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Patch 5.2 - PTR Build 16467
A new PTR build will be deployed on PTR realms soon.


Raid Testing Schedule - January 17
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Thursday, January 17, we will be testing two more raid encounters in the Throne of Thunder.

Each encounter should be available at approximately the listed times below for all Public Test Realms.

Horridon - 10 Player Normal at 10:30 PST (13:30 EST, 19:30 CET)

Iron Qon - 10 Player Normal at 16:00 PST (19:00 EST, 01:00 CET)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session, change the boss being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. This is particularly true for these early tests as we are still nailing down overall patch stability. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Important Testing Notes

Q: How do I get into the raid zone?
A: At the northeastern edge of the swamp on the Thunder King's island, there is a Shado-Pan camp in a small cave. A sewer grate in this cave will take you directly to the zone-in point for the raid zone. (As more of the island unlocks, players will be able to access the main gate directly.)

Q: What gear do I use to test the raid?
A: As we did for Beta raid testing, we will be scaling players' gear inside the raid in order to facilitate testing. Gear will be scaled (up or down, as appropriate) to item Level 502 for the purposes of testing Normal modes.

New Items
You can see all of the new items on WoWDB!

Level Type Slot Name
1Junk Fortuitous Coffer
90Junk Intact Devilsaur Hide
90Junk Notes on Lightning Steel
90Junk Notes on Lightning Stabilization
20Companion Pets Ji-Kun Hatchling
20Companion Pets Spawn of G'nathus
20Companion Pets Direhorn Runt
20Companion Pets Pygmy Direhorn
500Other Secrets of the Empire
500Other Titan Runestone
1Quest Wild Thunder Pterrorwing Hatchling
476Two-handed AxeTwo Hand Drakkari Decapitator
476BowRanged Mogu Sportsman's Bow
476One-handed MaceOne Hand Lightning Snare
476PolearmTwo Hand Teng's Reach
476One-handed SwordOne Hand Vengeance of Kor'dok
476One-handed SwordOne Hand Talonblade of Akil'amon
476StaffTwo Hand Gaze of Qi'nor
476DaggerOne Hand Cera's Impalers
476DaggerOne Hand Saurok Ritualist's Sacrificial Dagger
80Consumable Burning Seed



New Strings
Originally Posted by MMO-Champion
  • INVITE_TEAM_MEMBERS - Invite Team Members
  • PVP_BEST_RATING - Best Rating:
  • PVP_CURRENT_RATING - Current Rating:
  • PVP_INVITE_TEAM_TOOLTIP - Right-Click to invite team members



Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength

Pandaria
Quests

Pandaria Raid
Dungeons & Raids
  • A Complete Circuit (New) Defeat Lei Shen in the Throne of Thunder on Normal or Heroic Difficulty after disabling each of the four Conduits first. Criteria: Static Shock Conduit Disabled First, Diffusion Chain Conduit Disabled First, Overcharge Conduit Disabled First, Bouncing Bolt Conduit Disabled First.
  • Can't Touch This (New) Survive the Iron Qon fight in the Throne of Thunder on Normal or Heroic difficulty without getting hit by any of the following abilities: 10 points. Criteria: Burning Cinders, Frozen Blood, Storm Cloud, Frozen Solid!, Rushing Winds.
  • From Dusk 'til Dawn (New) Defeat Lu'lin before Suen falls below 30% health, and then defeat Suen in Throne of Thunder on Normal or Heroic Difficulty. 10 points.
  • One-Up now is possible to earn in Normal or Heroic difficulty.

Player vs. Player



Tier 15 Set Bonus Changes
Originally Posted by MMO-Champion
Mage (Forums / Skills / Talent Calculator)
  • Item - Mage T15 2P Bonus When Alter Time expires, you gain 5,100 Haste for 30 sec. 1,800 Haste, Crit, and Mastery for 30 sec.

