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by Published on 2013-02-05 06:08 PM

Patch 5.2 PTR - Build 16539
A new PTR build will be deployed soon. We will be updating these notes frequently, so keep checking back!

Patch Highlights
  • Throne of Thunder is now somewhat itemized, with lots of temporary art, names, stats, and drop rates.
  • New rep gear for the Kirin Tor Offensive, Sunreaver Onslaught, and Shado-Pan Assault has been added.
  • The Tier 15 set tokens have been added.
  • Flaskataur is selling normal Tier 15 armor for gold on the PTR.
  • The Normal and Heroic Patch 5.0 raids now have a buff (that can be disabled) that reduces enemy health and damage by 10%.
  • When Patch 5.2 goes live, all players who have defeated Will of the Emperor, Grand Empress Shek’zeer, and/or Sha of Fear prior to the release of Patch 5.2 will receive a Feat of Strength to mark their accomplishments.
  • Siege of Niuzao Temple awards 5 bonus Valor Points, Scholomance awards 10 bonus Valor Points, and Shado-Pan Monastery awards 15 bonus Valor Points.
  • Completing the Scenarios: Brewmoon Festival, Greenstone Village, A Little Patience, and Theramore’s Fall will award 5 additional Valor Points.

Sun Crown



New Icons



Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength

Pandaria
Quests



New Items
You can find all of the new Patch 5.2 items on WoWDB, including the new tier tokens.

Level Type Slot Name
1Junk Kirin Tor Beacon
1Junk Sunreaver Beacon
1Junk Shiny Pile of Refuse
1Junk Stormtouched Cache
1Junk Dividends of the Everlasting Spring
1Junk Cache of Mogu Riches
1Junk Amber Encased Treasure Pouch
20Companion Pets Warbot Ignition Key
1Other Ra'sha's Sacrificial Dagger
90Mount Primal Golden Direhorn
90Mount Primal Crimson Direhorn
1TabardTabard Kirin Tor Offensive Tabard
1TabardTabard Sunreaver Onslaught Tabard
1TabardTabard Shado-Pan Assault Tabard
476ClothWaist Shan'ze Scholar's Girdle
476ClothWaist Shan'ze Scholar's Girdle
476ClothWaist Belt of Loa Charms
476ClothWaist Belt of Loa Charms
476LeatherWaist Cinch of the Dead Forest's Vigil
476LeatherWaist Cinch of the Dead Forest's Vigil
476LeatherWaist Skumblade-Tooth Girdle
476LeatherWaist Skumblade-Tooth Girdle
476MailWaist Skumblade Ritualist Links
476MailWaist Skumblade Ritualist Links
476MailWaist Rotting Bog Cinch
476MailWaist Rotting Bog Cinch
476PlateWaist Thunder Caressed Waistguard
476PlateWaist Thunder Caressed Waistguard
476PlateWaist Girdle of Shan'ze Glory
476PlateWaist Girdle of Shan'ze Glory
90Consumable Glorious Standard of the Kirin Tor Offensive
90Consumable Glorious Standard of the Sunreaver Onslaught
1Other Grand Commendation of the Kirin Tor Offensive
1Other Grand Commendation of the Sunreaver Onslaught


Strings Changes
Originally Posted by MMO-Champion
  • DWY_DB_WORK_BUG_COPY - The pet card displays information about a pet's abilities and stats.\n\n\nHover over the pet's icon to see how to obtain a pet.
  • ERR_DIFFICULTY_CHANGE_COMBAT_COOLDOWN_S - Raid was in combat recently and may not change difficulty again for %s.
  • EXCLUDE_BATTLEGROUNDS_LINE_1 - You can exclude up to
  • EXCLUDE_BATTLEGROUNDS_LINE_2 - %d battlegrounds
  • EXCLUDED_BATTLEGROUNDS_SEPARATOR - &
  • INCLUDED_BATTLEGROUNDS - Included Battlegrounds
  • SPELL_FAILED_CUSTOM_ERROR_191 - There is nothing to be fetched.



Patch 5.2 PTR Official Notes Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
General
  • The Legendary Quest Continues:
    • Players seeking to re-acquire previous Legendary quest rewards (Such as gems for Sha-touched weapons) can now speak with the Blacktalon Quartermaster, the surly-looking Pandaren standing in the first floor of the Tavern in the Mists.

Classes
  • Druid (Forums / Skills / Talent Calculator)

  • Hunter (Forums / Skills / Talent Calculator)
    • The Fetch ability from Glyph of Fetch no longer requires a target. When activated, the pet will automatically choose a nearby corpse to loot.

  • Mage (Forums / Skills / Talent Calculator)
    • Glyph of Blink will now increase the movement speed bonus provided by Blazing Speed by an additional 50%.
    • Blazing Speed is now a level 15 talent, replacing Scorch. can be triggered at will, provides root/stun immunity, and has a 10-second cooldown (was 25 seconds). This ability replaces Blink.
    • Flameglow, a new talent is available at level 30 and replaces Blazing Speed. The passive ability encases the Mage in fiery energy, absorbing damage from each attack made against the Mage equal to 20% of their spellpower, up to a maximum of 30% of the attack.
    • Cold Snap now heals the Mage for 15% of maximum health when used, down from 30%.
    • Ring of Frost cast instantly through Presence of Mind now has a 2 second arming period before the Freeze effect is activated against targets in the area of effect. The 2 second arming period can be reduced by Haste.
    • Deep Freeze now stuns the target for 5 seconds (was 4 seconds).
    • Glyph of Deep Freeze now removes it from global cooldown but also reduces its duration by 1 second.
    • Mage PvP 2-piece bonus now requires Counterspell to successfully interrupt a spell before applying the 4 second cooldown reduction to Counterspell.
    • Fire
      • Scorch is no longer a talent and is now available to all Fire Mages.

  • Monk (Forums / Skills / Talent Calculator)
    • New Level 60 Talent: Ring of Peace
      • Ring of Peace has a 45 second cooldown.
    • Paralysis is now a physical, non-magical effect, can no longer be dispelled, grounded or reflected, and its base range has been increased to 20 yards. The Paralysis effect lasts 40 seconds (was 30 seconds) for non-player targets, 4 seconds when used against other players, and lasts 50% (was 200%) longer when used from behind a target.

  • Paladin (Forums / Skills / Talent Calculator)
    • Light's Hammer now also applies a 50% snare for 2 seconds to targets that take damage from the area of effect.
    • Glyph of Blessed Life no longer requires Seal of Insight to be active.
    • Glyph of Templar's Verdict can also activate from Exorcism.
    • Retribution
      • When Hand of Sacrifice is cast by a Retribution Paladin, all harmful magic effects are removed from the party or raid member.

  • Priest (Forums / Skills / Talent Calculator)
    • Several of these may be tooltip updates, see Ghostcrawler's tweets. [1, 2]
    • Spiritual Healing is a new passive ability obtained by Discipline and Holy Priests at level 10. This ability increases the amount of healing done by Flash Heal, Binding Heal, Renew, and Prayer of Mending by 25%. The amount of healing done by those four spells have been reduced by 20%. For Holy and Discipline Priests, there is no change to the amount of healing done by those four spells.
    • Evangelism stacking effect now also increases the healing of Penance.
    • Devouring Plague now deals its damage evenly through its duration.
    • Phantasm no longer makes the Priest untargetable by ranged attacks, and the movement impairing immunity effect is now 5 seconds (was 3 seconds).
    • Discipline

    • Shadow

  • Rogue (Forums / Skills / Talent Calculator)
    • Preparation is now a baseline ability learned at level 68 and no longer resets the cooldown on Cloak of Shadows.
    • Blind now has a cooldown of 2 minutes (was 1.5 minutes).
    • Cloak of Shadows now has a cooldown of 1 minute (was 2 minutes).
    • Smoke Bomb now reduces damage taken by allies in the area of effect by 20%, in addition to current effects.

  • Shaman (Forums / Skills / Talent Calculator)
    • The talent Totemic Restoration now has an additional effect. Any totems that have been destroyed or replaced behave as if the totem had been active for at least 1 second.
    • When summoned, the Stone Bulwark Totem has health equal to 10% of the casting Shaman's health.
    • The talent Nature's Guardian now preserves the player's health percentage when its maximum health boosting effect expires.

  • Warlock (Forums / Skills / Talent Calculator)
    • Blood Fear has been redesigned. This ability is now cast on the Warlock, and causes melee attacks that strike within the next 60 seconds to fear the attacker. When cast, the ability has 1 charge, costs 5% health to activate, and has a 30-second cooldown.
    • Blood Fear has a new visual and sound effect, and has a visual and sound effect when the fear effect is activated.
    • Blood Fear has been replaced by Blood Horror. Blood Horror costs 5% health, has 1 charge, and lasts 60 seconds with a 30 second cooldown. While Blood Horror is active, melee attacks that strike the Warlock will cause the attacker to be horrified for 4 seconds.
    • Destruction

  • Warrior (Forums / Skills / Talent Calculator)
    • Second Wind now generates 15 rage (was 20 rage) over 10 seconds. and the health regeneration effect will pause while the Warrior is stunned.
    • Glyph of Overpower is now Glyph of Die by the Sword. It increases the duration of Die by the Sword whenever Overpower or Wild Strike are used.

Pet Battles
  • Many new Battle Pets and Battle Pet abilities have been added.
  • Volcano's damage has been reduced by 15%.
  • Ice Tomb, Elementium Bolt, and Stun Seed's damage has been reduced by 25%.
  • Geyser's damage has been reduced by 12.5%.
  • Conflagrate's base damage has been increased by 20% and its bonus damage has been reduced by 60%.
  • Siphon Life now heals for a flat amount instead of a percentage of the damage that had been dealt.
  • Ghostly Bite now has a cooldown of 7 rounds (was 3 rounds).
  • Spectral Strike now has a cooldown of 4 rounds (was 3 rounds).
  • Light now has a cooldown of 4 rounds (was 3 rounds).
  • Call Darkness now lasts for 5 rounds (was 9 rounds).

Raids, Dungeons and Scenarios
  • Throne of Thunder loot drops are now available for testing in Raid Finder, Normal, and Heroic difficulty. Please note that at this stage of testing, bonus rolls are not yet available, art for weapons, armor pieces, and the drop rates themselves are not yet final.
  • Ao Pye at Niuzao Temple in Towlong Steppes is offering to sell Shadow-Pan Assault faction gear to adventurers for Valor points. Another NPC will also be selling those items in or near the entrance to the Throne of Thunder on Isle of the Thunder King.
  • For testing purposes, Flaskataur is selling normal Tier 15 armor for gold on the PTR.
  • On Normal and Heroic mode, zone-wide auras have been activated in Mogu’shan Vaults, Heart of Fear, and Terrace of Endless Spring, reducing the health and damage of all enemies therein by 10%. A NPC near the entrance within each zone explains this, and offers to deactivate the buff for the benefit of brave/foolhardy adventurers.
  • When Patch 5.2 goes live, all players who have defeated Will of the Emperor, Grand Empress Shek’zeer, and/or Sha of Fear prior to the release of Patch 5.2 will receive a Feat of Strength to mark their accomplishments. The Feats of Strength will be: “Ahead of the Curve: (Will of the Emperor, Grand Empress Shek’zeer, Sha of Fear)” for players that have defeated them on Normal difficulty and “Cutting Edge: (Will of the Emperor, Grand Empress Shek’zeer, Sha of Fear)” for players that have defeated them on Heroic difficulty. Once 5.2 is released, these Feats of Strength will no longer be obtainable.
  • Level 90 players that use Dungeon Finder to look for a random Dungeon or Scenario will receive additional bonus Valor Points upon completing specific Dungeons or Scenarios.
    • Dungeons
      • Siege of Niuzao Temple: 5 bonus Valor Points
      • Scholomance: 10 bonus Valor Points
      • Shadow-Pan Monastery: 15 bonus Valor Points
    • Completing the Scenarios: Brewmoon Festival, Greenstone Village, A Little Patience, and Theramore’s Fall will award 5 additional Valor Points.

