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by Published on 2013-02-27 07:21 AM

Ask the Devs on Itemization Likely Coming in March, Blizzard on Consoles, Blue Posts

Isle of Thunder - Final Stage
The last stage of Isle of Thunder unlocked recently, bringing with it the final solo scenario. This unlocks Nalak and the final set of quest rewards. This set of rewards offers another Sunreaver Bounty, more Lesser Charms, and more reputation than the earlier stages did.





Throne of Thunder Preview
Blizzard made a nice post about the fights in Throne of Thunder, along with a little bit about each fight from Ion Hazzikostas.



NPC Sharing and Griefing
There was some worry about griefing with the upcoming Rare / Quest NPC sharing being implemented in Patch 5.2, and Ghostcrawler briefly addressed it today. It has been a popular topic on the forum! You can join in the discussion here.



PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Monk (Forums / Skills / Talent Calculator)
  • We'd rather you try out Soothing Mist in a combat situation rather than try to predict how it will feel, but the chi proc chance is 15% plus 15% for each tick that it doesn't proc. The chance to generate chi increases with each tick that doesn't proc and resets when it does.

Could we get some clarification on how the "time since last chance to proc" variable in the RPPM equation interacts with ICDs?
For RPPM procs with ICDs, none of the attacks during the ICD are considered chances to proc. So if I have a 22 sec ICD, the first attack after the ICD ends will have the full capped 10 sec ICD. In other words, option “A”, as you have it working already.

Jabx2 - BOK costs 6% more mana (100% increase), requiring BOK to be preceded by jab to proc muscle memory. The cleave change is a nice mechanic change and will make BOK circumstantially less unviable.
Against a single target, you should pretty much never be using 2 Jabs in a row (at least when efficiency is a concern). To Blackout Kick, you’ll use a Jab plus the chi from Renewing Mist. In a 3+ target situation, you’ll likely want to use Spinning Crane Kick instead of Jab, which is considerably more efficient, and does more damage.

Surging Mist now costs 8.8% of base mana, up from 8%.
It already did cost 8.8% mana by default. The glyphed version was mistakenly still at 8%.

Water Jet is back on the Frostbolt tooltip. As much as I would dearly like this to indicate a return for Water Jet in some form, am I right in assuming this is just a result of a rollback to the tooltip of the version that buffed Frostbolt's damage? (Or, of course, just a datamining error.)
Unfortunately, that is just a persistent tooltip bug. We still are interested in the concept, but are not introducing Water Jet for now.

I would really like to know why Monk healers were given a dps increase and healing decrease?
Assuming you’re talking about fistweaving, that’s always been the intention (and always been the case). Fistweaving is an alternative that provides less HPS in exchange for very significant DPS.

Think about it like this:

Holy priest / Mistweaving monk: 100% healing
Combat rogue / Windwalker monk: 100% DPS
Atonement priest / Fistweaving monk: 50% DPS AND 50% healing at the same time

DPS Tuning
  • Standard, yes, this is a roller coaster. Our process is to try things out and iterate if we don't like them. If the churn offends you, just hang on for another week or two.
  • Undid the buff to Vitality for Combat. It's back to 30% AP.
  • Partially reverted the -25% nerf to Execute. It's now -15%. (As mentioned previously, we adjust the meta-gem.)
  • Rising Sun Kick now increases your damage to the target by +10%, down from +15%.
  • Sword of Light now increases damage by 15% up from 10%.
  • Haunt now increases damage to the target by 30% up from 25%. This is partially in compensation because we also nerfed Sacrifice for Affliction because it was looking too mandatory.
  • Partially reverted the buffs to Conflag and Immolate. They were +20%, and are now +15%.
  • We are concerned that fully geared Subtlety, Enhancement and Windwalker DPS are still too high. None of these are particularly easy specs to play, so it might be okay that given that players won't realistically be able to hit their theoretical maxima. Just wanted to let you know they are on our radar.

What I'm wondering, is how long it'll take you to notice/nerf/fix fistweaver monks using agility 2h weapons while fistweaving. Is that going to be intended game play?
Do you have some evidence or numbers of this? We've heard it a few times from the community, but we don't see how it would work.

Raid Testing Schedule - February 27 - March 1
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Wednesday, February 27, through Friday, March 1, we will be testing the 25-player Heroic raid encounters in the Throne of Thunder.

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

Wednesday, February 27
  • Jin'rokh the Breaker - 25 Player Heroic - 11:00 PST (14:00 EST, 20:00 CET)
  • Tortos - 25 Player Heroic - 13:30 PST (16:30 EST, 22:30 CET)
  • Ji-Kun - 25 Player Heroic - 15:00 PST (18:00 EST, 00:00 CET)
  • Durumu the Forgotten - 25 Player Heroic - 16:30 PST (19:30 EST, 01:30 CET)

Thursday, February 28
  • Council of Elders - 25 Player Heroic - 11:00 PST (14:00 EST, 20:00 CET)
  • Megaera - 25 Player Heroic - 13:30 PST (16:30 EST, 22:30 CET)
  • Primordius - 25 Player Heroic - 15:00 PST (18:00 EST, 00:00 CET)
  • Dark Animus - 25 Player Heroic - 16:30 PST (19:30 EST, 01:30 CET)

Friday, March 1
  • Horridon - 25 Player Heroic - 10:30 PST (13:30 EST, 19:30 CET)
  • Iron Qon - 25 Player Heroic - 13:30 PST (16:30 EST, 22:30 CET)
  • Twin Consorts - 25 Player Heroic - 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. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Blue Tweets
Originally Posted by Blizzard Entertainment
PvP
I think its about time to remove 2v2 from the game. Too much player feedback is based off of it.
We have been tempted for sure. But in the end, a lot of people enjoy it (even if they do demand balance changes because of it.) (Source)

Would Blizzard ever consider making Arenas cross-realm? Battlegroups seem a little outdated with x-realm RBGs and all that.
We would in fact consider it. Also debating if teams are cool or a hindrance. (Source)

Dear Ghostcrawler, do you think that the add-on "Healers Have To Die" gives an unfair advantage in PVP, or is it reasonable?
It just marks healers, right? That's something you could do yourself manually in like one additional second. (Source)

I would like to share a frustration; leveling through BGs, so frustrating to be 82 and get 1-shot by an 84.
Have you experienced the new mechanics where low levels are bumped per bracket? (Source)

Which 1 is you guys' design concept: the players want world PVP or you THINK the players want world PVP.
A lot of players do want world PvP. Some don't. How to offer both (aside from the obvious: different realms)? (Source)

PVE trinkets looking better than PvP trinks in 5.2, are you gonna make this mistake for the third time?
Many PvE trinket effects are dispellable and have lower proc chances vs. players. (Source)

Starcraft II: Heart of the Swarm Vengeance Trailer
A new trailer was released today, with this description: Sarah Kerrigan embarks on a path of great vengeance and furious anger. While pursuing her revenge, the Queen of Blades also seeks to reclaim her living empire.

by Published on 2013-02-26 06:51 AM

Gear Customization Coming in Future Patch, Diablo 3 Was Designed for PC, No Cross-Platform Play or Characters, Witch Doctor Suggestions Compilation

Patch 5.2 PTR - Build 16634
This build is a Release Candidate, which means that Patch 5.2 is getting closer to going live.



Patch 5.2 Blacksmithing Changes
With all the profession changes in the Patch 5.2 Notes update tonight, now is a good time to take a look at the Blacksmithing changes coming in Patch 5.2. Don't expect any more significant professions changes in 5.2, but we may see similar changes for other professions in Patch 5.3.