Shaman (Forums / Skills / Talent Calculator)

Warrior (Forums / Skills / Talent Calculator)
  • Item - Warrior T15 Protection 2P Bonus Your Shield Slam and Revenge have a 10% chance to activate Victory Rush and increase the healing done by the next Impending Victory by 100%. or Impending Victory as if you had killed your target.



Spell Changes
Originally Posted by MMO-Champion
Companions

Druid (Forums)
  • Cyclone now has a 30yd range, up from 20.
  • Wild Mushroom: Bloom - Bonus healing on the Wild Mushroom will be divided across all targets healed.

Balance & Restoration
  • Wild Mushroom (Restoration) now only gains from 25% of overhealing done by your Rejuvenation, up to a maximum of 33% (was 100%) of your health in bonus healing per mushroom.

Restoration
  • Naturalist (New) Increases all healing you deal by 10%. Druid - Restoration Spec.
  • Wild Mushroom: Bloom - Bonus healing on the Wild Mushroom will be divided across all targets healed.

Hunter (Forums)
Marksmanship
  • Aimed Shot now has a 2.5 sec cast, down from 2.9 sec.

Monk (Forums)
Brewmaster

Windwalker

Paladin (Forums)

Priest (Forums)
Talents
  • Solace and Insanity (New) Discipline, Holy: You gain the Power Word: Solace ability. Shadow: When cast on a target that has three of your Shadow damage-over-time spells applied, your Mind Flay gains the insanity effect. Strike an enemy with the power of the heavens, dealing [ 1,136 + 111% of Spell Power ] Holy damage and an additional [ 7 + 3.12% of Spell Power ] Holy damage over 7 sec and restoring 1% of maximum mana. Replaces Holy Fire. Assault the target's mind with Shadow energy, causing 6,294 Shadow damage over 3 sec and slowing their movement speed by 50%. Priest - LvL 45 Talent.

Discipline
  • Divine Aegis no longer gains from Prayer of Healing.
  • Rapture now also reduces Power Word: Shield mana cost by 50%. Now grants mana equal to 100% of your Spirit, down from 250%.

Discipline & Holy

Rogue (Forums)
  • Blade Flurry now strike up to 4 additional nearby opponents for 40% of normal damage, up from 25%.
  • Smoke Bomb - Allies take 20% less damage while within the cloud.

Talents
  • Marked for Death now requires the target to die within 60 seconds to reset the cooldown.

Combat
  • Blade Flurry now strike up to 4 additional nearby opponents for 40% of normal damage, up from 25%.

Shaman (Forums)
Talents

Warlock (Forums)
  • Dark Intent now increases spell power by 10% and Stamina by 10%, rather than just spell power.

Warrior (Forums)

Arms

Fury

Professions
Blacksmithing
  • Lightning Steel Ingot Combine Trillium and Ghost Iron to create a Lightning Steel Ingot. In the process, you may Create a Lightning Steel Ingot from Ghost Iron Bars. In the process, you may gain additional knowledge of Ghost Iron, and discover a Blacksmithing plan you have yet to learn. Materials. 2 sec cast. 1 sec cooldown. Reagents: Trillium Bar, Ghost Iron Bar (3). Ghost Iron Bar (10).