PvP
  • Players can obtain a new title "Khan", by completing the following Battleground achievements: Master of the Battle for Gilneas, Master of Twin Peaks, Master of Temple of Kotmogu, Master of Isle of Conquest, and Master of Silvershard Mines.

Bug Fixes

Spell Changes
Originally Posted by MMO-Champion
Mounts
Ground

Item Set Bonuses

Hunter (Forums)

Talents

Beast Mastery

Marksmanship

Survival

Minor Glyphs

Mage (Forums)

Talents
  • Blazing Speed is now a level 15 talent, down from 30. Now has a 25 sec cooldown, up from 10. No longer replaces Blink. No longer frees the caster from stuns and bonds, and makes them immune for the duration.
  • Flameglow (New) Protects you with fiery energy, absorbing [ 20% of Fire Spell Power ] damage from each attack against you (up to a maximum of 30% of the attack). Mage - LvL 30 Talent.

Arcane

Fire
  • Scorch is no longer a talent, just a Fire mage spell.

Major Glyphs
  • Glyph of Deep Freeze - Your Deep Freeze spell is no longer on the global cooldown, but its duration is reduced by 1 sec.

Monk (Forums)
  • Blackout Kick is no longer limited to 2 targets.
  • Chi Burst damage and AP scaling doubled. Healing reduced by 16%.
  • Chi Wave base damage doubled and healing tooltip updated to reflect previously doubled healing.
  • Healing Sphere was renamed Gift of the Serpent. AP scaling was reduced by 38%.
  • Paralysis now incapacitates for 40 sec, up from 30. When done from behind, duration is increased 50%, rather than doubled.
  • Zen Sphere healing reduced by 60% and damage slightly increased.

Talents
  • Chi Burst damage and AP scaling doubled. Healing reduced by 16%.
  • Chi Wave base damage doubled and healing tooltip updated to reflect previously doubled healing.
  • Ring of Peace now has a 45 sec cooldown, down from 1.5 min.
  • Zen Sphere healing reduced by 60% and damage slightly increased.

Mistweaver

Major Glyphs
  • Glyph of Path of Blossoms was renamed to Glyph of Paralysis: Your Paralysis ability also removes all damage over time effects from the target.

Paladin (Forums)
  • Hand of Sacrifice now has spec specific tooltips. Retribution now also removes all harmful Magic effects from the target.

Talents
  • Light's Hammer now also reduces enemy movement speed by 50% for 2 sec. (Healing amount likely a typo)
  • Selfless Healer no longer procs off of Holy Shocks.

Protection
  • Shield of the Righteous Instantly slam the target with your shield, causing [ 836 + 61.7% of AP ] Holy damage, reducing the physical damage you take by 30% [ 30 ] [Min 30, Max 80]% for 3 sec, and causing Bastion of Glory. Bastion of Glory Increases the strength of your Word of Glory when used to heal yourself by 10%. Stacks up to 5 times. Paladin - Protection Spec. 3 Holy Power. Melee range. Instant. 1.5 sec cooldown.

Retribution
  • Absolve (New) Your Hand of Sacrifice also removes all harmful Magic effects from the target. Paladin - Retribution Spec.

Major Glyphs

Priest (Forums)
  • Binding Heal healing and SP scaling increased, range limit set at 20 yards for the third target.
  • Divine Star now heals all allies within 4 yds of its path, down from 6.
  • Flash Heal healing and SP scaling increased by 14%.
  • Holy Nova Causes an explosion of holy light around the caster, causing [ 332 + 14.3% of Spell Power ] Holy damage to all enemy targets within 10 yards and healing up to 5 targets within 10 yards for [ 2,564 + 24.7% of Spell Power ]. Healing is divided among the number of targets healed. These effects cause no threat.
  • Power Word: Shield (Discipline) absorb and SP scaling reduced by 13%.
  • Power Word: Shield (Holy) absorb and SP scaling reduced by 13%.
  • Renew healing and SP scaling reduced by 20%.

Talents
  • Divine Star now heals all allies within 4 yds of its path, down from 6.
  • Phantasm no longer makes you untargetable by ranged attacks. Your movement speed is unhindered for 5 sec, up from 3.
  • Solace and Insanity damage increased (or tooltip fixed).

Discipline & Holy
  • Evangelism (Discipline) now increases the damage and healing done by your Penance, Smite, and Holy Fire spells, not just damage.

Holy & Discipline

Major Glyphs

Rogue (Forums)
  • Blind now has a 2 min cooldown, up from 1.5 min.
  • Cloak of Shadows now has a 1 min cooldown, down from 2.
  • Crimson Tempest bleed now does 240% of the initial damage over 12 sec, up from 30%.
  • Preparation no longer works with Cloak of Shadows.
  • Vanish now has a 2 min cooldown, down from 3 min.

Shaman (Forums)
Talents

Warlock (Forums)
Talents
  • Blood Fear was renamed Blood Horror: While active, any time an enemy melee attack deals damage to the Warlock, the enemy will run in horror for up to 4 sec. 1 charge. Blood Horror lasts 60 sec.

Minor Glyphs
  • Glyph of Eye of Kilrogg - The casting Warlock must be within line of sight of the Eye of Kilrogg to place the Demonic Circle.

Warrior (Forums)

Talents

Arms

Major Glyphs

Professions
Fishing
  • Fishing tooltip has been updated to reflect that no fishing pole is needed.
  • Fishing tooltip has been updated to reflect that no fishing pole is needed.