The new catch up spells will use Ghost Iron Bars to level Blacksmithing from 1 to 500, without requiring any other materials. This makes it no longer necessary to go and find the other ore types, if you are willing to pay or gather the Ghost Iron Ore. Keep in mind this will take a lot of ore, so purchasing old world ore might be cheaper.

Another addition is the Burning Crusade replica weapons, bringing back things like Stormherald, Reborn! The first tier of these weapons are unlocked when your server unlocks the Thunder Forge.

There are also the crafted eight slot item level 458 PvP sets to help you get started in PvP without farming lots of honor.

Finally, there are the new crafted item level 522 epic items for the Head and Foot slots, which require a new reagent Haunting Spirit, which is a likely successor to the Blood Spirits.




Patch 5.2 PTR Notes Update - Feb 25
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
  • General
    • Area Damage Cap: The area damage cap is now 20 targets (was 10). This means area of effect damage spells now reach their maximum damage when striking 20 targets. If more than 20 targets are struck, then the total damage done is spread evenly over the actual number of targets present.

  • Death Knight (Forums / Skills / Talent Calculator)
    • Blood Plague now deals 15% more damage.
    • Frost Fever now deals 15% more damage.
    • Blood Parasite now summons Bloodworms with 15% of the Death Knight's health (was 18%) and Blood Burst now heals for 25% per stack of Blood Gorged (was 30% per stack).
    • Frost
      • Howling Blast now deals 8% more damage to the primary target. Damage to other enemies in the area-of-effect remains unchanged.
      • Icy Talons now increases attack speed by 25% (was 20%).
      • Might of the Frozen Wastes now increases melee damage by 15% (was 10%).
    • Unholy

  • Druid (Forums / Skills / Talent Calculator)
    • Symbiosis
      • Dispersion now has a 3-minute cooldown for Druids (was 2 minutes).
    • Rip now deals 15% more damage.
    • Restoration
      • Wild Mushroom will now gain 25% of the overhealing performed by the Druid’s Rejuvenation effects, up to a maximum of 33% of the Druid’s health in bonus healing, and growing larger as they do so. When Wild Mushroom: Bloom is cast, this bonus healing will be divided evenly amongst targets in the area of effect.

    • Balance/Restoration Druid PvP gloves bonus now increases Cyclone duration by 2 seconds (previously increased Cyclone range by 5 yards).

  • Hunter (Forums / Skills / Talent Calculator)
    • Dismiss Pet now has a cast time of 3 seconds (was 2 seconds).
    • Powershot now cancels Camouflage when the cast begins.
    • Steady Shot now deals 20% more damage.
    • Marksmanship
      • Aimed Show now deals 10% more damage.
      • Chimera Shot now deals 25% more damage and heals the Hunter for 5% (was 3%) of their total health.

    • Survival

  • Mage (Forums / Skills / Talent Calculator)

  • Monk (Forums / Skills / Talent Calculator)
    • Spear Hand Strike, used on a target that's facing the Monk Silence them for 2 seconds (was 4 seconds).
    • Mistweaver
      • Jab now costs 8% (was 4%) of base mana to use.
      • The Glyphed version of Uplift now costs 16% of base mana (was 6.6%) to cast.
      • Soothing Mist now generates chi more consistently and average generation rate is slightly higher.
      • Xuen will now fixate on the Monk's original target.
      • Muscle Memory is a new passive ability for Mistweaver Monks. Successful Jab and Spinning Crane Kick which damages at least 3 enemies cause Muscle Memory. Muscle Memory causes the Monk's next Tiger Palm or Blackout Kick to deal 150% more damage and restore 4% mana.
    • Windwalker
    • Brewing: Tigereye Brew now gains 1 charge after spending 3 Chi (was 4 Chi), increases damage by 1% per stack (was 2%), can stack to 20 but only 10 charges can be consumed per activation, and a user interface alert displays upon reaching 10 charges. Stacks of Tigereye Brew are cleared at the start of a raid encounter. This ability is improved by Bottled Fury.

  • Paladin (Forums / Skills / Talent Calculator)
    • Avenging Wrath now has a cooldown of 2 minutes for Retribution Paladins (was 3 minutes). The cooldown remains unchanged for Holy and Protection Paladins.
    • Retribution
      • Retribution 4-piece PvP set bonus had been replaced. It now decreases the cooldown on Avenging Wrath by 65 seconds.
      • Tier-14 Retribution 4-piece set bonus has been changed to increase damage on all Seals and Judgment by 10%.

  • Priest (Forums / Skills / Talent Calculator)
    • Power Word: Solace has been replaced with a new talent: Solace & Insanity
      • For Shadow, this ability causes Mind Flay to gain the Insanity effect on a target affected by Devouring Plague. when it's cast on a target with 3 Shadow damage-over-time spells on it. Insanity increases the damage of Mind Flay by 33% per Shadow Orb consumed.
    • Glyph of Holy Fire has been redesigned. It now increases the range of Holy Fire, Smite, and Power Word: Solace by 10 yards.
    • Power Infusion now increases the Priest's damage by 5% in addition to current effects.
    • Psyfiend belonging to an individual Priest will no longer cast Psychic Horror on the same target twice.
    • Discipline
      • Penance damage and healing has been increased by 20%, now a cooldown of 9 seconds (was 10 seconds), and has a range of 40 yards for both friendly and hostile targets (was 40 yards for friendly and 30 yards for hostile targets).
    • Shadow
      • Mind Blast damage has been increased by 20%.
      • Shadowform now increases the Priest's Shadow damage by 25% (was 20%).
    • Tier-14 Holy/Discipline 4-piece set bonus now reduces the cooldown of Penance by 3 seconds (was 4 seconds).

  • Rogue (Forums / Skills / Talent Calculator)
    • Assassination

  • Shaman (Forums / Skills / Talent Calculator)

  • Warlock (Forums / Skills / Talent Calculator)
    • Immolate now deals 20% more damage.
    • Shadow Bolt now deals 15% more damage.
    • Grimoire of Sacrifice now increases the damage of abilities by 15% (was 25%) for Destruction Warlocks and 35% (was 50%) for Affliction Warlocks. In addition, it now provides the spell Whiplash instead of Seduction when a Succubus is sacrificed.
    • Demonology
      • Hand of Gul'dan now deals 15% more damage.
      • Shadowflame now deals 15% more damage.
      • Soul Fire now deals 22% more damage.
      • Touch of Chaos now deals 15% more damage.
      • Wild Imp's Firebolt now deals 15% more damage.
    • Destruction

    • Warrior (Forums / Skills / Talent Calculator)
      • Execute now deals 25% less damage.

Pet Battles
  • Players may now participate in pet battle duels while in the Throne of Thunder instance.
  • Brilliant Kaliri, Jade Tentacle, Tirisfal Batling, Firefly, Jade Crane Chick, Gilnean Raven, and Shore Crawler are no longer available in multiple breeds.
  • Anubisath Idol: Sandstorm and Deflection have swapped ability positions.

Raids, Dungeons and Scenarios
  • Throne of Thunder raid bosses in Normal and Heroic difficulties have a chance of dropping items with the Thunderforged designation. Thunderforged items are 6 item levels higher than their Normal or Heroic counterparts and will drop more frequently in 25-player raids. For a more in-depth look at this change, check out this discussion thread.

Professions
  • Archeology
    • Mantid Archaeology has been added. Players will be able to uncover common and rare Mantid artifacts.
    • Players can purchase a Mantid Artifact Sonic Locator to focus exclusively on Mantid digsites.
    • The Lorewalker's Map now randomizes all digsites in Pandaria, rather than just 1.
    • Updates have been made to the “museum” at the Seat of Knowledge.

