Application Office Supplied Data Entered In Tram
2009-06-30 - New Application Entered In Tram
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So ... What does it mean? Well, Wrath of the Lich King was trademarked a few weeks before the Blizzcon, we're not going to jump to conclusions here but WoWWiki will most likely give you a few things to think about on their Great Sundering article.
The Great Sundering, also known as simply the Sundering or the Cataclysm was a world event which reshaped Azeroth approximately 10,000 years ago at the end of the War of the Ancients. This event was triggered due to the Well of Eternity being destroyed.
Prior to the Sundering, there was only one continent on Azeroth, referred to as Kalimdor. In the catastrophic explosion, eighty percent of the land mass was destroyed leaving behind the major continents and scattered islands that are known today: Northrend, Kezan, the Eastern Kingdoms, and the remnant still referred to as Kalimdor.
The site of the Well of Eternity became a swirling vortex of power known as the Maelstrom.
A few days ago, one of our user also spotted a test server named "Maelstrom 3 Test" in the US server list (it only showed up for a few seconds, see This post). If the expansion is indeed The Maelstrom/Cataclysm, we can expect to see a few things here:
We wanted to give everyone a very early heads-up that, in response to player requests, we’re developing a new service for World of Warcraft that will allow players to change their faction from Alliance to Horde or Horde to Alliance. There’s still much work to do and many details to iron out, but the basic idea is that players will be able to use the service to transform an existing character into a roughly equivalent character of the opposing faction on the same realm. Players who ended up creating and leveling up characters on the opposite factions from their friends have been asking for this type of functionality for some time, and we’re pleased to be getting closer to being able to deliver it.
As with all of the features and services we offer, we intend to incorporate the faction-change service in a way that won’t disrupt the gameplay experience on the realms, and there will be some rules involved with when and how the service can be used. The number of variables involved increases the complexity of implementing this service, but we plan to take the time needed to ensure that it lives up to expectations before officially rolling it out. We’ll go into much more detail on all of this here at http://www.WorldofWarcraft.com as development progresses. In the meantime, we wanted to let you know that because this type of functionality requires extensive internal testing well in advance of release, you may be seeing bits and pieces of the service in the test builds we use for the public test realms moving forward.
Updated 7/1 Due to the many questions that have come up with the announcement of this new service, we wanted to take the time to answer the ones we can at this point in time.
Q. Will we be able to switch between the races on our own faction? A. No. Players will only be able to switch to a race of the opposite faction.
Q. Will I be able to choose the race on the opposite faction that I want to change to? A. Yes, but you will only be able to switch to a race that has your class type available to it. So if you play a human paladin, you’d only be able to change to a blood elf paladin.
Q. How much will it cost? A. We do not have further information on this at this point in time.
Q. Will I be able to switch back to my original faction but a different race? A. No. You will only be able to switch back to your originally chosen race.
Q. How will the switch between reputation, gear, mounts, etc be handled? A. We’ll have more details for you at a later point in time, though we plan to keep these as close to a reflection of the other faction as much as possible.
Q. How often can you change your faction? A. We do not have any information to share on this at this point in time, however we will have restrictions on the frequency by which players can change their faction.
Q. How will this affect the balance of Horde and Alliance on the realms? A. We are taking great care in how we implement this new service in order to maintain balance between the factions on the realms but do not have any further details to share.
Season 7 Armor Sets Preview Season 7 armor sets have been discovered on PTRs, keep in mind that we're in early stages of the Patch 3.2 testing and that a lot of models are still bugged
The newest season of Arena gear can only be purchased if you meet the requirements with your 3 or 5-player team rating. Rating requirements from 2-player teams can still be used to purchase the previous season of gear.
MLG Columbus WoW Tournament - Video on Demand now Available Videos from the first stop of the 2009 Major League Gaming PC Circuit played on HP, are now available for viewing. The Columbus, Ohio event featured eight of the top World of Warcraft Arena teams from across the globe in a battle for pride, MLG Championship Ranking Points and over $15,000 in cash.
For scores, final placings and more from the event, check out GotFrag's coverage here. Be sure to stay tuned to GotFrag for coverage of the upcoming MLG Dallas event August 28th-30th 2009. All matches from the three day Columbus event, which took place June 5th-7th, are listed below and on the following pages.