Raid & Dungeon Abilities
  • Amplifier Increases damage dealt by 25% and attack speed by 25%. Instant. 10% and attack speed by 10%. Instant.
  • Animus Font (New) Further corrupts a target already afflicted by Touch of the Animus, causing them to spew Animus bolts at nearby locations every 1 sec. Enemies struck by the bolts suffer 0 Fire damage. Unlimited range. Instant.
  • Animus Ring Forms several spheres in a circle around the target. The spheres move toward the center of the circle. Enemy targets that touch a sphere will consume it, inflicting 70,000 Physical damage over 8 sec. Unlimited range. Instant. increasing the damage they take from melee attacks by 100%. This effect stacks. In normal and heroic difficulties, touching a sphere also inflicts 0 Fire damage over 15 sec. Unlimited range. Instant.
  • Biting Cold Inflicting 110,500 Frost damage to all allies within 4 yards every 136,992t1 2 sec. for 30 sec. Instant.
  • Bloodletting (New) Evicerates an enemy, inflicting 6% of their maximum health in Physical damage every 2 sec. for 15 sec. Melee range. Instant. 5 sec cooldown.
  • Burning Cinders Inflicts 50,000 Fire damage initially and then 10,000 Fire damage every 1 second while standing in the area of effect.. Unlimited range. Instant.
  • Chain Lightning Inflicts 50,000 Inflicts 30,000 Nature damage, chaining to nearby targets. 20 yd range. Instant.
  • Choking Sands (New) Conjures sand to suffocate an enemy, silencing and pacifying them for 8 sec and inflicting 25,000 Nature damage every second. 2.5 sec cast.
  • Crimson Wake Animus explodes upward from the floor, inflicting 150,000 Physical damage to enemies within 0 yds. Instant. Animus repeatedly explodes upward from the ground in a line that accelerates toward a random target. Crimson Wake will pursue the target for up to 30 seconds. Enemy targets hit by the explosions suffer 200,000 Fire damage. Instant.
  • Discharge Kazra'jin becomes electrified, stunning himself for 20 sec and reflectings 10% 14% of all damage taken as Nature damage to all players. Instant.
  • Electro Pulse Inflicts 50,000 Inflicts 30,000 Nature damage to allies within 6 yards. Instant.
  • Electro Wave Inflicts 150,000 Inflicts 100,000 Nature damage to allies within 20 yards. Instant.
  • Explosive Slam The golem slams the ground, inflicting 200,000 300,000 Fire damage to enemies within 15 12 yds. of his target. Enemies struck are seared, increasing the damage of subsequent Explosive Slams for 25 sec. Melee range. 2.5 sec cast.
  • Fire Blast Blasts the target, inflicting 90,000 49,500 Fire damage. 60 yd range. Instant.
  • FULL POWER (New) Unleashes a torrent of Animus bolts that strike at random targets. Each bolt inflicts 500,000 Fire damage to enemies within 5 yds. of the impact point. Unlimited range. Instant.
  • Fusion Slash Lei Shen slashes at the target with his polearm, inflicting 550,000 Nature damage and causing a Meltdown. Meltdown inflicts 500,000 Nature damage to friends within 8 yards increases damage taken by Fusion Slash by 50% for 45 sec. Unlimited range. 1.5 sec cast.
  • Glacial Freeze (New) Inflicts 42,000 Frost damage to all enemies within 10 yards for 5 sec. Instant.
  • Interrupting Jolt (New) The Animus releases a burst of energy, inflicting 270,000 Nature damage and interrupting the spellcasts of all players. Unlimited range. 1.5 sec cast.