  • Blacksmithing
    • New raid and PvP blacksmithing recipes have been added, and can be acquired through daily research of Lightning Steel Ingots.
    • Seasoned Blacksmiths will be able to find a way to create Lightning Steel Ingots once their realm has unlocked the Thunderforges on the Isle of Thunder. These ingots will allow blacksmiths to recreate powerful weapons from the past, updated for Mists of Pandaria. These power weapons will be bind-on-equip and making them will take a significant amount of dedication.
    • For blacksmiths who have lapsed in their trade (i.e., haven’t practiced blacksmithing since the Burning Crusade), there is a (not necessarily cost efficient) way to catch-up. Blacksmiths at your faction’s shrines in the Vale of Eternal Blossoms will be able to teach you training plans for crafting common household items using Ghost Iron.

  • Fishing
    • Players with a high fishing skill have a chance to fish up new pets. The Pet Journal has clues on where these elusive pets could be found.
    • Fish of the Day: On any given day, there is a location in Pandaria teeming with a type of Pandaren fishing pool.
    • Ben of the Booming Voice, located near the Halfhill Market area will inform players what the “Fish of the Day” is and mark the location on their map.

  • Jewelcrafting
    • Jewelcrafters may find the designs for Serpent’s Heart and uncut Primal Diamonds during the course of their adventures (world drops).
    • Serpent’s Heart is a daily cooldown that consumes several Serpent’s Eyes to create a random rare quality Pandaren gem. In addition, there is a small chance that a player will discover the design for the Sapphire Cub or Jade Owl.
    • The design for uncut Primal Diamonds requires Spirits of Harmony and large quantities of uncommon gems.

  • Leatherworking
    • Patterns for Magnificence of Leather and Magnificence of Scales could be found via world drops. These patterns allow the leatherworker to create Magnificent Hides more economically and share a daily cooldown. In addition to producing a Magnificent Hide, the leatherworker will learn a new 5.2 raid or PvP pattern.
    • A new 36 slot leather bag ( Magnificent Hide Pack) can now be created through Leatherworking.

  • Tailoring
    • New raid and PvP recipes have been added, and tailors can acquire these new recipes via the daily Imperial Silk cooldown.

Soloing Sunwell
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Regarding Kalecgos, at this point we don't know if the developers have any plans to change him or any other bosses, but we'll ask them and share with you any news if that's the case.
Just a small update this, which should hopefully come as good news... A last minute fix was made to patch 5.2.0 that should allow players to solo the Kalecgos encounter in The Sunwell.

Blue Tweets
Originally Posted by Blizzard Entertainment
Reputation / Questing
ConsideringShado-Pan Assault rep can be obtained in Raid Finder, is there a cap of how much rep can be obtained this way?
Only Friendly via trash. Once you're doing bosses, only one kill per boss per week (so doing both N and LFR won't double rate). (Source)
Does HC grant more reputation?
I don't believe heroic gives more rep. (Source)

Is there any reason we still cant do quest while in raid groups? #WoW
We don't want players to feel obligated to join e.g. the Jade Forest raid while leveling up. Working on a solution though. (Source)

Current WoW questing/dailies are better without others. People ninja the node/mob/quest item is not fun. outdated!
Agreed. We want to make seeing others of your faction a bonus not a penalty. (Source)

Dailies are not for all specs - that is the greatest imbalance of this kind of content.
I've done a lot of dailies as a healer. The difference in time really isn't that much - you aren't in combat 100% of the time. (Source)

Sucks a bunch that daily quests are once again gating valor rewards. The double gate is too much for just dailies
You don't need to do dailies to do the non-raid rep, but it will be faster if you do. (Source)
If you're a raider, you'll earn the rep from raiding. If you're not a raider, then the non-raid rep is for you. (Source)

Is there any intention or desire to increase the rate at which class-specific quest chains get released?
We'd love to make more of them. It just means fewer quests that other players can enjoy. (Source)

Weekly News Recap
If for some reason or another you missed some of the news over the past week, here is what you missed:


by Published on 2013-02-25 06:34 PM

Isle of Thunder Rare Spawns, 5.2 Rare and Quest NPC Sharing, Blue Tweets, TCG Art

Patch 5.2 PTR - Build 16634
Build 16634 will be deployed to the PTR realms soon. Nothing major in this patch, it is now confirmed that Reins of the Thundering Cobalt Cloud Serpent comes from Nalak and Reins of the Cobalt Primordial Direhorn comes from Oondasta.



Spell Changes
Originally Posted by MMO-Champion
Mounts

Item Set Bonuses

Death Knight (Forums, Talent Calculator)

Frost
  • Howling Blast base damage was reduced by 13%.
  • Icy Talons now increases melee attack speed by 15%, down from 30%.
  • Might of the Frozen Wastes now causes all melee attacks to deal an additional 15% damage when wielding a two-handed weapon, down from 20%.

Unholy
  • Scourge Strike weapon damage reduced to 135% from 140% and additional damage reduced by 9%.

Hunter (Forums, Talent Calculator)

Marksmanship
  • Chimera Shot now does 265% ranged weapon Nature damage, down from 315%. Additional damage reduced by 30%.

Survival

Mage (Forums, Talent Calculator)
  • Frostbolt base healing and SP scaling reduced by 13%.

Frost
  • Frostbolt base damage and SP scaling reduced by 13%. Debuff now also causes the target to take an additional 5% damage from your Frostbolt and your Water Elemental's Water Jet.

Monk (Forums, Talent Calculator)

Priest (Forums, Talent Calculator)
Holy
  • Guardian Spirit no longer heals for over 9,000,000 thanks to a tooltip fix.

Shaman (Forums, Talent Calculator)
Enhancement

Warlock (Forums, Talent Calculator)
Talents

Warrior (Forums, Talent Calculator)
  • Execute damage and AP scaling reduced by 25%.
  • Recklessness now has a 3 min cooldown, down from 5 min. Now grants your special attacks an additional 30% chance to critically hit, down from 50%.

Major Glyphs

Raid & Dungeon Abilities
  • Blue Rays Inflicts 800,000 Frost damage divided amongst all targets in the Blue Rays. This damage is increased by 1% 2% each time the victim is hit by this effect. 100 yd range. Instant.
  • Bright Light Inflicts 800,000 Nature damage divided amongst all targets in the Bright Light. This damage is increased by 1% 2% each time the victim is hit by this effect. 100 yd range. Instant.
  • Burst of Amber Inflicts 100,000 Inflicts 300,000 Nature damage to all enemies within 500 yards. Instant.
  • Crimson Bloom Inflicts 150,000 Inflicts 300,000 Fire damage to all enemies within 500 yards. Instant.
  • Eye Sore Inflicts 50,000 Inflicts 100,000 Arcane damage to the target every second. 100 yd range. Instant.
  • Flash Freeze Inflicts 100,000 Inflicts 300,000 Frost damage to all enemies within 100 yards. Instant.
  • Infrared Light Inflicts 800,000 Fire damage divided amongst all targets in the Infrared Light. This damage is increased by 1% 2% each time the victim is hit by this effect. 100 yd range. Instant.
  • Long-Range Ritual Lightning Inflicts 275,000 Fire damage to enemies outside 50,000 200 yds. 1.5 sec cast. 3 sec cooldown.
  • Pustule Eruption Inflicts 150,000 Inflicts 125,000 Nature damage to enemies within 3 yards of the impact. 1,000 yd range. Instant.
  • Spinning Shell The turtle chases players around the room, spinning rapidly and continuously inflicting 100,000 125,000 Physical damage to enemies within 5 yards, knocking them away. Instant.
  • Thundering Throw Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 0 Physical damage. Additionally inflicts 200,000 Nature damage to other players within 14 8 yards of the point of impact, stunning them for 5 sec. Unlimited range. Instant.
  • Thundering Throw Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 0 Physical damage. Additionally inflicts 200,000 Nature damage to other players within 14 8 yards of the point of impact, stunning them for 5 sec. Unlimited range. Instant.
  • Thunderstruck Lei Shen winds up to hurl his axe at a target location, inflicting 1,100,000 1,000,000 Nature damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the impact point. Unlimited range. Instant.
  • Volatile Mutation Inflicts 600,000 Inflicts 2,000,000 Nature damage and grants a harmful mutation. Instant.
by Published on 2013-02-24 08:55 PM

TryHard: Demonic Essence Farming Route, Blue Posts, Fan Creation of the Week: /r/Diablo's Short Story Winners, Weavesilk Tyrael

Patch 5.2 - Isle of Thunder Rare Spawns
We already talked about the new rare spawns that drop some of the Direhorn mounts, so let's take a look at the new rare spawns on the Isle of Thunder. Thanks to Simca for helping to gather much of this information. You will need to kill these ten NPCs to earn the Champions of Lei Shen achievement.