Leatherworking

Raid & Dungeon Abilities
  • Acid Rain Spits a globule of acid at a random enemy, inflicting 350,000 390,000 Nature damage to all players upon impact. The damage of Acid Rain is reduced the further enemies are from the point of impact. Instant.
  • Amber Retaliation Inflicts 50,000 Inflicts 26,400 Nature damage to all enemies illuminated by Bright Light. 100 yd range. Instant.
  • Arcane Burst Inflicts 200,000 Inflicts 120,000 Arcane damage to all enemies within 0 yards. 100 yd range. Instant.
  • Arctic Freeze Breathes ice on all enemies in front of the caster, inflicting 150,000 165,750 Frost damage every second for 3 sec. Enemies hit by Arctic Freeze begin to freeze solid and are stunned for 20 sec. if they reach 5 stacks of Arctic Freeze. Instant.
  • Ball Lightning The Ball Lightning rushes towards an enemy, inflicting increasing nature damage based on the distance from the target. Unlimited range. Instant. 65,000 Nature damage to the enemy. Unlimited range. Instant.
  • Burst of Amber Inflicts 100,000 Inflicts 135,000 Nature damage to all enemies within 500 yards. Instant.
  • Caustic Gas Inflicts 4,050,000 Nature damage split evenly between all enemies within a 18 30 yard cone. 3 sec cast. 12 sec cooldown.
  • Chain Lightning Inflicts 90,000 Inflicts 60,000 Nature damage, chaining to nearby enemies. Unlimited range. Instant.
  • Chain Lightning Inflicts 60,000 Inflicts 40,000 Nature damage, chaining to nearby enemies. Unlimited range. Instant.
  • Chain Lightning Inflicts 120,000 Inflicts 80,000 Nature damage, chaining to nearby enemies. Unlimited range. Instant.
  • Cheep Inflicts 100,000 Inflicts 150,000 Physical damage to the target. 200 yd range. 1 sec cast. Instant.
  • Cheep Inflicts 50,000 Inflicts 30,000 Physical damage to the target. 200 500 yd range. 1 sec cast.
  • Cinders Ignites an enemy, inflicting 125,000 136,500 Fire damage and an additional 75,000 97,500 Fire damage every 1 sec. for 30 sec. When Cinders is removed, a pool of flames is created at the target's location. The pool inflicts 125,000 136,500 Fire damage every 1 sec. to all enemies within 5 yards. 1.5 sec cast.
  • Cinders Ignites an enemy, inflicting 125,000 136,500 Fire damage and an additional 75,000 97,500 Fire damage every 1 sec. for 30 sec. When Cinders is removed, a pool of flames is created at the target's location. The pool inflicts 125,000 136,500 Fire damage every 1 sec. to all enemies within 5 yards. Instant.
  • Cleave (New) Inflicts 150% of normal melee damage to an enemy and its nearest ally. Melee range. Instant. 2 sec cooldown.
  • Cocoon Wraps the target in web, 100 yd range. Instant. Encases the target in webs, preventing all action and preventing any allies from aiding them directly. 100 yd range. Instant.
  • Crimson Bloom Inflicts 100,000 Inflicts 135,000 Fire damage to all enemies within 500 yards. Instant.
  • Diffusion Chain Inflicts 100,000 Nature damage, chaining to nearby enemies, inflicting increasing damage for each target it jumps to. When an enemy is hit by Diffusion Chain a Diffused Lightning spawns at the location. 1,000 yd range. Instant.
  • Discharged Energy Increases damage taken from Discharged Energy by 3%. Instant.
  • Electrical Shock Inflicts 15,000 Inflicts 8,000 Nature damage every 1 sec for 8 sec. Unlimited range. Instant.
  • Elemental Blood of Megaera The elemental blood of Megaera increases damage done by all Venomous Heads by 10%. This effect stacks. Instant. 15%. This effect stacks. Instant.
  • Elemental Blood of Megaera The elemental blood of Megaera increases damage done by all Flaming Heads by 10%. This effect stacks. Instant. 15%. This effect stacks. Instant.
  • Elemental Blood of Megaera The elemental blood of Megaera increases damage done by all Frozen Heads by 10%. This effect stacks. Instant. 15%. This effect stacks. Instant.
  • Feed Young The caster summons forth globules of food for their young. Instant.
  • Flash Freeze Inflicts 100,000 Inflicts 135,000 Frost damage to all enemies within 100 yards. Instant.
  • Focused Lightning Conduction Focused Lightning Detonation damage travels through Conductive Water, inflicting 195,000 227,500 Nature damage to players standing in Conductive Water. Unlimited range. Instant.
  • Focused Lightning Detonation The Focused Lightning detonates, inflicting 195,000 227,500 Nature damage to all players within 8 yards. Unlimited range. Instant.
  • Furious Stone Breath Inflicts 85,000 Inflicts 350,000 Nature damage to all enemies every 0.5 sec for 4.5 sec. Costs 100 Fury to cast. Unlimited range. Instant.
  • Fusion Slash Lei Shen slashes at the target with his polearm, inflicting 550,000 600,000 Nature damage and increases damage taken by Fusion Slash by 50% for 45 sec. Unlimited range. 1.5 sec cast. 60 sec. Unlimited range. 2 sec cast.
  • Gnawed Upon The caster takes a bite out of the victim inflicting 400,000 640,000 physical damage and increasing the damage they take 100% for 20 sec. 100 yd range. Instant.
  • Ice Comet Inflicts 0 Inflicts 400,000 Frost damage to all enemies within 0 6 yards. 300 yd range. Instant.
  • Icy Ground The frozen ground inflicts 80,000 88,400 Frost damage to all enemies who touch it, reducing their movement speed by 5% every second. The snare effect of Icy Ground stacks up to 20 times. 100 yd range. Instant.
  • Ignite Flesh Inflicts 35,000 Inflicts 39,000 Fire damage every 1 sec. for 45 sec. 100 yd range. Instant.
  • Ignite Flesh Breathes flames on all enemies in front of the caster, inflicting 150,000 165,750 Fire damage every second for 3 sec. Enemies hit by Ignite Flesh burn for 35,000 39,000 additional Fire damage every second for 45 sec. This effect stacks. Instant.
  • Judgment of the Loa Unleashes the Loa's judgment on an enemy, inflicting 2,750 Holy damage for each application of Mark of the Loa. 15 yd range. Instant.
  • Judgment of the Loa Blesses an ally with the light of loa, healing them for 10% of their maximum health. 10 yd range. 2.5 sec cast.
  • Life Drain Inflicts Shadow damage to the nearest target in front of the caster and heals Durumu based on the damage inflicted. 100 yd range. Instant.
  • Lightning Bolt Inflicts 30,000 Inflicts 40,000 Nature damage every 0.25 sec, the Lightning Bolt can be avoided by jumping over it. 500 yd range. Instant.
  • Lightning Whip Lei Shen cracks a Lightning Whip across the floor, inflicting 750,000 800,000 Nature damage to enemies in front of him, creating a Lightning Bolt on the ground. The Lightning Bolt effect can be avoided by jumping over it. 500 yd range. 4 sec cast.
  • Lingering Gaze Inflicts 136,500 Inflicts 200,000 Shadow damage to all targets within 15 yards. 100 yd range. Instant.
  • Lingering Gaze (New) Inflicts 100,000 Shadow damage to the target. 100 yd range. Instant.
  • Lingering Gaze Inflicts 100,000 Shadow damage to the target. 100 yd range. Instant.
  • Long-Range Ritual Lightning Inflicts 100,000 Inflicts 125,000 Fire damage to enemies outside 50,000 yds. 1.5 sec cast. 3 sec cooldown.
  • Luciferase Inflicts 150,000 Inflicts 80,000 Nature damage to the target. 100 yd range. Instant.
  • Mark of the Loa Inflicts 5,000 Inflicts 2,750 Holy damage every second for 15 sec. This effect stacks. 10 yd range. Instant.
  • Megaera's Rage Megaera spits flames at her target when they are not within melee range. The flames inflict 250,000 325,000 Fire damage to all enemies within 5 yards upon impact. 500 yd range. Instant.
  • Megaera's Rage Megaera spits poison at her target when they are not within melee range. The poison inflict 250,000 325,000 Nature damage to all enemies within 5 yards upon impact. 500 yd range. Instant.
  • Megaera's Rage Megaera spits ice at her target when they are not within melee range. The ice inflict 250,000 325,000 Frost damage to all enemies within 5 yards upon impact. 500 yd range. Instant.
  • Mind Daggers The caster hurls bolts of arcane energy at the victim, inflicting 30,000 48,000 Arcane damage. 100 yd range. Instant.
  • Nether Tear Tears open a portal to the nether, releasing a Nether Wyrm every 1 sec. for 6 sec. 500 yd range. Instant.
  • Overloaded Circuits The Conduit was the highest power after becoming Supercharged, causing Overloaded Circuits, disabling the Conduit. Inflicts 75,000 40,000 Nature damage every 1 sec. Instant.
  • Pierce the Veil The caster inflicts 40,000 Shadow damage on a random target. 200 yd range. Instant.
  • Quake Stomp Tortos performs a massive stomp that inflicts Physical damage to all enemies equal to 100% of their maximum health and stunning all enemies for 1 sec and inflicting Physical damage to each equal to 120% of their maximum health. Quake Stomp also increases the frequency of Rockfalls for 9 sec. 1.8 8 sec. 2.3 sec cast. 3 sec cooldown.
  • Quills Inflicts 110,000 Inflicts 60,000 Physical damage to all enemies within 500 yards. 500 yd range. Instant.
  • Rampage Inflicts 45,000 Inflicts 58,500 Frost damage to all enemies. The damage of Rampage is increased by 25% for each additional Frozen Head. Instant.
  • Rampage Inflicts 45,000 Inflicts 58,500 Arcane damage to all enemies. The damage of Rampage is increased by 25% for each additional Arcane Head. Instant.
  • Rampage Inflicts 45,000 Inflicts 58,500 Nature damage to all enemies. The damage of Rampage is increased by 25% for each additional Venomous Head. Instant.
  • Rampage Inflicts 45,000 Inflicts 58,500 Fire damage to all enemies. The damage of Rampage is increased by 25% for each additional Flaming Head. Instant.
  • Rockfall A lightning charged stalactite falls from the roof of the cave, inflicting 250,000 515,000 Nature damage to enemies within 5 yds. and 35,000 81,000 Nature damage to enemies within 20 yds. Unlimited range. Instant.
  • Rockfall A lightning charged stalactite falls from the roof of the cave, inflicting 250,000 515,000 Nature damage to enemies within 5 yds. and 35,000 81,000 Nature damage to enemies within 20 yds. Unlimited range. Instant.
  • Rot Armor Breathes corrosive gas on all enemies in front of the caster, inflicting 150,000 165,750 Nature damage every second for 3 sec. Enemies hit by Rot Armor take 10% 6% increased damage from all sources for 45 sec. This effect stacks. Instant.
  • Rot Armor All damage taken increased by 10% for 45 sec. Instant. 6% for 45 sec. Instant.
  • Serpent's Vitality Breathes life and vitality into players, causing them to regenerate 20,000 health and 20,000 5,000 mana every 1 sec. Instant.
  • Shadow Power Melee attacks inflict 35,000 19,250 Shadow damage to all enemies within 100 yards. Instant.
  • Short-Range Ritual Lightning Inflicts 100,000 Inflicts 125,000 Fire damage to enemies within 30 yds. 1.5 sec cast. 3 sec cooldown.
  • Slime Trail The caster leaves behind a trail of extremely caustic, sticky slime. Stepping into the slime will slow the target 80% and inflict 30,000 16,500 Nature damage every 2 seconds. 100 yd range. Instant.
  • Snapping Bite The turtle Tortos snaps his jaws shut around the target, inflicting 500,000 Physical damage. 1.4 sec cast. 682,000 Physical damage. Unlimited range. 1.4 sec cast.
  • Spinning Shell Inflicts 30,000 Physical damage and knocks the target back. 100 yd range. Instant. The turtle chases players around the room, spinning rapidly and continuously inflicting 200,000 Physical damage to enemies within 5 yards, knocking them away. 100 yd range. Instant.
  • Summon Ball Lightning Inflicts 250,000 Inflicts 100,000 Nature damage to enemies within 6 yards and creates a Ball Lightning at the location. Unlimited range. Instant.
  • Thunder Trap Inflicts 50,000 Inflicts 10,000 Nature damage. Unlimited range. Instant.
  • Thunderstruck Lei Shen winds up to hurl his axe at target location, inflicting 1,500,000 Nature a target location, inflicting 1,750,000 Nature damage to nearby enemies. The damage inflicted decreases the farther away the target is from the Thunderstruck location. Unlimited range. Instant. an enemy is from the impact point. Unlimited range. Instant.
  • Torrent of Ice Channels a beam of ice at at an enemy, inflicting 50,000 55,250 Frost damage at the point of contact every 0.5 sec. for 8 sec. The beam freezes the ground in its wake, inflicting 80,000 88,400 Frost damage and slowing movement speed every second to all enemies who touch it. Instant.
  • Twisted Anima Deals 1,000,000 Deals 2,500,000 Shadow damage, divided evenly among all nearby players. Unlimited range. Instant.
  • Unstable Anima Corrupted life energy erupts from the afflicted player, dealing 1,000,000 2,500,000 Shadow damage divided among all allies within 8 yards. If no nearby allies are struck, a catastrophic explosion will result. 200 yd range. Instant.
  • Unstable Vita Charges the target with storm energy, causing a surge of lightning every 10 8 sec, which transfers Unstable Vita to the farthest available target. The streaking lightning deals 300,000 400,000 Nature damage to all players in its path, and afflicts those it touches with Vita Sensitivity. 200 yd range. Instant.
  • Unstable Vita Charges the target with storm energy, causing a surge of lightning every 10 8 sec, which transfers Unstable Vita to the farthest available target. The streaking lightning deals 300,000 400,000 Nature damage to all players in its path, and afflicts those it touches with Vita Sensitivity. 200 yd range. Instant.
  • Violent Gale Winds The Violent Gale Winds from the outdoors push the players in a direction, inflicting 40,000 30,000 Nature damage every 1 sec. 500 yd range. Instant.
  • Visions of Demise (New) Prophesies your enemy's demise, inflicting 24,750 Shadow damage to all enemies within 30 yards every second for 5 sec. Instant.
  • Web Spray Inflicts 125,000 Inflicts 70,000 Nature damage to all enemies in front of the caster and slows their movement speed 125,000% Instant. Instant.
  • Windburn (New) Increases damage taken by Violent Gale Winds by 3%. Instant.
  • Zapped (New) Inflicts 40,000 Nature damage to enemies within 6 yards. Unlimited range. Instant.
by Published on 2013-02-05 06:58 AM

Scheduled Game Maintenance - 02/05/2013, ProzaicMuze: Thunderstrike Barbarian Guide, Curse Weekly Roundup

TCG Pet Giveaway Update - TCG Pet codes for forum entires have been sent out. Congratulations to all of the winners, and thanks to wowtcgloot for providing the prizes. Look for similar contests in the near future!

Curse Premium winners have now been PMed. WoWDB entries are still being sorted through and may take a while. We will add a note at the top of the news when they have been contacted. Be sure your email address is correct so we can contact you when the time comes.

Patch 5.2 - Horridon Preview
Today we take a look at the second Throne of Thunder raid boss, Horridon!


Name Points Category
Cretaceous Collector Defeat Horridon in Throne of Thunder on Normal or Heroic difficulty without killing any Zandalari Dinomancers.
10Pandaria Raid
Heroic: Horridon Defeat Horridon in Throne of Thunder on Heroic difficulty.
10Pandaria Raid