  • Lightning Bolt Inflicts 25,000 Inflicts 30,000 Nature damage every 0.25 sec. 500 yd range. Instant. the Lightning Bolt can be avoided by jumping over it. 500 yd range. Instant.
  • Lightning Crash Inflicts 200,000 Inflicts 130,000 Nature damage to enemies within 6 yards. 1,000 yd range. Instant.
  • Lightning Whip Lei Shen cracks a Lightning Whip across the floor, inflicting 250,000 750,000 Nature damage to enemies within 80 yards infront of him, leaving a lightning bolt behind on the ground. that can be avoided by jumping over it. 500 yd range. 4 sec cast.
  • Overcharge Inflicts 150,000 Nature damage, stunning the target for 5 sec. Unlimited range. Instant. 3 sec. Unlimited range. Instant.
  • Overloaded Circuits The Conduit was the highest power after becoming Supercharged, causing Overloaded Circuits, disabling the Conduit. Inflicts 50,000 75,000 Nature damage every 1 sec. Instant.
  • Quicksand Inflicts 162,500 Nature damage every second. Instant. Unlimited range. Instant.
  • Rushing Winds Inflicts 50,000 Inflicts 100,000 Nature damage and captures the target for 3 sec. 150 yd range. Instant.
  • Sand Bolt (New) Hurls a bolt of sand at an enemy, inflicting 55,000 Nature damage to them and all enemies within 5 yards. 100 yd range. Instant.
  • Sand Bolt Hurls a bolt of sand at an enemy, inflicting 195,000 Nature damage to them and all enemies within 5 yards. 100 yd range. Instant. 300 yd range. Instant.
  • Serpent's Vitality Breathes life and vitality into players, causing them to regenerate 5,000 health and 5,000 20,000 health and 20,000 mana every 1 sec. Instant.
  • Shadow Bolt (New) Hurls a bolt of dark magic at an enemy, inflicting 65,000 Shadow damage. 200 yd range. 2 sec cast.
  • Static Shock Inflicts 700,000 Inflicts 1,000,000 Nature damage divided among all players within 8 yards. Unlimited range. Instant.
  • Swipe Inflicts 90,000 Inflicts 180,000 Physical damage to targets in a 5-yard cone in front of the caster. Instant.
  • Touch of the Animus Corrupts the The Dark Animus periodically corrupts a random target, inflicting 60,000 Fire damage every 10 5 for the remainder of the encounter. Unlimited range. Instant.
  • Violent Gale Winds The Violent Gale Winds from the outdoors push the players in a direction, inflicting 30,000 40,000 Nature damage every 1 sec. 500 yd range. Instant.
This article was originally published in forum thread: Patch 5.2 - PTR Build 16467 started by Boubouille View original post
Comments 49 Comments
  1. Shaley's Avatar
    Quote Originally Posted by Maelstrom51 View Post
    You're obviously not a rogue. Even at 40% and 4 targets, its still a nerf. There's only a couple fight with the right number of targets for blade flurry to be effective, whereas there is a lot of bosses where cleaving is useful. Not to mention that the range of blade flurry is pitiful, and won't be hitting everything unless the targets are nearly stacked.
    He's talking about Smoke Bomb, mate...
  1. Maelstrom51's Avatar
    Quote Originally Posted by Shaley View Post
    He's talking about Smoke Bomb, mate...
    Woops quoted wrong person. Fixed that now.
  1. Nosferato's Avatar
    Quote Originally Posted by Shaley View Post
    Perhaps you do not play a rogue and shouldn't comment on rogue abilities? I don't have a mage, so I wouldn't be a good person to talk about mage nerfs and buffs.