Ra'sha is the eleventh rare spawn. He is somewhat weaker than the others, not an elite, and drops Ra'sha's Sacrificial Dagger.

The rest of the rare spawns have a chance to drop a Key to the Palace of Lei Shen and Shan'ze Ritual Stone. Every kill also will reward you with 15 x Valor Points. You can find a description of the encounter on the NPC pages.



Patch 5.2 - Quest / Rare NPC Sharing
One of the complaints that often came up in the Blue Tweets was people "stealing" mobs during daily quests or when killing a rare spawn. Patch 5.2 attempts to make things a little bit better with a new system that lets you share mobs. Currently, any mob that is flagged as a quest mob on live gives you credit when you participate in the kill, but Patch 5.2 takes this one step further.

When you encounter another player killing a rare spawn or quest flagged NPC, you can just start to help them kill it. Doing so will increase the maximum health of the NPC by 50% and give you a chance to win loot, completely separate from the other player. If someone else comes along to help out, this will increase the health by another 50%, and give them a chance to win loot as well. You will still get loot with just one hit while the mob is alive, even if combat drops.

This system allows anyone from either faction, in your group, solo, or in another group to take part in killing these NPCs and get a chance at the loot, without affecting your loot chances. For now, it only works for the new rares and big quest mobs introduced in Patch 5.2. Please note that this does not work for normal quest mobs (Kill 20 of X...), only the bigger ones that are usually named and have an icon on their unit frame.



Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
My point is that you have never been able to balance classes in the past, this makes it even harder.
But players want their guy to be the highest DPS so they don't have to switch. Not sure how to solve that. (Source)
I think it's impossible to balance say Fire, Frost and Arcane to be identical on every single boss. (Source)

Positive feedback on what basis? Because on the PTR the seal hasn't been working correctly at all.
While actual testing is the most valuable, I'd say we get 75% of our feedback just from player reaction and theorycrafting. (Source)

Hunter (Forums / Skills / Talent Calculator)
Survival Hunters - Black Arrow shares a cooldown with Explosive TRAP. Working as intended, but why? This baffles me.
We don't want you to have to drop a trap as part of a single target rotation. (Source)

Are you nerfing Silencing Shot because noone uses Wyvern Sting and Binding Shot? I think a better answer is SS as baseline!
Silencing Shot is really powerful and the short CD just felt like too much. (Source)

Why can BM hunters Use Stampede in arena, And Dks cant use Army of the dead, It would be fun for Unholy to have this in arena.
There is a teensy bit of damage potential between the two. (Source)

Mage (Forums / Skills / Talent Calculator)
why nerf arcane into the ground instead of buffing frost with a small arcane nerf?
Because Arcane is ahead of everyone else (along with Affliction). We'd have to buff everyone else (including the bosses). (Source)

Monk (Forums / Skills / Talent Calculator)
MWs wont stop Jab Jab Uplift, we'll just get more spirit to compensate. Possibly make t30 talents gen 1 Chi (2 for Chi Burst)?
You don't have to stop. Just don't be sad when your mana down. (Source)

Paladin (Forums / Skills / Talent Calculator)
would you consider the possibility of efficiently leveling as a Holy paladin (or ranged dps paladin new spec)?
Have you tried it in MoP? Ranged Judgment with Holy Shock and Denounce works pretty well for DPS. (Source)

GC, most Rets today are crying for sustained damage and not burst. Please re-evaluate this outdated assumption.
Go look at my Twitter feed a month or two ago. I speculated we could nerf Ret CDs and buff sustained. The earth trembled. (Source)

You know, youre giving WW an obscene buff in utility all around yet you give ret some small gimmick buffs. We need massive aid
There are like 5x as many Ret paladins as all monks put together. (Source)

Could you explain why you won't change Devotion Aura to also include Phys damage 5.2? At least for Holy Paladins.
We don't want every CD to be a carbon copy. Mantid just happened to have a lot of physical AE. Not the case for every boss. (Source)

Priest (Forums / Skills / Talent Calculator)
The 20% mindblast increase is a promising first tweak for shadow priests. Any chance mb haste scaling from ptr will come back?
Explain why your DPS needs it. What percent of relative DPS will you lose in the course of 5.2 because of scaling? (Source)

instead of buffing mind blast damage, why not scale the cd with haste? Would help stat scaling a bit.
Will your relative DPS drop 10% over the course of a tier because of haste scaling? If not, why does it matter? (Source)

When are you going to stop focusing on disc all the time and pay some MUCH needed attention on holy? (PvE)
We think Holy is in a really good place. They just get overshadowed by Disc so their representation is low. (Source)

And you still lose 25% output in the stance you're not in while no others healers have to deal with this. Why?
Chakra is the Holy priest resource. You could ask why Holy paladins need to build up Holy Power before using WoG or EF. (Source)
chakra is a resource alright, a resource for frustration, and will to bump my head in the wall.
Holy without Chakra is just a generic healer, a Molten Core priest. If you don't like Chakra, probably not a good spec for you. (Source)
I know you've talked about doing that before, and it really is the only way to make Chakra actually fun.
We agree it would be more fun with more different spells per stance. Making swapping super easy just makes swapping not a thing. (Source)

Let me ask you this, do you think Sanctuary, in its current state, is a good spell?
A good spell, yes. A high HPS spell, no, and it wasn't intended to be. You can layer it with other heals though. (Source)

so disc priest wont crit anymore but get a bubble instead... why are you nerfing priest so much? Being oom constantly sucks.
Your crits will "only" be 130% but now non crits will be 130% too. (Source)

will pws critting simply mean pws absorb is 2x or does it create da for 100% when crits? For pvp I hope it creates da.
PW:S crit is just a double absorb. (Source)

Rogue (Forums / Skills / Talent Calculator)
Does the t15 4pc 7 second gcd stack with the glyph of Adrenaline rush?
Yes. (Source)

how many patches will the devs ask and wonder why rogues pop isnt high enough when we have been telling you for months energy
Not a recent phenomenon. My pet theory is rogue pop started to drop as soon as gank -> guaranteed kill became less likely. (Source)

regen is TOO low, therefor the class is SLOW and UNFUN, want to bring your rogue players back up? Increase the sodding regen!
Our vision for rogues is not to have enough energy to fill every GCD. That makes energy not a thing. (Source)

Warlock (Forums / Skills / Talent Calculator)
Any chance at destro locks seeing the cataclysm spell thay we read about? survival is tough without blood fear. thankyou.
Cataclysm didn't help with that. Melee just stepped away then stepped back in. (Source)