Originally Posted by MMO-Champion
  • Triple Puncture - A brutal tri-horned strike that inflicts 500,000 Physical damage and increases the damage taken from Triple Puncture by 10% for 1.5 min. This effect stacks.
  • Double Swipe - Horridon swings his massive head and tail to and fro, inflicting 300,000 Physical damage to players in a 35-yard cone in front of and behind himself. This effect happens twice.
  • Charge - Horridon charges at a random player, performing a Double Swipe once he reaches their location.
  • Disorienting Roar - Horridon emits a powerful roar, inflicting 300,000 Physical damage and disorienting all players for 3 sec.
  • The Farraki - War-God Jalak will first call upon the aid of the Farraki tribe.
    • Sul'lithuz Stonegazer - Once called to action, Farraki Skirmishers pour from the Farraki tribal door until it is destroyed.
      • Stone Gaze - The Stonegazer gazes at the target, stunning them for 2 sec.
    • Farraki Skirmisher - Once called to action, Farraki Skirmishers pour from the Farraki tribal door until it is destroyed.
    • Farraki Wastewalker - A total of three Farraki Wastewalkers will jump down from the arena stands once the Farraki are called to action.
      • Blazing Sunlight - The Wastewalker calls upon the scorching sunlight of Tanaris to inflict 75,000 Fire damage instantly and 10,000 Fire damage every 1 sec for 30 sec.
      • Sand Trap - Summons a Sand Trap, which inflicts 200,000 Nature damage to nearby enemies every 1 sec and grows in size over time.
  • The Gurubashi - War-God Jalak will call upon the Gurubashi tribe to enter the arena second.
    • Gurubashi Bloodlord - Once called to action, Gurubashi Bloodlords pour from the Gurubashi tribal door until it is destroyed.
      • Rending Charge - The Bloodlord charges at an opponent and strikes them, causing them to bleed for 30,000 Physical damage every 1 sec for 6 sec.
    • Gurubashi Venom Priest - A total of three Gurubashi Venom Priests will jump down from the arena stands once the Gurubashi are called to action.
      • Venom Bolt Volley - The Gurubashi Venom Priest unleashes a spray of vile toxins that inflicts 15,000 Nature damage to all enemies instantly, and 15,000 Nature damage every 3 sec for 60 sec. This effect stacks.
      • Venomous Effusion - The Gurubashi Venom Priest can summon a Venomous Effusion.
        • Venom Bolt Volley - The Venomous Effusion unleashes a spray of vile toxins that inflicts 15,000 Nature damage to all enemies instantly, and 15,000 Nature damage every 3 sec for 60 sec. This effect stacks.
        • Living Poison - When a Venomous Effusion is created, a pool of Living Poison forms beneath it. Living Poison inflicts 200,000 Nature damage to enemies within 8 yards every 1 sec and wanders around.
  • The Drakkari - War-God Jalak will call upon the Drakkari tribe to enter the arena third.
    • Risen Drakkari Warrior - Once called to action, Risen Drakkari Warriors pour from the Drakkari tribal door until it is destroyed.
      • Uncontrolled Abomination - The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.
      • Deadly Plague - Risen Drakkari spread a Deadly Plague when they strike players, inflicting 22,500 Shadow damage every 3 sec for 5 min.
    • Risen Drakkari Champion - Once called to action, Risen Drakkari Champions pour from the Drakkari tribal door until it is destroyed.
      • Uncontrolled Abomination - The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.
      • Deadly Plague - Risen Drakkari spread a Deadly Plague when they strike players, inflicting 22,500 Shadow damage every 3 sec for 5 min.
    • Drakkari Frozen Warlord - A total of three Drakkari Frozen Warlords will jump down from the arena stands once the Drakkari are called to action.
      • Mortal Strike - A powerful blow inflicts 300% weapon damage and leaves the player wounded, reducing the effectiveness of any healing received by 50% for 8 sec.
      • Frozen Orb - Summons an orb of frozen power that shoots a bolt of frost at a nearby enemy target every 1 sec, inflicting 200,000 Frost damage and slowing movement speed by 20% for 2 sec.
  • The Amani - War-God Jalak will call upon the Amani tribe to enter the arena last.
    • Amani'shi Protector - Once called to action, Amani'shi Protectors pour from the Amani tribal door until it is destroyed.
    • Amani'shi Flame Caster - Once called to action, Amani'shi Flame Casters pour from the Amani tribal door until it is destroyed.
      • Fireball - Hurls a ball of fire at a random player, inflicting 75,000 Fire damage.
    • Amani Warbear - A total of three Amani Warbears will jump down from the arena stands once the Amani are called to action.
      • Swipe - The warbear swipes with its claws, inflicting 180,000 Physical damage to players in a 0-yard cone.
    • Amani'shi Beast Shaman - Amani'shi Beast Shaman ride atop the powerful Amani Warbears and can be attacked once the Warbear has fallen.
      • Chain Lightning - The Beast Shaman calls upon the spirits of the storms to inflict 90,000 Nature damage to a player. Chain Lightning can jump to another player within 5 yards, affecting 3 total targets and increasing damage by 50% per jump.
      • Hex of Confusion - Hexes a player for 30 sec, giving them a 50% chance to injure themselves for 60,000 Physical damage when casting a spell or using an ability.
      • Lightning Nova Totem - Places a Lightning Nova totem that emits a pulse of lightning every 3 sec, inflicting 500,000 Nature damage to enemies within 8 yards.
  • The Zandalari - War-God Jalak and his faithful Zandalari Dinomancers will come to the aid of Horridon during the battle.
    • Zandalari Dinomancer - Zandalari Dinomancers will jump down into the arena periodically.
      • Dino-Mending - The dinomancer channels a beam of healing energy at Horridon, healing 1% of Horridon's maximum health every 1 sec.
      • Dino Form - At 50% health, the dinomancer transforms into a powerful Devilsaur, increasing Physical damage dealt by 50% but preventing the dinomancer from casting Dino-Mending.
      • Orb of Control - When the Zandalari Dinomancer transforms, it drops its Orb of Control. A player can interact with the orb to temporarily dominate Horridon's mind, forcing the beast to charge into a tribal door. Destroying a tribal door prevents additional members of that tribe from entering the arena.
        • Headache - Charging into a tribal door gives Horridon a terrible headache, stunning him for 10 sec.
        • Cracked Shell - Horridon's shell cracks after ramming into a door, increasing damage taken by 50%. This effect stacks up to 4 times.
    • War-God Jalak - After all four tribes have been called, or when Horridon has been damaged below 30% health, War-God Jalak himself will enter the arena.
      • Bestial Cry - War-God Jalak unleashes a savage cry, inflicting 100,000 Physical damage to all players and increasing damage dealt by War-God Jalak by 25%. This effect stacks.
      • Rampage - War-God Jalak's death causes Horridon to go on a rampage, increasing damage dealt by 100% and attack speed by 100%.



Patch 5.2 - Darkmoon Faire Updates
In Patch 5.2, the Darkmoon Faire daily quests no longer reward a Darkmoon Prize Ticket directly, but instead reward a Darkmoon Game Prize.

This usually contains a Darkmoon Prize Ticket, but also has the chance to contain a Darkmoon Top Hat. If you aren't lucky enough to get one out of the prize, you can purchase one from Gelvas Grimegate for Darkmoon Prize Ticket x 10.

Patch 5.2 also adds the Darkmoon Fishing Cap, but no source has been determined for it yet.



PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
At this point in 5.2 development, we are greatly slowing down on class mechanic changes. There will still be some, particularly in response to feedback and PTR testing, but ideas for new talents, core spells and the like are even less likely to get our attention now.

We still have not completed our tuning pass. You’ll know we're in the midst of it when you start to see a lot of PTR notes with number tweaks. Having said that, if you have specific concerns about PTR (not live) numbers, and you have some kind of mathematical evidence to back those concerns up, please let us know.

As always, this is not a good thread for whining. No thread is really ideal for whining, but we'll be particularly vigilant here. Sorry to end on a negative note, but it will likely be another long thread and we want to maximize the prospects for communication.

Paladin
To stave off the controversial Protection haste issue, we are making a chance to Grand Crusader to proc from dodge and parry at 30% instead of CS and HotR at 20%. This will improve dodge and parry slightly for active mitigation purposes without negating the +haste slant that many paladins have taken.

Mage
This is very much a PTR experiment, but we are going to try moving Blazing Speed to the top talent tier to replace Scorch. Scorch will become a baseline Fire spell. Blazing Speed’s old position on the talent tree will be replaced with a new talent.

The new talent is currently called Flameglow, and it is a “permanently on” ability that reduces all damage taken by a flat amount, based on spellpower, up to a maximum of 30% of the hit. The intent is to give mages a passive defensive option, and also one that varies with the frequency of incoming damage. Remember, mages must give up Temporal Shield or Ice Barrier to take the new talent.

We agree with the feedback that Blazing Speed makes more sense grouped with the movement talents than with the defensive talents. In addition, we have buffed Ice Floes already from live, and we have added an additional perk that spells cast within the first half a second of Ice Flows don’t consume a charge. Currently if you’re making use of spell queuing, it’s easy to waste the first charge, so this fix is intended to help with that.

That brings us to Scorch. Sorch feels really valuable to many players (above and beyond Arcane using it rotationally to avoid dropping stacks), but we’re concerned that it feels more valuable than it actually is. Yes, Elemental and Hunters can do a lot of damage while on the move, but not every spec in the game needs to do so, and mages have a lot of other advantages. Mages do have several tools to deal with movement, such as several instants and abilities such as Blink and the tier 2 talents to minimize movement time. We’d rather seem mages plan, move quickly, and plant rather than just stay moving all the time. Scorch preempts all of those tools and has the added psychological benefit of feeling like you’re always doing something, and because of that feeling of being productive, we’re concerned you have less motivation to minimize movement. Mathematically, if you’re making full use of your available tools without Scorch, Scorch isn’t much of a benefit of all, and we think the mage class would feel and play better overall without Scorch as a crutch. We debated removing Scorch completely, and we still might, but we’re sensitive to the fact that so many mages are using Scorch today and might not understand or appreciate its loss. As a compromise, we’re going to try Scorch as Fire only to preserve the gameplay for players who really like it and to help differentiate the Mage specs a bit more.

This is a big change, and the kind of thing we might revert if we and you don’t like how it plays. Try it out and let us know.

EDIT: The correct Grand Crusader number is 30% in case you're trying to theorycraft it.

Unless you can demonstrate that "scaling" is going to cause a 5-10% DPS difference between one spec and another within a single tier (say 13 ilevels or so), we're not inclined to mess with it. I'm not trying to dismiss the concerns, but it's become such a buzzword among players that I worry scaling discussions are drowning out other conversations.

Priest
- We are reverting the change to how Devouring Plague deals damage. It will have more up-front damage in 5.2 as it does in 5.1. We think the more recent nerfs to Shadow healing and Phantasm are more appropriate changes for PvP.

You mean that you're leaving haste AS IS for prot, but removing GrandCrusader from proc'ing off of CS/HotR and changing that to dodge/parry? Or do you mean that you're removing Sanctity of Battle for prot, and giving us the above change as the "fix"? Your wording was a little ambiguous, and it makes a HUGE difference about the angry prot pally mob forming or not.
No change to haste, dodge, parry or Sanctity of Battle. Grand Crusader changes to proc on dodge / parry to increase their value for active mitigation.

To address other concerns I've seen: yes, this is a small nerf to DPS when not the focused tank (and is similar to blocks for warriors). Yes, this improved Holy Power generation when AE tanking (but again is similar to Revenge for warriors, which hasn't been a gigantic balance problem). No, you shouldn't have to give up all your haste gear. This change should just let any dodge or parry you do accumulate be more attractive.

The tooltip for PW:S on the PTR was recently updated to show it shielding for 40% more than on live. However, the actual numbers for PW:S on the PTR do not reflect the 40% buff. Can you confirm if this is just a tooltip error or if there is an intended buff to PW:S in the pipeline?
We did not make a change to PW:S points nor is there anything in the patch notes or in one of my posts as far as I can recollect.

I will add that so far on our PTR raid testing, Disc priests are using PW:S along with PoH and not having abnormal HPS or mana problems. Heroic testing will tell more.

Level 90 Hunter Talent - Powershot. Yes you have stated that you are trying to rebuild it, and I am positive that it will be great if you can get it to work properly, but there is no indication that it will be fixed by 5.2
Until a time comes when I say "Sorry, we were not able to get it to work," then you can safely assume our plans have not changed.

Not 30% DR. I made the same mistake by reading it too fast. Read it again, and pay attention this time. It's a flat damage reduction (aka a number such as 3000, 2746, etc.) based on spell power, capped on a maximum 30% reduction. So if a hit would deal X damage, it deals X minus that number, but it cannot reduce the overall damage by more than 30%.
This is correct. Apologies if my initial description was insufficient. The rate of incoming damage is important here.

Thank you for additional feedback from everyone on various topics, though I am of course unable to comment on it all. Also recall my initial post in this thread: we're only interested in 5.2 (not 5.1) DPS comparisons for purposes of this thread, and also, no whining.

Until a time comes when I say "Sorry, we were not able to get it to work," then you can safely assume our plans have not changed.
In fact, I posted this too soon. We have now completed rebuilding Power Shot and Glaive Toss. Both abilities always hit their primary target and are much more responsive to secondary targets in our initial testing. Once these abilities have been subjected to a QA pass, you can try them in a future PTR build and let us know how they work. (Blue Tracker / Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
World PvP and CRZ
The evil side of me wants to just reply and say something along the lines of "PVP is Death. There's no escape, your character will eventually be killed, ganked, roflstomped and massacred over and over again. The only question is 'when'".

On the other side, though, World PVP is not fair, there'll rarely be an equal number of forces, or at the same level... and so on. If you can push through it, at times you'll find yourself at the opposite end of the experience (revenge is a dish best served cold, isn't it?), as well as move to a different zone to continue your leveling.

But, if the notion of other players being able to disrupt your gameplay at some point is something that you just don't want to deal with, then the best option is to reroll on a PVE realm, where you can decide when and how to flag yourself for PVP.

Translation: Another benefit of CRZ is the money we make, we knew this would happen.
There're unscrupuloous players that use unrespectful tactics to fight others and then escape unpunished. PVP realms were designed with the intent to be a place where wild PVP could take place, so... a player on CRZ killed you.

Ganking is ganking, no matter if the player comes from another realm or not, this has been happening since the dark ages of WoW... (Blue Tracker / Official Forums)

LFR Feedback
Looking at people with epic gear should be a motivator to get yourself into raiding, and if you don't have the time for it, then to bad for you. Get over it.
You can't control people's motivations. For many players out there, gear is not the objective, just the mean to an end (defeating more difficult foes).

Having LFR as a tool for those who cannot commit to organized is fine (all thought I dont agree to it), but why do they have to get gear from it? It's not like they're gonna need it if they're not gonna start in normal/HC modes. They get to see the content anyway.
We all log in to progress our characters, so removing gear from the Raid Finder because "they're not gonna start in normal/HC modes" is not really fair. Also, there are players that do take the gear they get from Raid Finder to normal/Heroic modes, as they use this venue as just another way to gear up and get something better in those slots than the blues/greens from the leveling experience and 5-mans.

I wish there was an LFR for every raid mode i.e normal etc...
It wouldn't really work though. 25 strangers that have never played together would not be able to defeat Garalon (just look at the changes his Raid Finder version went through shortly after being released on the live realms).