    If you do play a rogue, though, you should know how to (very) effectively use Smoke Bomb in PVP, and PVE as well. This is a fantastic buff to a glyphed Smoke Bomb for PVPers.
    in pve it's near useless, its 1 of 16 bossfights where it actually has a use, count a 8 yard raid cd, against a 40 yard one, i never have commented on mages, and i've played a rogue since vanilla, its very easy to see band aid fixes, or changes that only feels like they didnt complete it, its a reason rogues are the class that is still stuck in vanilla and have dropped over 2% in player base. but it's better than nothing, it's still under par with what other classes got, kinda like most of our abilities, just that others have better ones.
  1. Shaley's Avatar
    Quote Originally Posted by Maelstrom51 View Post
    Woops quoted wrong person. Fixed that now.
    Well, you quoted me. This is awkward.

    It's pretty clear the direction they wanted combat to go. They did not want Combat to be a "Use this only on 2 Add fights". So they stripped the low target cleave ability of it, and granted it a buffed multi (3-4) target cleave.

    They're buffing Combats damage to be close to Assassination's single target, and they buffed Combat's cleave to be close to Assassination's FOK spam. You now have a true choice to play whatever you want. Not Assassination for 1 target fights, Combat for 2 target fights, and Assassination for 3+ target fights.

    Now you get the liberty to play Assassination OR combat for 1-4 target fights, and Assassination for 5+ target fights. Feels pretty reasonable to me.

    Sorry, the sky is not falling for combat rogues, and no offense, but to overlook the other combat buffs to make some kind of suggestion/point on BF being "nerfed" is stupid.

    I don't think I'm the one that doesn't play a rogue, here.
  1. Yunru's Avatar
    I Thought He Was Supposed to Be Hard? --- well that made me laugh

    Also it seems that Secrets of the Empire is gona be a raid drop from bosses and if i read the quest right you also need too bring 40 trilium bars for it.

    Also good thing they changed BS--- it will make it much more cheaper and i can farm the mats of farm if i am too lazy.
  1. Shaley's Avatar
    Quote Originally Posted by Nosferato View Post
    in pve it's near useless, its 1 of 16 bossfights where it actually has a use, count a 8 yard raid cd, against a 40 yard one, i never have commented on mages, and i've played a rogue since vanilla, its very easy to see band aid fixes, or changes that only feels like they didnt complete it, its a reason rogues are the class that is still stuck in vanilla and have dropped over 2% in player base. but it's better than nothing, it's still under par with what other classes got, kinda like most of our abilities, just that others have better ones.
    It's a damn good thing that the change to smokebomb is related to it's PVP usage. Sometimes it has uses in PVE. You don't see any other classes complaining about their PVP abilities being useless in PVE.

    Smokebomb is can now be used defensively in Arenas, instead of nearly being 100% restricted to offensive use / shutting down a healer. Now in addition to Bombing your own healer to save them from a ranged, you can at least negate some damage from the annoying warrior sitting inside your smoke bomb.

    And in terms of PVE, yeah, you can effectively use Bomb on Garajal, but this is certainly not the "only" fight it can have a use in. Think outside the box.
  1. Vongimi's Avatar
    Quote Originally Posted by Maelstrom51 View Post
    You're obviously not a rogue. Even at 40% and 4 targets, its still a nerf. There's only a couple fight with the right number of targets for the new blade flurry to be effective, whereas there is a lot of bosses where cleaving is useful. Not to mention that the range of blade flurry is pitiful, and won't be hitting everything unless the targets are nearly stacked.
    Well the whole point was to nerf the cleave. Combat rouges were far and wide the absolute best for 2 targets by a long shot. No class should be that far ahead for any sort of niche (atleast one as common as a 2 target cleave fight). And Blade Flurry really does not have that small of a range.... as long as the targets are all within your melee range they will be hit. I've hit targets rather far away from each other (tentacle trash on Zon'ozz in DS) by stand in between the two of them at max melee range, one directly in front of me the other directly behind me, hitting both of them still.

    ---------- Post added 2013-01-16 at 03:51 PM ----------

    Quote Originally Posted by Shaley View Post
    It's a damn good thing that the change to smokebomb is related to it's PVP usage. Sometimes it has uses in PVE. You don't see any other classes complaining about their PVP abilities being useless in PVE.

    Smokebomb is can now be used defensively in Arenas, instead of nearly being 100% restricted to offensive use / shutting down a healer. Now in addition to Bombing your own healer to save them from a ranged, you can at least negate some damage from the annoying warrior sitting inside your smoke bomb.

    And in terms of PVE, yeah, you can effectively use Bomb on Garajal, but this is certainly not the "only" fight it can have a use in. Think outside the box.
    I really do like this change, I'm pretty sure though it was an almost pure PvE standpoint change, since there was quite often very little use for it. Only boss I can think of would be the icelance chick (can't remember her name) in DS. This will finally bring rogues some raid utility! Now that rogues aren't OP in PvP anymore, they can change it without to much whining :P It certainly does help in PvP, but smoke bomb could always be used defensively before, just not against melee really. Dropping it while getting bursted by a caster team and your healer is in a CC was pretty nice. I've used it a few times against melee to prevent charge/shadowstep/deathgrip and the like, but it was very rare.
  1. Shaley's Avatar
    Quote Originally Posted by Vongimi View Post
    Only boss I can think of would be the icelance chick (can't remember her name) in DS.
    It was good on Hagara, you're right. It's also very good currently for Gara'jal.