Warrior (Forums / Skills / Talent Calculator)
Why should warriors be "forced" to stay in Battlestance?
Mostly because that's our design intent. You can go Defensive or Berserk for short situational reasons. (Source)

hate to pester but could you hit me with some insight?
Shield Barrier was just a little too good with high Vengeance. I don't think you'll notice much of a change. (Source)

PvE
Hey , i was wondering if the gear without a drop source on the new raid are trash loots or arent going to be implemented ?
Normal drops trash loot (and there is no heroic trash). In LFR, you can get those pieces from the bags that only have gold today. (Source)

Ra-den Limited attempts? Seriously? I am disappoint, #LevelALLTheAlts!
At some point, cutting-edge guilds making 500 attempts a week is no longer a test of skill. It's a test of endurance. (Source)

And that's not my standard. That's standard.
The intent of Ra-Den is to be insanely difficult. Most heroic guilds should not consider him a part of progression. (Source)

thunderforged increases logistics problem for 25. It makes things worse. If this is the only solution this expansion...
Remember, the main goal of Thunderforged is to keep Jin'rokh kills interesting after 12 weeks. (Source)

I could see that if the 5.0 raids were en masse on farm, but they aren't. Most raiders haven't cleared Terrace.
Most raiders have, because they play LFR, and they're ready for something new. (Source)
How many % of players raid lfr, and how many % of players raid hardmodes? Have you got any current numbers?
I do, but it's probably not appropriate to share them. A whole lot of people do LFR. Very few do heroic raids. (Source)
That should not be interpreted as developing heroic raids is a waste of resources. We don't agree with that conclusion. (Source)

What is "the Mechanar Syndrome"? I've noticed you have mentioned it several times.
Players chain ran Mech because it was the most efficient way to earn BC dungeon currency. Efficiency in MMOs can trump fun. (Source)
You mean like dailies? Perfect example whether intended or not.
Mmm, not really. A better example would be if Klaxxi offered more valor than Golden Lotus so everyone just ran Klaxxi. (Source)

do you take those metrics into account when tunning drop chances? Just curious, not complaining.
No, we're worried that would cause a vicious cycle. We drop gear by number of potential users, not current class popularity. (Source)

this is crude and simple but true. current progression: LFR-----------Normal---Heroics. should be: LFR----Normal-----Heroics
Some of the normals had berserk timers that were a little tight. If you beat the mechanics you should probably win N (but not H). (Source)

Challenge Mode dungeons are great fun! How do you feel their acceptance is? Above or below expectation? Or on par?
I think we will see more players do them as they run out of other content to do. We always knew their niche would never be huge. (Source)

For the purposes of RPPM, do the Haste buffs (Melee / Spell) contribute to the proc rate?
Yes. (Source)

Misc
http://t.co/iy4hOZD2 Read the Disc feedback
The irony of the epeen stereotype is WoW players like to argue just as much about whose is shorter. (Source)

On the PTR forum:"Your next mind flay can be channeled while moving after a successful, non-instant cast mind blast" Thoughts?
I would get rid of every cast while moving if I could. It would be better for the game overall. (Source)

WoWDB Addon Data Collection
Finding the locations of the new Patch 5.2 Rare Spawn NPCs or adding new data from the other Patch 5.2 additions is done with the help of many players. The more people that contribute data, the more accurate and quickly we can update the database.

To help out, just click here if you have Curse Client already installed.

When you are playing the addon will gather data and save it. When you are done playing, Curse Client will see the game close and upload the collected data from the addon. You can see the last time data was uploaded by looking in the Plugins tab of the options, as well as making sure the addon is enabled there.

If you have any WoWDB related feedback, you can post in this thread or send us an email.



TCG Art Update
Blizzard has updated the Trading Card Game art gallery to feature ten new pieces.

by Published on 2013-02-23 12:05 PM

ProzaicMuze's Multi-Strafe Demon Hunter, 100% Completion and Achievement Bugs, Blue Posts, What’s Your Favorite Piece of Lore Text?

Patch 5.2 - Council of Elders Preview
Today we will take a look at another one of the Throne of Thunder bosses, the Council of Elders.





PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Meta-gems and Trinkets

Do the spirits from the DK 2-piece DPS set "snapshot" your stats like the Ghoul do upon summoning?
Neither the 2T15 Zandalari or your Ghoul “shapshot” stats (and hasn’t since 5.0).

GC, when dealing with the Rune [of Re-Origination] trinkets, will the only difference be between the three trinkets be the agility on the three or will there be a further adjustment of stat allocation.
The proc frequency changes based on the ilvl of the trinket:

541 ilevel = 112.88% proc multiplier
535 ilevel = 106.74% proc multiplier
528 ilevel = 100.00% proc multiplier
522 ilevel = 94.56% proc multiplier
502 ilevel = 78.49% proc multiplier
463 ilevel = 54.57% proc multiplier

This counts for both Unerring Vision and Rune of Re-Origination.

Are there any plans in 5.2 for changing or removing the ability to build up Tigereye Brew stacks before a pull and use them as a pre-pot? I grow tired of casting Spinning Fire Blossom.
Yes. The charges and buff are cleared upon beginning raid boss combat. Ultimately we'd like to remove the burden from players for any behavior like this, such as using Holy Shock to stack up 5 Holy Power prepull. We just have to be clever about it to distinguish between this annoying use and a legit use, such as pulling a boss quickly after trash, the way you might in Challenge Modes.

DPS Tuning
  • We overshot the mark on DKs and hunters a little, and we think warriors need that Execute nerf after all. All of this may change tomorrow as we look at different situations, so don't overly freak out about anything.

Druid (Forums / Skills / Talent Calculator)

Hunter (Forums / Skills / Talent Calculator)
  • Dismiss Pet now has a 3 sec cast time (up from 2 sec). This is to discourage swapping pets in the middle of PvP to get a different form of CC.
  • Powershot now cancels Camo when the cast begins rather than the shot landing. Powershot is much more effective in 5.2 since it is so reliable now.
  • Chimera Shot damage +25% (was +50%).
  • Black Arrow and Explosive Shot damage +10% (was +15%).

Mage (Forums / Skills / Talent Calculator)
  • Incanter's Ward can now be dispelled. We agree with the concerns that the 30% damage buff is a significant contributor to mage PvP burst and often one not recognized by the recipient of said burst.

Monk (Forums / Skills / Talent Calculator)

Death Knight (Forums / Skills / Talent Calculator)

Warrior (Forums / Skills / Talent Calculator)

Weekend LFR Testing
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The first LFR wing (Last Stand of the Zandalari) is open for testing all weekend long. When sharing any feedback, please make sure to note how many stacks of Determination your group had when defeating a given boss. Thanks for testing!

Oondasta Feedback
Originally Posted by Blizzard (Blue Tracker / Official Forums)
So, anyone actually ventured out to the Isle of Giants with an organized raid group and taken a crack at him?

The ample feedback about the conceptual design is noted. As some posters noted, one of the major flaws with Galleon (the "rare" boss) was that he was far too easy, such that the main challenge with him is being there when he spawns and getting the initial tap on him. Oondasta is challenging, and he's pretty far out of the way (as opposed to Galleon, who is mere seconds away from Halfhill), so we think he'll be active for longer periods of time before a group takes him down. And we'll be keeping a close eye on how things like faction tapping, potential griefing, and related issues play out, and making adjustments as are warranted.

But I'd love to hear some discussion about the actual boss fight from people who have done it. You can even be immortalized in Blue-trackers everywhere if you manage to kill him.