I've been an active raider from Molten Core to Dragon Soul, but nowadays I've grown a bit tired of adhering to the schedules of organised raiding guilds. Now I prefer raiding on my own terms, whenever I feel like it, and LFR grants me that. It's what keeps me subscribed to this game. I wouldn't mind a bit more ilvl disparity between LFR and normal/heroic (I think 5.2 is doing that already?) but I'd like to keep the ability to see the raids and improve my character please.
This is something I've seen around myself (and I guess I'm not the only one that can relate to this experience?) as we get older, and schedules, real life, work and other things get in the way, some friends had to become more casual in order to keep playing.

Just as a reminder, next Monday, WoW will turn 8 in Europe, just think about how much your life has changed in 8 years, even if you weren't playing back in Vanilla.

If you don't have a time for something. Why should you as a game creator make it easier for those who doesn't have time to play your game? I don't get it!
The opposite would be having raid content be seen by a minimal amount of players, which is not good, particularly when it comes to how the developers can better spend their time designing content.

So basically, because I'm 30 years old and married with a child, i work 9-11 hours per day and can not commit to my guild raiding time, I'm not entitled to the option of seeing raids or getting some gear, I do not pvp, I never had, used to be able to raid in vanilla and BC, but now I can't and lfr is perfect for me
Not so long ago (12 years ago?) it was believed that the average gamer stopped playing videogames at some point on his mid 20s due to real life constraints and would stop playing altogether.

If you think about it, and the games we had back then, it kinda makes sense. Most of them were still rather hardcore and not accessible to what we consider today a casual gamer, so it's not entirely surprising to see people out there that think that because you're 30 years old you shout put gaming down and move on. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Future
During MoP beta there was an achievement for visiting all 1001 (IIRC) waterfalls in Pandaria. Will that be brought back?
Would love to, but there wasn't a clean way to implement it. (Source)

What is the reasoning behind not being able to queue for multiple LFR-dungeons at the same time? Wouldn't it make sense?
Yeah, it would make sense. We've never had 5 LFRs at once, so the idea just slipped through the cracks. (Source)

Saw the rogue pvp glove change. It helps and I like it. Can we test the sets on PTR?
Being able to try out all the sets on the PTR is a goal. It won't be in the next build or so, but we'd like to get there. (Source)

Does Blizzard have any plans to help low pop servers? I've seen EU servers get Character Migration recently.
Not for me to say and not over Twitter, but we do want to address the problem. (Source)

is Thunderforged the new announcement? I like!
Thunderforged is the controversial idea I mentioned weeks ago, not the cool unannounced feature. (Source)

I hope you realise what you've started with your "we haven't announced it yet" comment.
Sorry. I'll just say I had a specific feature in mind and wasn't just trolling. Some will love it. Some will say: this is it? (Source)

Misc
what do you feel you are doing to try keep players who are "burned out"?
That is one of our biggest challenges. If we mix things up too much to keep them interested we risk turning off other players. (Source)

make it so that heirlooms are mailable then!
Not a fan of cross-realm AH. The other things you mention are technical not design limitations. (Source)

I would love to start playing WoW again, but I hate aoe looting - any chance of an interface option/mod support to disable?
Can you explain what you hate about it? Is this a Skinning issue? (Source)

Again GC you are ruining gaming! Games were supposed to be epic and difficult you can't beat it keep trying, not make it easy
Some players will keep trying. I am that kind of player personally. Others will just quit the game. How to balance that? (Source)

greetings warcraft 3 were an amazing game why blizzard isn't going 2 make warcraft 4 ?
We're kind of busy at the moment. Agree that it would be awesome to see. (Source)

Most unappreciated guy in MoP is "Tong". Poor guy always fetching Wrathions food an things. GG
Or maybe the smartest considering who he backs? (Source)

i think you belong to the forums. You express yourself better with long posts than short tweets.
I agree but I can't do as many long posts, which drives players crazy. (Source)

what do you think about elder scroll game for singal and for online? is it give small "fight" to wow or to blizzard games?
Personally, I love Elder Scrolls series. Wish them all the best. (Source)

I wonder why was included in the Starcraft 1 credits when he didn't join Blizzard for another 7 years.
True story. I offered a lot of feedback on the mission editor. (Source)

I quit this game, it will never be what it use to be. I've come to this realization. Casuals ruined it.
Do you want a game with no casuals so about 500 players? (Source)

DLC #375 - Gold
DLC #375 has been released and is worth a read!

by Published on 2013-02-03 07:08 PM

All Rubies Will Use The New Calculations, Marquise Gems Make Gear Temporarily BoA, Blizzard's Philosophy on Dueling

TCG Pet Giveaway Update - The people that won a pet through posting to enter have been PMed. The Curse Premium winners and WoWDB winners have not been contacted yet.

Patch 5.2 - Jin'rokh the Breaker Preview
Today we take a look at the first Throne of Thunder raid boss, Jin'rokh the Breaker!


Name Points Category
Heroic: Jin'rokh the Breaker Defeat Jin'rokh the Breaker in Throne of Thunder on Heroic difficulty.
10Pandaria Raid
Lightning Overload Cause two Focused Lightning Orbs to collide while fighting Jin'rokh the Breaker in Throne of Thunder on Normal or Heroic difficulty.
10Pandaria Raid

Originally Posted by MMO-Champion
  • Fluidity - All players standing in Conductive Water receive Fluidity, granting 40% increased healing and inflict 40% increased damage. However, all players standing in Conductive Water also take 100% increased Nature damage.
    • Conduction - Many of Jin'rokh the Breaker's abilities travel through Conductive Water, inflicting Nature damage to all players in that Conductive Water.
    • Electrified Waters - Jin'rokh the Breaker infuses the Conductive Water with storm energies, removing Fluidity and inflicting 45,500 Nature damage every second to all players remaining in the Conductive Water. All players standing in Conductive Water still take 100% increased Nature damage.
  • Static Burst - Jin'rokh the Breaker performs a quick strike, dealing 130,000 Nature damage to all players. After 3 sec., this applies Static Wound to his current target.
    • Static Wound - Jin'rokh the Breaker statically constricts the target, inflicting 19,500 Nature damage per stack to all players when taking melee attacks. This effect stacks, but reduces in potency over time.
  • Focused Lightning - Jin'rokh the Breaker creates an orb of Focused Lightning, which fixates on a player. The Focused Lightning detonates upon reaching that player, inflicting 195,000 Nature damage to all players within 8 yards. This orb also pulses 52,000 Nature damage every half second to other players within 5 yards.
    • Conduction - Focused Lightning Detonation damage travels through Conductive Water, inflicting 195,000 Nature damage to players standing in Conductive Water.
    • Lightning Fissure - If the Focused Lightning detonates outside of Conductive Water, a Lightning Fissure forms. This field of unstable energy inflicts 75,000 Nature damage every 1 second to players within 5 yards.
      • Conduction - A Lightning Fissure contacts a Conductive Water, removing the Lightning Fissure and inflicting 41,250 Nature damage to players standing in that Conductive Water.
      • Implosion - Couldn't parse description.
    • Violent Detonation - The Focused Lightning detonates violently inside Electrified Water, inflicting 750,000 Nature damage to all players within 8 yards.
  • Thundering Throw - Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 206,250 Physical damage. Additionally inflicts 260,000 Nature damage to other players within 14 yards of the point of impact, stunning them for 9 sec. Conductive Water erupts from the broken statue, forming a pool on the ground.
  • Lightning Storm - Jin'rokh the Breaker commands a fierce Lightning Storm, inflicting 91,000 Nature damage to all players every second for 15 sec. Furthermore, the Lightning Storm electrifies Conductive Water.
    • Lightning Strike - Lightning Strikes multiple locations throughout the room during Lightning Storm, inflicting 250,000 Nature damage to nearby players. Each Lightning Strike diffuses, inflicting 150,000 Nature damage to all players in a line.
  • Ionization - Jin'rokh the Breaker ionizes enemy players, attracting storm energies over 24 sec. Inflicts 500,000 Nature damage to players within 8 yards when dispelled or duration expires.
    • Conduction - Ionization damage travels through Conductive Water, inflicting 500,000 Nature damage to players standing in Conductive Water.



Patch 5.2 - Ra-den Audio
Ra-den is the Heroic difficulty only boss found in the Throne of Thunder raid. There is still nothing about him in the Dungeon Journal, other than the little bit of lore.


Originally Posted by MMO-Champion
Shrouded in Mystery - There are no scholars with any recollection or record regarding the details of Ra-den's powers. Perhaps these memories have been obscured by the passage of time, or perhaps none who saw the Keeper of Storms in battle ever lived to speak of what they witnessed....

Lei Shen's life changed forever when he stumbled into a dark chamber below what are now the Mogu'shan Vaults. Legend has it he found an ancient titan keeper guarding a miraculous device known as the Engine of Nalak'sha. No one knows what transpired between the two beings, but Lei Shen later emerged from the site bristling with the power to forge an empire. The keeper's fate -- and his current whereabouts -- remain a mystery.



Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
You succeeded at Active mitigation - avoidance is by definition passive mitigation - regretting the change?
Nope. We think active mitigation is more fun. Just need to decide what to do about dodge and parry long term. (Source)

Items with spirit on it. Holy vs disc vs shadow - which spec gets priority in your opinion? Causing gearing issues ATM.
IMO it doesn't matter that much. Too many healers think they must have Spirit in every single slot and they really don't. (Source)
That said, we think the whole Spirit to hit thing is awkward and we'd like to come up with a better solution in a future expansion. (Source)

Long term, are "pure" dps classes here to stay, or are you guys evaluating other options?
We talk about it often. I'm not sure all those pures would want to be hybrids though. Not as simple as oh just ignore that role. (Source)
For the pures that want, it's a plus. For the pures that don't, they can deal with it just like all other classes
Maybe they picked pure so they wouldn't have to deal with it. (Source)

Tanks are still number 1 DPS for like all fights. It's a bit frustraiting as a DPS to not be able to compete. Concerns?
Can you name a specific fight? Dungeon? Raid? Happens on Mel'jarak because of the fight. Not common elsewhere. (Source)

you are going to have to listen to the people playing the class and not all the ones playing everything else.
But the people playing the class are the most likely to think excessive buffs are reasonable. The others have a different pov. (Source)
the others have the pov that no nerf is ever enough.
That can happen. It's really hard to have the objectivity to recognize the difference between overpowered and outplayed. (Source)

Anyway you can balance out all the class specs so that there are no more FOTM specs? No best DPS spec, no best Healing, etc.
We try. There's math and then there are player reactions and we try to balance the two. (Source)

So pls stop making drastic changes to mage pve spec,tired of having to regem/spec/test/learn a new rotation every month.
The alternative is all the players who love X spec just can't play it. Not sure how to solve both. (Source)

Theorycrafting ruined the game, it made everyone elitist and most specs "nonviable" because they do 5% less DPS.
No objections to theorycrafting overall. It's when stack ranks of DPS are offered as fact that it causes more harm than good. (Source)

So you're more concerned with representation than balance?
There is often a relationship. Balance is not the only thing that drives population, but it contributes. (Source)

Druid (Forums / Skills / Talent Calculator)
btw does it not seem overpowered that feral has passive movement, slow, and can shift slow/root? rhetorical question
Broadly speaking, we think the game is better when classes have powerful pros but also some cons rather than all mediocrity. (Source)

Hunter (Forums / Skills / Talent Calculator)
there aren't many changes to hunters in the 5.2 patch notes so far, would I be wrong to assume MM won't get the buff it needs?
The change buffed MM's damage. Can you explain how far you think they are behind with the change? (Raidbots can't answer this.) (Source)

Mage (Forums / Skills / Talent Calculator)
At the highest RNG, Fire is okay. On average RNG, Fire sucks, and by sucks, I mean it's ridiculously low.
Raidbots suggests the standard deviation of both specs is pretty close. (Source)

Why such a severe nerf to Rune of Power as Arcane? Seems to kill the effort vs. reward of having to stay in the same spot.
Trying to balance reward for using it correctly against penalty in those times when you can't. (Source)