    We never needed it's usage on normal mode, but when we progressed to Heroic Gara'jal, if you glyph into Smoke Bomb to extend it's duration, you get 7 seconds of no one in the raid taking damage from the shadow bolts.
  1. DarkZero's Avatar
    Dark Intent change is nice, now I can buff stamina without having to change my pet (or retalent if I'm using sacrifice).

    The tooltip fix for Fel Armor is funny.
  1. Azrile's Avatar
    Quote Originally Posted by Axelond View Post
    Druid buffs, disc priests nerfs should help balance out the edges of healing rankings. However Spirit shell untouched still seems a bit strong but i guess we will wait and see how it plays out
    Prayer of healing being nerfed (out of Divine Aegis) takes care of the biggest problem with Spirit Shell. You aren´t double-dipping with PoH anymore. That is what really made SS OP.
  1. RichardRoe's Avatar
    Disc priests was too strong but I think it's very likely this is a huge over-nerf on them. Also hurt Disc in PvP where they are considered by fare the weakest healer. Oh well. PTR is PTR. Hopefully we'll see some more balanced changes and fine tuning before live.
  1. mmoc501b35662b's Avatar
    Quote Originally Posted by RichardRoe View Post
    Disc priests was too strong but I think it's very likely this is a huge over-nerf on them. Also hurt Disc in PvP where they are considered by fare the weakest healer. Oh well. PTR is PTR. Hopefully we'll see some more balanced changes and fine tuning before live.
    No these changes are actual buffs for disc pvp. Disc never uses prayer of healing in Pvp. And by halving PW:S cost, it will greatly help with mana, because you in pvp situations couldn't care to much about rapture because people wont wait to do damage when your rapture is ready.
  1. mmoc2ac8ef20f0's Avatar
    Well, seems like the titan data mined from previously will indeed be a big part of the Ra-Den fight considering he is the achievment icon for "I Thought He Was Supposed to Be Hard?". Cant wait to get more information about how he relates to the whole Throne of Thunder complex.
  1. Kazlehoff's Avatar
    Still no fix for Fist weapon transmogging? Meh. borrrrrrrrrringggggggg
  1. Mr. Smith's Avatar
    Originally Posted by MMO-Champion
    I've Got 9999 Problems but a Bone-White Primal Raptor Isn't One (New) Obtain the reins of the Bone-White Primal Raptor from Ku'ma, the Bone Collector. Account Wide.

    oh jesus it wasn't a placeholder
  1. Diggypoo's Avatar
    Gave Paladins the worst MoP talent in blinding light and then they nerf it. Cool beans.
  1. arbitr's Avatar
    RIP, disc priest.
  1. Hapes's Avatar
    Quote Originally Posted by Azrile View Post
    Prayer of healing being nerfed (out of Divine Aegis) takes care of the biggest problem with Spirit Shell. You aren´t double-dipping with PoH anymore. That is what really made SS OP.
    lol no that is not what made spirt shell so OP. Mastery stacking with spirit shell was the large problem. Made spirt shell unreal good.
    Spirt shell was (OP) because players were smart enough to use it before raid damage. Then other healers cry. WAH we have nothing to heal and our meters suck. Thats directly blizzards fault with the design...
  1. Stormykitten's Avatar
    Please make the dino bones stack to more than 500 this build D: I have a whopping 8 slots free!
  1. Rolly's Avatar
    Players - "Blizzard there's way to much CC in the game."

    Blizzard - "We know, but we're going to hand out AOE CC to more classes, that will fix it."

    /eyeroll

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