Blue Posts
Originally Posted by Blizzard Entertainment
Difficult Solo Content
However, it's a different story at max level. I would enjoy the occasional, challenging, max-level, multi-zone, elongated, epic lore, single-player quest.
I should point out that we agree that they're worthwhile occasionally, particularly when they're hooked up to a grandiose purpose. The upcoming Warlock quest for fel-green fire should present a significant challenge. The 5.2 leg of the legendary quest line should also present some nice challenges.

As for bringing loners together? I have a feeling that the Isle of Giants will prompt at least some erstwhile soloers to seek out groups for a bit of the 'ol ultra dino slaying. (Blue Tracker / Official Forums)

PvP Catch Up
How is this any different for PvE players who have to complete raids each week in order to remain competitive and at the top of the raiding scene?

You are far from forced to compete in PvP each week, however if you want to be at the very top of the competitive PvP scene, then it's definitely recommended. The same goes for PvE players, in order to obtain optimal gear for their raid members and as such remain competitive with other top guilds, they need to do their raids each week.

We are addressing the difficulties that players have with entering PvP mid-season in patch 5.3. When patch 5.3 is released the catch-up system will be implemented, which is designed to help out if you were not able to cap your arena points on a regular basis. The system for gearing is also being changed in patch 5.2 to try and assist with the issue of gear disparity in PvP. If you want to find out more about these changes, check out the following blogs:


Actually it is quite different. A lot of top-end raiding guilds raid a TON the first few weeks, then go on farm a little bit later, and then they might start doing alt-runs of boost-runs in the end but at that point there is no expectations that you show up if you don't want to.
In order for every player in a 25 player raid group to get their BiS gear, in an ideal situation where a each of the 6 items dropped by a boss were a BiS upgrade someone needed, PvE players need to kill 63 bosses in a 25 man raid. This is under ideal circumstances too, where everyone only needs one weapon and not a main-hand and off-hand as well as as well as the previously mentioned BiS drops situation, quite regularly drops will appear that have no use to anyone or go to an off-spec.

So all in all, if there are 13 bosses in Throne of Thunder, it will take a 25 man raid of the exact same players every week, 5 weeks of full clearing Heroic mode to gear perfectly under optimal conditions. Don't forget as well that Heroic mode is not easily accessible, or even easy to clear and as such takes some time to get on farm, so that number goes a LOT higher if you account for these reasons as well as those mentioned above. Ii is safe to assume that the time required for gearing a PvE character in BiS items would be about equal to the time needed to do the same for a PvP character.

Given all of this, to be saying that a PvE player doesn't need to clear content every week in order to remain competitive with other top players, is incorrect.

This isn't PvE vs PvP topic. I don't care if PvE players need to work more or less than I do but what I care about the insane gear imbalances atm. How fun is it to fight versus players who don't need to care about anything because they can't be killed and they kill you in matter of seconds?
I recommend that you take a look at my previous post in the thread that mentions how we are addressing gear disparity and mid-season catch-up issues players have in patch 5.2.

Besides, 5 weeks gearing in PvE against 4 months of gearing in PvP which is "minigame" in this game is a joke.
It will take you a lot longer to get fully geared in PvE than just five weeks. In PvP gear upgrades to BiS are assured simply by earning your points, whereas in PvE it is mostly about the luck of the drop, in which you can sometimes go weeks without an upgrade.

After the raid has been cleared by 1 guild in the world, what's there to compete about? Server firsts, what a joke. Most servers have 1-3 PvE guilds that "compete".
And on each server there are generally only a few teams that are competing to get rank one on the Battlegroup. There are many guilds out there that compete to simply climb in the world rankings, much like there are Arena Teams that compete every week pushing themselves to try and reach rank one.

The main difference between PvP competition and PvE competition is that PvP gearing happens at the start of the patch and the competition ends at its conclusion, for PvE players it is the competition and the race that comes first and the gearing that happens afterwards in preparation for the next tier.

With PvE, you get the kill and rewards every week. PvP doesn't have just that.
It kind of does, your cap resets each week allowing you beat more players in arena to get more Conquest points and as such, new gear.

Secondly, theoretically you can earn a reward from every boss if you are lucky enough. So gearing in raids is million times faster than for pvp where you have weekly cap.
However gearing and playing in a raid is not just about the individual. Sure, it's possible for one player to get fully geared out in a couple of runs, but what about everyone else? Their performance will be under par. Gearing an individual from a raid in PvE might be reasonably quick, but gearing an entire raid so they perform at an adequate level, isn't.

I am getting tired of people waving PvP problems away with the fallacy but in PvE you...
I am not dismissing it, I am simply stating that it's not required or forced upon you to participate in PvP every week. However if you are wanting to compete at the very top against all others in the game, no matter whether you PvE or PvP, it is definitely a bonus to participate and compete weekly in order to improve your character as much as possible. (Blue Tracker / Official Forums)

Patch 5.2 Reputation Items
I've updated my previous posts as part of the information I posted wasn't completely accurate:

There won't be a Grand Commendation for the Shado-Pan Assault (that is the raid faction) on Patch 5.2, although there's currently one available on the PTR, which is a mistake.

Also, please note that the item level 496 rings from the Kirin Tor Offensive / Sunreavers Onslaught do cost Valor Points (only level 476 items cost gold). (Blue Tracker / Official Forums)

Soloing Old Raids
Then could they please "Hotfix" the whole of ICC25hc and Ulduar 25hc so it can be soloed too?
The changes the developers made were mostly on some TBC and Vanilla bosses. They didn't modify anything from Naxxramas (although you have 3 pets there). But just to make it clear, the intent they had at the time when making these changes wasn't to make all the raid content from WoW/TBC/Wrath soloable.

Just as an example, although it's TBC content, Rage Winterchill will still give you a run for your money if you are not careful avoiding Death & Decay (since it's % HP based) (Blue Tracker / Official Forums)
by Published on 2013-02-22 04:10 AM

1.0.7 50 Million Critical Mass Budget Guide, Crafted Item Stat Rolls, Witch Doctors and Attack Speed, Blue Posts

Patch 5.2 PTR - Build 16618
Build 16618 will be deployed to the PTR realms soon. Don't miss GC's Patch Notes below!

Armored Skyscreamer
The blue version of the Armored Skyscreamer is now the Glory of the Thundering Raider reward.





Achievement Changes
Originally Posted by MMO-Champion
Dungeons & Raids



New Thunderforged Items
Lots of Thunderforged items have shown up over the past few days! Please note that this is not every Thunderforged item, many are still missing. The item level 496 cloaks from the previous build are now all epic and correctly set to Revered reputation required.