You forgot to answer his question. Tho, reading between the lines, looks like the answer is "switch to arcane"
Think I've said many times that Arcane is a bit high because Scorch lets them sit on 6 stacks all the time. Not our intent. (Source)

So, our damage is too high, but other classes like Affliction Locks that do more damage than Arcane is fine?
Pretty sure I've said several times that Affliction is too high too. (Source)

Paladin (Forums / Skills / Talent Calculator)
BTW, what are the reasons to try and remove haste from prot pallies?
"WTF Bliz? Why put dodge on our tier sets. I'll just use Ret set." (Source)

no offense, but you guys knew about Haste and Prot Paladins since well before live.
At the time we thought it was an undergeared problem because dodge doesn't matter when failing a dodge kills you. (Source)
We still sort of suspect that's the problem but it's become such a mantra that it's worth changing anyway. (Source)

Too gauche? So why warriors can (not used) carry daggers? It is a symbol of clumsiness as Ghostcrawler.
I think warriors will use any weapon but prefer the bigger ones. Paladins shun daggers for some code reason. Shrug. (Source)

will you give back Ret paladins their divine purpose?
Unlikely. Despite the good arguments we hear, we're convinced many Rets would complain about forcing RNG on them. (Source)

you talked about nerfing ret burst and buffing sustained dmg/mechanics. What happended to that idea?
We don't think the reaction from Ret players would be good overall. Would have to weigh that cost. (Source)

Priest (Forums / Skills / Talent Calculator)
We have to cast PW:S 3 times every 12 seconds to net the same mana Rapture does, and it has to be effective healing.
Rapture isn't supposed to be a mana generation tool. It's to offset PW:S cost. Disc mana needs a nerf on live. (Source)

Why does Shadow need to be nerfed? We haven't even seen PvP on 5.2. Premature.
We get very little PvP participation on PTRs. Mostly it's players theorizing about what changes mean (which is still useful). (Source)

For disc priests, do you think removing DA when PoH overheals rather than removing it entirely will be a better solution?
Potentially, but sometimes you want the bubble when everyone is full because big damage is incoming. (Source)

Rogue (Forums / Skills / Talent Calculator)
hi i know you are a busy man but have you taken any time to think about buffing rogues we suck thanks
We think they have been buffed in 5.2 a whole lot. (Source)
Rogue buffing the result of ineffectiveness or population decline or both?
I've talked before about how DPS didn't seem to affect population in this particular case. (Source)

Rogues get a bit of love in 5.2,but what if history holds and their pop still doesnt grow.What will be your next step if any?
Great question and we don't have an answer to share yet. We are looking at more exciting visuals. (Source)

Warlock (Forums / Skills / Talent Calculator)
would you mind explaining blizzards disregard for warlocks? Maybe justify our nerfs? It's the same thing every season...
No offense, but I think it's hard to claim "disregard for warlocks" in this expansion in particular. (Source)

Warrior (Forums / Skills / Talent Calculator)
On PTR the new TFB mechanic + overpower costing rage is makin it extremely difficult to keep hamstring up. Please take a look.
Well, that's kind of the point. Why have Hamstring cost rage if that cost is irrelevant? (Source)

Does it make sense to you that a Mage can Blink out of a Stun but a warriors second wind shouldn't work?
The difference is the Blink is used once and then you can respond. There's no way to stop a SW unless you can out DPS it. (Source)

Again nerfing warr's every 5 minutes after over a year of being gimped isn't a good fix, its no wonder people don't trust you.
I'm not sure if people trust me or not. I'm also not sure if that's important. Would be an interesting discussion. (Source)

Character
So many ilvls of each piece + reforge + gems, enchants, enhances is making gear overwhelming. Too many choices/variables
Ignoring the damage it might do to professions, would you miss gemming and enchanting? (Source)

Ever feel like there's too much focus on math in WoW? Reforging, DPS, HPS... numbers are too important. Not sure how to fix.
Players are really scared of being wrong, even if the delta is trivial. Much more likely to experiment in a single player game. (Source)

I'm more concerned that the meta gem AH market will crash if most get free legendary metas.
Nobody said they were free. Nobody said they didn't cost metagems.... (Source)

MoP seems to be harsher towards multiclass players. I know 'you don't have to do all your dailies', but to go to raids...
I think that's fair, but in the previous expansion players with one main ran out of stuff to do very quickly. (Source)

Am I the only one who feels that they have the solution to separating PvE gear and PvP gear COMPLETELY from each other?
We wanted to have some overlap. However, current design seems to be having an even greater effect in the opposite direction. (Source)

Very much agree. Those "BiS lists" irritate me.
I think knowing which item is your best piece is fine. That then gets turned into anything which is not that piece is "garbage." (Source)

Do you intend to balance the tier set bonuses to ensure tier is better than off-set Thunderforged (which is +6 ilvls)?
Not sure. I sort of miss the days when players would take non-tier seriously if the stats were good enough. (Source)
What days do you speak of? It was more like when set stat allocation was bad in addition to bad set bonuses.
It was also hard to complete sets. Some players had them, others had good stats to make up for the lack of the set. (Source)

Have you guys thought about balancing racials a little better?It feels like no one really plays tauren,or gnome; human better
While I won't claim racials are perfect, I think what you are seeing is about graphics not racials. (Source)

Tell me you are changing the tier 15 set bonuses for H Paladins. I don't want to nearly skip a tier and go from 517 to t15 hc.
We could have no set bonuses on T15 and you'd still want to upgrade because of the stats unless T14 is ridiculously over budget. (Source)

No,actually,there is not a wrong choice.Wether we(players) buy new items OR upgrade old ones should be our decision,not DEV's.
Giving players the ability to make choices with wrong answers doesn't make players happy overall. (Source)

PvE
This mostly affects the first wave of guilds tackling the encounters. I'm just curious if it's taken into account.
We balance the new tier with that ilevel in mind. (Source)

Love the idea of the conquest catchup mechanism. Any chance we can see something similar implemented for Valor?
We like the idea for Valor too but want to see how it shakes out for Conquest first. (Source)

What do you think about including some Lesser Charms of Good Fortune in the LFR consolation bag?
As we said in some of the 5.1 interviews, we plan on putting some better goodies in the consolation bag. (Source)

Hey can you verify if the change in 5.2 to the 'failbag' will apply to 5.0 and 5.1 LFRs too? Or just the 5.2 LFR?
I can't yet. Definitely for 5.2 and 5.0 if we have time. (Source)

Is Thunderforging the NA/EU equivalent/response to higher ilvl on Asian servers?
Asia will have Thunderforged too. (Source)

I like the concept of the 'thunderforged' items, but dont let them drop while the world 1st race is on. I think its important.
Weapons drop (or don't) on the world first race right now and those are a bigger swing than 6 ilevels. (Source)

I didn't see you guys reaching out to solve our problems, but you appear to work awfully hard to create incentives for 25s
While I am sorry for your individual situation, overall 10s are growing and 25s are shrinking. We don't like that. (Source)
fix to the issue of raid sizes, remove both make 15m baseline also remove fiscal cost of server transfers
You are asking every raider in the world to grow their roster by 50% or prune 10 people. Feels pretty harsh. (Source)

I recommend either a)collapsing to one raid size, b) going back to the Wrath model of decisive difficulty diff, or c) equality
A) Would be very cruel to all. B) Potentially, but cruel to 10s. C) Close to today, which feels cruel to 25s. No easy answers. (Source)

Not to sound ignorant, but why don't you like people migrating from 25s to 10s? If ppl like 25 its its own reward
We don't buy that 10s are just more fun. Throughout WoW, one constant is that players gravitate towards efficiency. (Source)

My guild lacks enough players to continue 25s, so we are forced to do 10s. But doesn't it look to you like we just like 10s?
Yes, and that's a problem. 10s are very unlikely to become 25s but the opposite happens all the time. Entropy. (Source)

Instead of 'Thunderforged' why don't you just have items that drop that are consumed to upgrade items instead of VP? Simpler.
We want killing bosses on farm to stay exciting because of the chance of dropping a better item. Hard for tokens to be exciting. (Source)

With this proposed Thunderforged idea, don't you think the iLevel focus and range is really getting out of hand?
It's 6 ilevels. We're not going to reach ilevel 1000 in this expansion. It may feel weird, but it still functions. (Source)
I'm sure there was a reason for this, but why have TF items vs simply having items occasionally drop 1/2 upg already?
If we do upgrading in 5.3, then the drops become less exciting again because pre-upgraded not better than anything. (Source)

I am confused. You say we(players) consume content too fast? Yet 5.2 is making current content obselete after what 4 months??
"Consume" doesn't mean complete. In this context it means "finish." Can be done with a raid even if you haven't cleared it. (Source)

If LFR is meant to be the primary source of gearing up for a new raid tier, will lower LFR tiers get a higher chance for gear?
Yes. I think we improved drop chance, charm chance and made it easier to get charms. (Source)

Any reason for the 5 dungeon per hour per account lockout? Could we at least double it? 5 is too low a # for low lvl dungeons
It's to discourage exploits. Do you really need to enter a new dungeon every 10 min? (Source)

How come asian servers have 10/25 lockout seperately like WOTLK and have better ilvl for 25 man yet we dont on EU/NA?
Letting players play more isn't always a slam dunk. Witness current dailies debate. (Source)
Much more controversial in NA/EU. Heard from many that ICC felt too much like a job. (Source)

I'm excited about the PvP gear changes in 5.2. If the catch up feature works well can we expect to see it for PvE?
If it works well in PvP we'll definitely consider it. (Source)

Computers - Setup of the Month (by chaud)
Each month or every 2 months, depending on the hardware evolutions, the lovely chaud will work on a couple of hardware setups for those of you who are thinking of upgrading their computer!

This month
The current SSD prices seem to have bottomed out for now, with almost all SSDs under $1 per gigabyte. This is the first month in a long time that there have been no amazing SSD sales. No new CPUs, GPUs, or SSDs worth waiting for are expected before the second quarter this year.

Unless you are doing a lot of video rendering or something that is similarly multithreaded, you do not need the 3770K and should spend that money elsewhere.

Make sure to keep your AMD and Nvidia drivers up to date.

Don't hesitate to post any feedback in the comments of that news post, and don't forget to visit the Computer Forum for any extra questions! If you are interested in Folding@home, take a look in our team's thread.


Peripherals/Monitors
ComponentPuppy Dolphin
MonitorAsus VS229H-P 21.5" LED IPS Monitor - $145ASUS VW246H 24-Inch Monitor - $188
KeyboardLogitech Media Keyboard K200 - $12Cyborg V.5 - $46
MouseLogitech G400 - $35Razer Deathadder - $51
SpeakersCreative A220 2.1 Speaker System - $27Logitech Z313 Speaker System - $40
ComponentNarwhal Unicorn
MonitorASUS VE278Q 27-Inch - $290HP ZR2440W 24-inch (IPS Panel) - $364
KeyboardLogitech G110 - $55Razer BlackWidow (Backlit)- $80 ($133)
MouseLogitech G500 - $50Razer Naga (Buttons on the Side) - $65
SpeakersLogitech Z323 2.1 Speaker System - $59Logitech Speaker System Z523 - $76


Puppy and Dolphin
Mix and match anything but the CPU/Motherboard combo between Puppy and Dolphin. Pick one of the two CPU/Motherboard combos.
ComponentPuppy Dolphin
CaseNZXT GAMMA Classic - $34NZXT GAMMA Classic - $34
Power SupplyCorsair CX500 - $58XFX Core Edition PRO 550W - $66
CPUAMD Phenom II X4 965 Black Edition- $95AMD FX-6300 - $134
HeatsinkCooler Master Hyper 212 Plus - $28Cooler Master Hyper 212 EVO - $33
MotherboardASUS M5A97 R2 AM3+ 970 - $90ASUS M5A99FX PRO R2.0 AM3+ 990FX - $130
MemoryKingston HyperX Blu 4GB 1333 - $238GB G.Skill DDR3 1600 - $49
Graphics CardMSI 7770 - $123Gigabyte 7850 2 GB or Gigabyte GTX 660 OC 2GB - $195 / $205
Hard DriveWestern Digital Caviar Blue 500GB - $50Western Digital Caviar Black 1TB - $92
DVDAsus 24X SATA DVD+/-RW - $24Asus 24X SATA DVD+/-RW - $24
Total$525$760


Narwhal and Unicorn
All of these parts can be mixed and matched to create a build between Narwhal and Unicorn. SSDs are always optional.
ComponentNarwhal Unicorn
CaseCooler Master HAF 912 - $50Cooler Master HAF X - $190
Power SupplyCorsair 650TX V2 - $70Corsair 750HX - $130
CPUIntel i5-3570K - $224Intel i7-3770K - $305
HeatsinkThermaltake Frio - $57Noctua 6 NH-D14 - $81
MotherboardASUS P8Z77-V LK - $128ASUS P8Z77-V - $183
Memory8GB G.Skill DDR3 1600 - $498GB G.Skill DDR3 1600 - $49
Graphics Card7950 OR GIGABYTE GTX 660 Ti - $290 / $280Gigabyte 7970 OR GIGABYTE GTX 670 - $380 / $379
Hard DriveWestern Digital 1TB Caviar Black - $92Western Digital 1TB Caviar Black - $92
SSDSAMSUNG 840 128GB (Review) - $93
OR
OCZ 128 GB Vertex 4 (Review) - $126
Intel 330 180GB (Review) - $157
OR
SAMSUNG 840 Pro 128GB (Review) - $130
DVDAsus 24X SATA DVD+/-RW - $24Asus 24X SATA DVD+/-RW - $24
Total$974 - $1110$1433 - $1592


Astro A40 Headset Giveaway
Curse took a look at the Astro A40 headset recently and had a few left over to give away to premium members. If you have Curse Premium, be sure to enter the contest!