Level Type Spec Slot Name
528TrinketTrinket Spark of Zandalar
528TrinketTrinket Primordius' Talisman of Rage
528FingerTankFinger Jin'rokh's Soulcrystal
528NeckMeleeNeck Amulet of the Primal Turtle
528FingerMeleeFinger Band of the Scaled Tyrant
528NeckSpell SpiritNeck Horridon's Tusk Fragment
528FingerSpell SpiritFinger Petrified Eye of the Basilisk
528TrinketSpell SpiritTrinket Stolen Relic of Zuldazar
528NeckPhysical DPSNeck Talisman of Living Poison
528FingerPhysical DPSFinger Sign of the Bloodied God
528FingerPhysical DPSFinger Gore-Soaked Gear
528TrinketPhysical DPSTrinket Renataki's Soul Charm
528TrinketPhysical DPSTrinket Talisman of Bloodlust
528FingerSpell DPSFinger Jin'rokh's Dreamshard
528TrinketSpell DPSTrinket Horridon's Last Gasp
528BackTankBack Beakbreaker Greatcloak
528BackMeleeBack Hydra-Scale Bloodcloak
528BackMeleeBack Horn-Rimmed Doomcloak
528ClothSpell SpiritHead Stonegaze Hood
528ClothSpell SpiritChest Robes of Static Bursts
528ClothSpell SpiritLegs Leggings of Ebon Veins
528ClothSpell SpiritWrists Vaccinator's Armwraps
528ClothSpell SpiritHands Helix-Breaker Gloves
528BackSpell SpiritBack Drape of Booming Nights
528BackPhysical DPSBack Wastewalker's Sandblasted Drape
528ClothSpell DPSHead Flamecaster's Burning Crown
528ClothSpell DPSShoulders Fissure-Split Shoulderwraps
528ClothSpell DPSChest Robes of Mutagenic Blood
528ClothSpell DPSLegs Al'set's Tormented Leggings
528ClothSpell DPSWrists Azure Shell Bracers
528ClothSpell DPSWrists Bracers of Fragile Bone
528ClothSpell DPSHands Crystal-Claw Gloves
528ClothSpell DPSHands Lightningweaver Gauntlets
528BackSpell DPSBack Shimmershell Cape
528LeatherSpell SpiritShoulders Spaulders of Dinomancy
528LeatherSpell SpiritChest Robes of Concussive Shocks
528LeatherSpell SpiritLegs Leggings of the Malformed Sapling
528LeatherSpell SpiritWrists Vampire Bat-Hide Bracers
528LeatherSpell SpiritWrists Infinitely Conducting Bracers
528LeatherPhysical DPSHead Lightning-Eye Hood
528LeatherPhysical DPSShoulders Forgotten Mantle of the Moon
528LeatherPhysical DPSChest Rockfall Ribwraps
528LeatherPhysical DPSLegs Crimson Bloom Legguards
528LeatherPhysical DPSWrists Bindings of Multiplicative Strikes
528LeatherPhysical DPSHands Gloves of Cushioned Air
528LeatherPhysical DPSHands Grips of Vampiric Cruelty
528LeatherSpell DPSLegs Roots of Rampaging Earth
528MailSpell SpiritShoulders Spaulders of Quaking Fear
528MailSpell SpiritFeet Ghostbinder Greatboots
528MailPhysical DPSShoulders Static-Shot Shoulderguards
528MailPhysical DPSChest Sul'lithuz Sandmail
528MailPhysical DPSLegs Spearman's Jingling Leggings
528MailPhysical DPSFeet Quakestompers
528MailPhysical DPSWrists Beady-Eye Bracers
528MailPhysical DPSWrists Bracers of Mutagenic Fervor
528MailPhysical DPSHands Synapse-String Handguards
528MailSpell DPSHead Clear-Mind Helm
528MailSpell DPSLegs Legguards of Scintillating Scales
528PlateTankShoulders Metabolically Boosted Shoulderplates
528PlateTankLegs Black Blood Legplates
528PlateTankWrists Shell-Coated Wristplates
528PlateMeleeShoulders Shoulderguards of Centripetal Destruction
528PlateMeleeChest Chestplate of Violent Detonation
528PlateMeleeWaist Cloudbreaker Greatbelt
528PlateMeleeLegs Bloodlord's Bloodsoaked Legplates
528PlateMeleeWrists Frozen Warlord's Bracers
528PlateMeleeWrists Bracers of Constant Implosion
528PlateMeleeWrists Caustic Spike Bracers
528PlateMeleeHands Rein-Binder's Fists
528PlateSpell SpiritShoulders Spaulders of Primordial Growth
528PlateSpell SpiritWaist Refreshing Abalone Girdle
528PlateSpell SpiritWrists Bonemender Bracers
528PlateSpell SpiritHands Tortos' Shellseizers
528PlateSpell DPSChest Ionized Yojamban Carapace
528PlateSpell DPSWrists Armplates of the Vanquished Abomination
528ShieldTankOff Hand Greatshield of the Gloaming
528ShieldSpell SpiritOff Hand Tortos' Discarded Shell
528One-handed AxeMeleeOne Hand Shellsplitter Greataxe
528One-handed AxeMeleeOne Hand Worldbreaker's Stormscythe
528BowPhysical DPSRanged Shattered Tortoiseshell Longbow
528One-handed MaceTankOne Hand Acid-Spine Bonemace
528PolearmMeleeTwo Hand Bo-Ris, Horror in the Night
528One-handed SwordSpell SpiritOne Hand Soulblade of the Breaking Storm
528StaffPhysical DPSTwo Hand Jalak's Maelstrom Staff
528StaffSpell DPSTwo Hand Dinomancer's Spiritbinding Spire


Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Death Knight (Forums, Talent Calculator)

Frost

Unholy
  • Scourge Strike additional damage increased by 16% and weapon damage increased to 140%, up from 130%.

Hunter (Forums, Talent Calculator)
  • Steady Shot additional damage increased by 44% and weapon damage increased to 60%, up from 50%.

Marksmanship
  • Aimed Shot weapon damage increased to 350%, up from 320%. Additional damage increased by 20%.
  • Chimera Shot now does 315% ranged weapon Nature damage, up from 210%. Additional damage increased by 125%. Now heals you for 5% of your total health, up from 3%.

Survival

Mage (Forums, Talent Calculator)

Arcane

Monk (Forums, Talent Calculator)
  • Jab now costs 8% of Base Mana, up from 6%.

Mistweaver

Priest (Forums, Talent Calculator)
  • Penance now has a 40 yd range, up from 30.

Talents

Discipline
  • Penance now has a 9 sec cooldown, down from 10 sec.

Shadow
  • Mind Blast base damage reduced 17%. SP scaling reduced to 191%, down from 229%.
  • Shadowform now increases your Shadow damage by 25%, up from 20%.

Rogue (Forums, Talent Calculator)
Assassination
  • Dispatch now does 460% weapon damage, up from 400%. Additional damage increased by 33%.
  • Envenom base damage increased by 20%.

Combat
  • Vitality increases your Attack Power by 35%, up from 30%.

Shaman (Forums, Talent Calculator)
Elemental
  • Elemental Focus proc now increases spell damage done by 15%, up from 10%.
  • Shamanism now increases the damage of Lightning Bolt by 70%, up from 50%.

Warlock (Forums, Talent Calculator)

Demonology

Destruction
  • Conflagrate damage and SP scaling increased by 20%.
  • Immolate damage and SP scaling increased by 20%.
  • Incinerate damage and SP scaling increased by 10%.

Warrior (Forums, Talent Calculator)
Arms & Fury

Raid & Dungeon Abilities
  • Cosmic Strike Strikes an enemy, dealing 200,000 150,000 Arcane damage to alll enemies within 8 yards, knocking them back. 300 yd range. Instant.
  • Disorienting Roar Horridon emits a powerful roar, inflicting 250,000 Physical damage and disorienting all enemies for 2 sec. 2 sec cast. to all enemies and empowering allies, increasing melee attack speed by 50%. 2 sec cast.
  • Harsh Light The caster's light beam burns so intensely that it inflicts Fire damage to all victims caught in its path. This damage is shared amongst the targets with targets further away recieving more damage unless enough targets closer to the caster obscure the light from hitting them 100 yd range. Instant. receiving more damage. 100 yd range. Instant.
  • Putrify Inflicts 10,000 Inflicts 8,000 k damage every 1 second. This effect stacks. 100 yd range. Instant.
  • Quills (New) Inflicts 100,000 Physical damage to all enemies within 500 yards. 500 yd range. Instant.
  • Thundering Throw Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 0 Physical damage. Additionally inflicts 200,000 Nature damage to other players within 14 yards of the point of impact, stunning them for 6 sec. Unlimited range. Instant. 5 sec. Unlimited range. Instant.
  • Thundering Throw Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 0 Physical damage. Additionally inflicts 200,000 Nature damage to other players within 14 yards of the point of impact, stunning them for 6 sec. Unlimited range. Instant. 5 sec. Unlimited range. Instant.



PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Shaman (Forums / Skills / Talent Calculator)
  • Spirit Walk – cooldown reduced from 2 min to 1 min.

Priest (Forums / Skills / Talent Calculator)
  • Penance – cooldown reduced from 10 sec to 9 sec.
    Tier 14 4pc – cooldown on Penance reduced from by 3 sec instead of 4 sec. (In essence, this nerfs T14 and buffs Penance while keeping the same end result.)
  • Power Infusion – we are lowering the +10% damage buff to +5%. Our goal here was noble to make Power Infusion more attractive to Shadow, but we’re worried about making the talent too powerful in PvP. Many PvP players had concerns about the buffed version of Power Infusion.

Warrior (Forums / Skills / Talent Calculator)
  • Recklessness – We are going to lower Recklessness to 3 min cooldown, 30% crit (down from 5 min, 50%). We will have to adjust the Glyph of Recklessness and T14 4pc (and probably other mechanics I forgot) to keep them at the same relative power. We’re trying to move away from very long cooldowns, especially those without a lot of visual noise (e.g. a 1 min Army of the Dead would be pretty annoying to see, but Recklessness is pretty chill). It would let Recklessness line up better with Skull Banner (and maybe we would eventually just merge the two buttons), and have the added bonus of reducing warrior burst in PvP while still giving them more frequent use of the CD to avoid that all eggs in one basket feeling.

Warlock (Forums / Skills / Talent Calculator)
  • We are going to go ahead and grandfather in the bug of Shadowburn granting 2 embers on a kill. It is technically a bug, which is why we fixed it, but it's been that way since MoP launched and we don't think it's causing huge balance problems, so in cases like this, we think the right thing to do is just make it official.

Mage (Forums / Skills / Talent Calculator)
  • While we like mages hard casting spells more often in PvP, we agree with the consensus that we overdid the buff to Frostbolt. We are going to revert one of the earlier changes and have it once again increase its damage by its own debuff. Base damage has been reduced to compensate, but should not change for the fully stacked case.

    Old patch note: Frostbolt deals 52% more damage, but its debuff no longer increases subsequent Frostbolt damage.

    New patch note: Frostbolt now deals 32% more damage.

Capactive Meta-gem
  • Proc now uses ranged crit/hit chances for Hunters.

DPS Tuning
  • Warrior – we reverted the nerfs to Bloodthirst, Colossus Smash and Raging Blow. We planned on taking the damage out of Execute instead, but before we do that, we’re concerned that the actual problem is the legendary meta-gem being too good for warriors, and we don’t think it’s fair to nerf all warriors because of an item that nobody will have for some time. We may nerf the metagem for warriors instead.
  • Priest – we also reverted the 20% buff to Mind Blast. This buff had also become a big PvP damage burst concern. It has a pretty small effect on PvE damage overall, but we will buff something if needed. The buff to Shadowform remains.
  • Monk – In efforts to further discourage Jab, Jab, Uplift, we increased the mana cost of Jab from 6% to 8%, increased the mana restore on Muscle Memory from 2% to 4%, and increased the mana cost of glyphed Uplift to 16% mana. So that monks feel like they can be less reliant on Jab, Jab, Uplift, we also changed Soothing Mist to generate chi more consistently (to avoid long stretches of bad luck) and increased its generation rate overall.
  • Death Knight – We reduced the health of Bloodworms to 15% (from 18%) and reduced the health healed to 25% from 30%. Our earlier buffs were too generous (and they are still significantly buffed from 5.1).

GC said it's a bug. I noticed that it also has not been fixed (um, GC, can you guys pls fix??).
We thought we did fix it. Any more information? It costs 1 ember, but if it kills the target or the target dies within 5 sec, it restores 1 ember, for a net costs of 0. If it ever restored 2 embers on a kill, that was a bug and probably got fixed.

Quick follow-up though: Is the ICD [on Rune of Re-Origination] still 22 seconds with the "new" version?
Yes. We considered lowering that to match, but held off on that for now.

It has been shown quite conclusively that a Monk using 2 one handers will out dps an equal skilled, equal geared 2h monk by about 2-3%.
It's much more helpful to show us that evidence (or link it) than to state that it exists, unless it's just up in the thread somewhere and we missed it. In any case, we're not seeing it at all. DW has an additional enchant and gem, but 2H has slightly more stats and more procs.

I feel like fury could use some nerfs (especially SMF).
We're not seeing this in 5.2. Any more information?

Either way, the point remains that Supremacy is highly inferior in most situations. This is because your mastery (extremely powerful for affliction and destruction) does your pet no benefit. Additionally, your haste does not scale the fel energy gain of the minion. This leaves your pets scaling tied directly to critical strike and spell power, unless using a pet with melee attacks (which then gets marginal haste benefit).
We think this is a legitimate criticism. We think it's only a problem at very high gear levels, but once players see the highest DPS players choosing Sacrifice, it's going to be conventional wisdom that you just have to take that talent... which we really don't want. If anything, this talent should be rare. As I've said before, the common warlock should be one with a demon. Short of having Supremacy and Service somehow give Affliction and Destruction Demo's mastery or just nerfing Sacrifice to the point where it's really only for players who hate pet bars (even at a DPS loss), we don't have a great solution yet.

If this is even remotely true then blizzard has done a horrible job. This is the first time I've read or heard the sentence "middle of the pack" regarding mages and warlocks.
I think you might be misinterpreting my comment. Perhaps it was vague. What I meant was that if you are a player wondering if your DPS is low, compare it to someone in the middle. Players almost always compare themselves to the guy at very top of the stack rank, but that dude is often overpowered and it's rarely our goal to buff everyone else up to that line. More than likely, he'll be getting a nerf.

Is removal of the T11 Protection tier gimmic going to be addressed before 5.2 hits so don't have to keep it for a 45 sec guardian prepull as retribution?
We addressed it in 5.2. When you remove the set bonuses, the buff is also cancelled.

Mage frostbolts are doing crazy damage on the PTR on full resilience targets. Something along the lines of 200k damage crits with CDs.
We did shift some damage to Frostbolt, but overall it's a good thing for the game for mages to hard cast. They have to stand still and you can cause a Frost lock.

I'm still confused. In 5.1 I never felt my DPS, or rather DK frost DPS in general was bad, or even close to bad. Where are all these buffs coming from, is there going to be some kind of counterweight in 5.2 yet to be announced?
It's a lot of things. Overall, we are balancing for 5.2. That's a different environment. Nearly everyone will quickly get better gear with more secondary stats. While everyone scales to some extent with those stats (and as much as I like to tweak the community about its seeming obsession with scaling) the fact still remains that those numbers do affect damage. Set bonuses will change. There are new trinkets and meta-gems. Not everyone will get all of those items, but we still have to take into consideration with our tuning that many will. We have to look at the new bosses. While we like there to be some variation from boss to boss depending on encounter mechanics, we also understand human nature well enough to expect that players will quickly start worrying only about their performance in the new raid and stop worrying about how well they did on the previous one. For DKs specifically, also recall that we also nerfed the current T14 2pc because it ended up so good that there was a risk DKs wouldn't feel like they could upgrade to the T15 gear.

im not saying revert the dk buffs, they are fine...but by that same logic, where are the ret sustained buffs to keep us competitive? we are already pretty far behind frost as it is.
Unless you can demonstrate to us that Ret is behind Frost in 5.2, we can't do much with comments like this.

We think Ret and Frost are where they should be in 5.1 with the exception that Frost pulls ahead too much in certain cleave and AE situations.

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