Curse Weekly Roundup
A director has been selected for the live-action Warcraft movie, Grand Theft Auto 5 has received a release date, and EA has reportedly lost 45 Million Dollars last quarter.

by Published on 2013-02-02 11:15 AM

PTR Patch 1.0.7, Auction House Transaction Delays, Fan Creation of the Week: The Cosplay of Anna He, TryHard: Legendary Items for Barb

Patch 5.2 - Tortos Preview
Today we take a look at another one of the Patch 5.2 Throne of Thunder raid bosses, Tortos!


Name Points Category
Heroic: Tortos Defeat Tortos in Throne of Thunder on Heroic difficulty.
10Pandaria Raid
One-Up Defeat Tortos in Throne of Thunder on Normal or Heroic difficulty after kicking a Whirl Turtle shell through five or more other Whirl Turtles.
10Pandaria Raid

Originally Posted by MMO-Champion
  • Call of Tortos - Tortos lets out a rumbling call, causing several smaller turtles to enter the area and attack players.
  • Whirl Turtle
    • Spinning Shell - The turtle chases players around the room, spinning rapidly and continuously inflicting 30,000 Physical damage to enemies within 0 yards and knocking them away.
    • Shell Block - The turtle hides in his shell at low health, gaining immunity to all damage. While in this state, the turtle can be kicked across the room by players, applying Shell Concussion to any creatures it hits along the way.
    • Shell Concussion - When kicked, the shell spins forward, interrupting enemies it touches and leaving them off-balance, increasing the damage they take from all sources by 15% for 30 sec.
  • Furious Stone Breath - Inflicts 85,000 Nature damage to all enemies every 0.5 sec for 4.5 sec. Costs 100 Fury to cast.
  • Rockfall - A lightning charged stalactite falls from the roof of the cave, inflicting 250,000 Nature damage to enemies within 5 yds. and 35,000 Nature damage to enemies within 20 yds.
  • Quake Stomp - Tortos performs a massive stomp that inflicts Physical damage to all enemies equal to 100% of their maximum health and increases the frequency of Rockfalls for 9 sec.
  • Snapping Bite - The turtle snaps his jaws shut around the target, inflicting 500,000 Physical damage.
  • Vampiric Cave Bat -
    • Drain the Weak - Drains health when attacking targets with less than 350,000 current health, inflicting 20% of weapon damage as Physical and healing the caster for 50 times the damage dealt.
  • Crystal Shell - The crystal reacts when struck, encasing the attacker in a shell that absorbs all incoming damage and healing. Initially the shell will absorb up to 100,000 damage, but healing absorbed by the shell is added to this total, up to a maximum of 500,000. The shell breaks when it cannot absorb any more damage.



Patch 5.2 - Sunsong Ranch Improvements
Along with the previously mentioned Work Orders, some other changes have come to Sunsong Ranch in Patch 5.2.

Nana Mudclaw has realized she is getting on in years and is looking for someone to take over the Tiller's Union. She asks you to see if Farmer Yoon is willing to take over, which he is! This results in him giving Sunsong Ranch to you for free.
Farmer Yoon says: Nana Mudclaw asked ME to join the Tillers council?
Farmer Yoon says: Just think of all the knowledge I could share. Think of all the food we could grow!
Farmer Yoon says: But... I don't think I'll have time to work for the council, AND run Sunsong Ranch.
Farmer Yoon says: This farm has been in my family for generations. How can I give it up? Yet, a greater responsibility has fallen upon me.
Farmer Yoon says: There's only one solution. I have to join the council. As for the farm...
Farmer Yoon says: Chaudmmoc, I'm gifting Sunsong Ranch to you. You're in charge, now!
Farmer Yoon says: I'd better head up and talk to Nana. The farm is yours now, Chaudmmoc. I know you'll take great care of it.
Once you own the farm, the Work Orders board will appear and allow you to begin earning rep with various factions.

Merchant Greenfield also has received some upgrades, as he now sells bags of seeds that let you plant four patches at once. Each bag costs as much as 30 seeds and has 10 charges, allowing you to plant 40 seeds. Should you already have many seeds in your bags, his new assistant Milly Greenfield will exchange 30 seeds for a bag of seeds.

The patch notes also mention that the yield from special crops has been improved to make farming them competitive with gathering these items out in the world. It isn't clear if this is active yet from limited testing, but so far the maximum number of items rewarded from the special seeds doesn't appear to be increased. The patch notes also mention that the farm will become an inn once you own it, but that doesn't appear to work yet on the PTR.



Rated Battleground Suspension Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Earlier this week, several player accounts were given short suspensions and had their ratings wiped for being involved in Rated Battleground win-trading. Upon further review, we determined that some of the players initially identified as cheating may not have purposefully participated in the exploitive behavior, and as a result, we're in the process of lifting suspensions and restoring ratings to all but the most egregious offenders. This process should be completed following the Tuesday maintenance.

As always, our goal is to identify cheaters while making sure people playing by the rules aren't inadvertently penalized. Rest assured that we'll continue to take action against players who aren't competing in the spirit of fair play.

PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Thing is, and this is what is puzzling GC with the whole hitbox situation.. is that we're getting out of range errors, yet our white swings are still merrily hitting the target. It's that disparity that confuses the kitties. I've never seen that kind of issue on any other melee class.
White attacks and yellow attacks are calculated differently by the engine and it make different calculations about your position. You have to remember WoW was originally designed to be mostly white attacks with very few yellow attacks. The 2013 game is a very different beast, and if we could do it all over again, we'd have the two handled really similarly. Again, this isn't anything related to druids or cats. Despite your personal experience, all melee should be encountering this.

Spirit Shell formula is slightly off - right now the metagem critical effect (1.03) is only being multiplied in on the expected aegis size on crits not on the entire crit heal. This is causing a slight decrease in the size of SS.
You are correct. Fixed.

I doubt this is even close to enough to make an rbg team want to bring a ret.
We have a problem right now where melee of all kinds are not very attractive for super-competitive RBG teams, except possibly as a flag carrier, in which case you probably want a druid or warrior. This isn’t the kind of thing we’re going to easily solve by just throwing all sorts of amazing utility at every melee spec, but we agree it’s a problem and we’re looking at longer term solutions.

It was stated abilities are meant to be counterable, but things like Cloak of Shadows and smokebomb are just fine. There is a double standard here.....
Quoting Ghostcrawler because he said it better than I could: "Yes, all of those mechanics still exist, though we are trying to design as many as possible out of the game. We're much more likely to consider tools that have a counter, not tools that cannot be countered."

Eye for an eye baseline would be kinda cool, but it'll have to be designed really well because I don't want it breaking CCs lol. I would probably rather have something else if I had to choose though.
Something we hear a lot from Retribution is they want a little more “retribution” back in their kit. We don’t think passive and/or random reflection like Eye for an Eye or Retribution Aura were super interesting mechanics but we understand the attraction of the idea in general and we’ll consider something longer term.

Reduce PW:S mana cost (this is gonna have to happen one way or another to make it viable), and make it so that a priest can't have more than 3 - 4 active PW:S to avoid PWS spam.
This suggestion (limit 3 or whatever) has come up a few times, and possibly for other traditionally-hard-to-balance spells like Eternal Flame and perhaps Rejuvenation. We are unlikely to make any of these changes for 5.2 so it’s probably beyond the scope of discussion in this thread, but we wouldn’t mind hearing more feedback on the idea over the long term. I personally worry that it might feel like a lot to have to track, which makes mods more mandatory, etc.

Looks like they need to just go ahead and buff Arms rage generation.
We’re hearing really mixed feedback on Arms’ rage at the moment and I suspect there is still a lot of experimentation and/or theorycrafting required to figure out when to use Overpower vs. Slam vs. Heroic Strike. (To be clear, we have a design, but we're not sure it's working yet.) Warriors nearly always ask for more, more, more rage, so just seeing posts requesting the same won’t be sufficient to convince us. Overall though, more analysis of how Arms rotation feels (in PvE and PvP) would be helpful.

This post is from the perspective of an Elemental Shaman that mainly focuses on PvP.
You commented on a lot of different things, which makes it hard for me to offer responses. (In general players tend to try to cover too many different topics in a single post instead of focusing on the 2-3 that really, really matter). I will try to cover a few though.

While it’s fun to have lots of minor glyphs, they really are targeted at fun, and this thread is supposed to be about the nuts and bolts of rotations and set bonuses, so it’s beyond the scope of this discussion.

We agree Elemental have too many mandatory glyphs, and we did give you the most mandatory one (Flame Shock) as a base mechanic in 5.2.

I disagree with you some on Frozen Power. We see a lot of Elemental shaman using it. It’s not the dominant talent (Earthgrab is) but it definitely isn’t niche.

I also disagree with you on the prevalence of dispels. Dispels are precious in MoP. I know it might seem like anything awesome you do gets instantly removed, but your opponent has to make the choice to blow their CD on your Flame Shock (which has a lower CD than the dispel). We are really trying to move away from undispellable mechanics on enemies. In Cataclysm and before, dispels weren't a choice and we agree that anything got removed too quickly. We're not really in that world anymore, and we think that's a huge improvement.

I keep getting a lot of lols on Twitter about Shamanistic Rage, but we think this is a pretty serious buff for Elemental in PvP (esp. considering the glyph). It’s an exciting change. We’ll see if we’re right.

Does that not seem odd to you? Where are your design principles? Where is the consistency?
Hardly any PvP paladin takes Light’s Hammer, while it’s reasonably popular in PvE. A PvP-only buff there makes a lot of sense. Nearly every priest takes Phantasm in PvP while it’s not popular in PvE. A PvP-only nerf makes sense there.

I'm glad for warriors that you decided to revert the additional nerfs to Second Wind, but there is still a potential problem with it and that tier. The problem is that it's mandatory for warriors to take because it is so necessary for their viability.
We actually agree with this, but allow me to explain our logic. As a designer, one of the things you often have to struggle with is idealistic design vs. realistic design. In a pure design space, we believe Enraged Regen and Impending Victory are balanced and Second Wind is overpowered. However, we’re not talking about a theoretical game. It’s a real, living game played by millions of players. Our changes have impact. Arms warriors (and Frost mages and a couple of other specs) have been hammered with PvP nerfs since launch, and not at all because the players did anything wrong. The new patch brings a few more hefty Arms nerfs with Shockwave, Defensive Stance, Overpower, Taste for Blood and Warbringer. We’re not trying to kill Arms in PvP and we’re not trying to make anyone who plays Arms hopelessly depressed. In this case we think it’s acceptable to have Second Wind be a little overpowered so long as Arms as a whole is not dramatically overpowered or underpowered. Long term, it’s the kind of thing we’d like to eventually fix, but in the short term, we think nerfing it does more harm than good.

just curious, what are you looking at that makes you think shadow priests are OP in pvp? It seems that we get more nerfs based on a projection of what you might think is the case, then classes that were/are OP. What about shadow makes you think it's over powered? I still feel like I get focused every game I play, and you nerfing my escape tool kit, when I don't ever see how priests had superior escapes.
There’s always an element of that in PvP. For PvE, we have a really good idea of how much damage everyone can do in every situation. That’s harder to generate for PvP and not even super relevant. We do look at who is winning a lot in PvP. We do it a lot ourselves to try and understand why. We also try to pay a lot of attention to player feedback, especially those skilled PvP players whose opinions we respect, but also the guy just doing pickup BGs who still deserves to have fun. In all of those cases, the names that keep coming up are Frost, Arms, Shadow and maybe BM.

Frost and Arms are taking some big nerfs. BM has a couple of little ones. With Shadow, I’ve tried to be honest that we’re not exactly sure of the right thing to hit. There isn’t anything there like Shockwave or PoM+Ring of Frost that feels totally broken. It’s a lot of little things that add up: damage, healing, utility, survivability. Utility we really don't want to hit and damage isn't too high in PvE. At the moment, we've nerfed burst a little, healing a little, and made some of the survivability mechanics less potent. We'll see how that feels.

Are you telling me that not only is this issue understood, but is considered acceptable? Being spammed with out of range while you're clipping someone elses model is incredibly frustrating and a major turn off to playing the game at all. It swings both ways too, being stunned by a melee ability from someone 20yds away is just awesome. I had hoped something would eventually be done to fix this crap.
Which would be acceptable? That the nose of the cat is considered the center of the model, so that anyone chasing you has to hit your nose? Or that cats just have a huge combat reach (which also means everyone else can hit you much easier than they could a smaller model)? Should tauren for that matter be easier to hit and gnomes harder? Trust me that this is a very old and involved debate in game design – the code does not always agree with the art about where your character is located, and that is particularly true on a client-server game that still tries to offer some semblance of snappy combat.

1. Are you happy with how many different categories there are?
2. Are you happy that some abilities affect more than one DR category?
3. Are you happy CC is so complicated, that not even sites like Arena Junkies can track how they all interact?
4. If you are not happy, would you please please please consider reworking CC and DR and make it transparent in the tool tips?

Our sense is that there probably 2-3 too many different categories. I also totally agree that the system is way too opaque, especially for new players. Mentioning DR and perhaps PvP CC durations in the tooltips (perhaps only in PvP, perhaps only as an advanced option) is something we’ve wanted to do for some time (so is Path of the Titans, so is Dance Studio… you know how it goes).

We also talk often about whether the game would be better off with only a single DR category. It makes it easier to learn for sure. But it’s also a really risky change. Much of the depth of PvP skill involves knowing what ability DRs with what. A lot of Arena comps are built on that mechanic. It gives us a lot of room to provide surgical buffs or nerfs by changing which DRs with what. Overall, I think there is a chance we would scale down the number of different DRs, but it’s a small chance. We’re much more likely to just spell them out more explicitly (which to be fair also chips away at the knowledge base that differentiates an expert PvP player from a merely tolerable one).

That's what I'm trying to say in more attention grabbing ways. I can try running the numbers in simcraft or wrathcalcs if that will help, but I'm not the math expert that some of the silent laser chickens are.
Nope, you did a fine job. It will take us some time to analyze all this, but I wanted to drop a quick note to say we appreciate the work.

Now moving into patch 5.2 We'll have a similar feel except we'll have a lot of GCDs where we can't do anything because we've blown our rage on AOE. We'll proably go... Mortal Strike > Thunderclap > Whirwlind > Twiddle our thumbs for 3 seconds while we wait for MS to come off CD. We don't have that filler of Overpower to do something else whilel we wait.
This could be a problem. We’ll look into it more. Off the cuff, we could make Whirlwind 20 rage (just for Arms!) to keep parity with the cheaper Slam.

MAKE SEPARATE TALENTS FOR PVE AND PVP!!!!
I’ll refrain from the caps, but we do that all the time. Check out Colossus Smash. Check out (live) Taste for Blood. Check out the duration on Polymorph. We do it as a last resort, because it does cause more risk for bugs and is more for players to have to remember, but when it’s the right solution, we definitely go there. We nerfed Devouring Plague’s up front damage because that reduces PvP burst without having a huge impact on PvE (because the difference in burst in this case is over such a short time frame it’s unlikely to really be felt). If that solution hadn’t worked, then we could have considered DP to do less damage in PvP.

I'll also posit that even if PvE and PvP had totally different rule sets, it wouldn't reduce the volume of players campaigning for buffs or nerfs. "Everyone" would still think it was their class holding them back and would want us to twiddle with the numbers even more. Once in awhile we'll say something like "We'd love to help you guys, but we just can't buff you any more because of PvE / PvP." The more typical situation is that someone thinks they need a buff while we disagree. Splitting out the rules doesn't change that.

Perhaps there is a much simpler solution (a numbers tweak rather than a mechanics tweak)?
I feel like we’d have to nerf Divine Aegis dramatically to have the same effect. The Spirit Shell change was mostly so priests could go back to using it at the right moment and not just on cooldown because it was a throughput increase. Those are the two major changes that weren’t numbers tweaks.

Blue Posts
Originally Posted by Blizzard Entertainment
Patch 5.2 Faction Rep and Valor Gear
The raid rep (and their delicious, delicious Valor epics) includes LFR. You will need to kill bosses though to keep progressing it. No more ICC trash rep runs.

I never found it to be bad, just boring as hell to go clear trash for hours on end to cheese the rep earning mechanic.
Yeah, but then we'd probably want to balance rep gain speed with the assumption that you're chain-running trash, which makes people who don't do it (but are raiding and killing bosses) slower at getting access to those items. That doesn't really make much sense, mechanically or in the kind of in-world sense of "impressing" a group of people with your accomplishments.

"Huzzah! The hero hath once again slain many inconsequential foes, to leap through thine magic portal, and oft returneth to... doeth the same task over and again! Verily, this is a champion worthy of our shiny baubles and trinkets."

So, regular raiders will still be running LFR whether they want to or not to min max their rep. Or can you guys do something creative like killing x boss on ANY difficulty gives rep once per week, period?
Yes, you gain rep from boss kills once per week regardless of difficulty.

This reminds me of dailies.
Sure, you can loosely apply that to any task with some variance of repetition. Feel free. Except that continuing to fight to take back areas, or retrieve items, or slay ne'er-do-wells generally makes some sense in the context of the narrative in daily hubs. Those damn monkeys stoled muh fruits again! Etc. etc.

Going into a raid and not killing bosses does not.

So here's a question, why have valor gear gated behind rep at all? I definitely see it as a step in the right direction having valor gated behind raids instead of dailies. But it's still a double-tax. You earn valor points, but in order to spend said points, you need to earn rep on top of it.
The whole point of a steady and measured currency to buy items is to offset the RNG of boss loot drops. If you're unlucky you still have this absolute system, and no matter what, you know that in X time you can fill in at least a few of those gaps. The intent of these currencies wasn't as a type of separate loot progression, but that is the way a lot of people perceive it, and certainly some of our designs have even worked to support that perception. The whole original intent in mind though it makes more sense to ensure that you're killing bosses to be able to buy Valor items, and not just farming up Valor from other sources. Of course we could take Valor out of everything but raid kills/completions to avoid that... but Valor is a nice reward to have in a lot of various systems, and lets people pick and choose the ways they want to earn it.

I don't want to imply though that having Valor items on daily quests was in any way a failed experiment. Obviously some of you weren't too keen on having the items behind those reps, and so in 5.2 we're trying this. We may have some mix in the future, we may not, let us know how you think it feels when the patch is live and if the new daily hub is compelling enough to gain your attention without a meatier (ie ilvl based) reward.

If it is.. will a person get enough rep from just three wings of LFR to be able to buy something to avoid running into the 3000 point valor cap?
Yup, we'll make sure items are paced out to hopefully avoid that. Getting to Friendly is pretty quick, and there are items available at all reputation levels. (Blue Tracker / Official Forums)

LFR Difficulty and Purpose
New players discover what the basic principles of raiding are.
Raid Finder is not an introductory tool for raiding. It's aimed to players that can't participate in organized raiding (or don't wish to) for whatever reason.

Players don't see the entire raids of a new patch in less then 2 hours, but instead they get a feel for how the new raid feels and what it looks like, and incase they want to discover the other part they are encouraged to join a raiding guild and really get into the game.
It's true that if you're a normal or heroic raider, it kinda sucks to go in and discover the whole place in just 2 hours. For 5.0.4 raids, Raid Finder was unlocked one week after the raid was released on normal mode.

Less gear; This is again an encouragement for players to join raiding guilds.
Which is exactly the opposite of what LFR is supposed to do. It should be a venue of character progression for those players. Arbitrarily punishing them so they join raids would defeat the purpose of it in the first place. The gear is already lower ilvl, and the other rewards from Raid Finder are lower as well.

More pugs: Players who can't join a raiding guild due to IRL would be encouraged to create a pug when they have the time for it
So, if we get rid of half the content from the Raid Finder, players are going to get into more pugs because we got rid of the abilty to conveniently get into pugs? Think about it, players who can't join a raiding guild probably can't schedule either their playtime with complete strangers.

Gearing up alts would be harder, as you can't receive full BIS LFR gear anymore.
BiS LFR gear? At this rate, I swear one day we'll see "BiS green gear" used as an argument to justify something... I'm not attacking your point though (especially for those that enjoy gearing up alts it'd be definitely a negative aspect). (Blue Tracker / Official Forums)

The Daily Blink - Welcome, Duncan Jones
The Daily Blink has seen the future of the legendary quest line.

by Published on 2013-02-01 07:13 AM

Update on Upcoming Changes to Rubies, Blue Posts, Poll: Do You Watch Diablo III Streams?

Patch 5.2 - Wrathion Quest Line Audio
A recent PTR build added new audio for Wrathion to be used in the Patch 5.2 part of the legendary quest line.



Grand Commendation UI Indicator
One of the recent Patch 5.2 PTR builds added the Grand Commendation UI indicator from the patch notes, making it easier to see if you have already purchased a Commendation. Upon purchasing another and trying to use it, you receive an error, but are unable to sell it back to the vendor.



Patch 5.2 Under Development Preview
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Lei Shen has consolidated his power on the Isle of Thunder, and if he’s not dislodged, his reborn army will threaten all of Pandaria. But the return of the Thunder King is good news for you, because it means that new challenges and triumphs await you in patch 5.2.

Head over to the Under Development page now for a preview of the major in-development features planned for the next World of Warcraft patch, The Thunder King. Among them: a massive new zone, a new raid, server-wide events surrounding the siege on the Isle of Thunder, new factions, world bosses…and more still. Brace yourself for the storm.

We'll continue adding details of in-development patches to the Under Development page, so check back for more previews in the future.

PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Nerfing Talents to the ground just to make other talents look more attractive never worked.
There are two issues in situations like this. First, there is the question of whether the three talent options are relatively attractive. Second, there is the question of whether any of them are overpowered. You can't just say the second issue is always part of the first issue, and letting players choose any of three overpowered talents isn't going to be great for player balance.

We do think Shadow needs PvP nerfs, but not PvE nerfs, and we also want to be careful not to nerf any of the utility that Shadow brings in PvE. (For example nerfing Mass Dispel for Shadow, possibly through the glyph is a common suggestion, but we like that Shadow's Mass Dispel can be really beneficial in PvE). Phantasm is particularly annoying to deal with because being untargetable is so powerful. The intent of the talent was to make Fade more powerful as an escape tool, but we just overdid it with the untargeting part.

Glyph of Deep Freeze - now also lowers the stun duration of Deep Freeze by 1 sec in addition to taking Deep Freeze off the GCD.
Base Deep Freeze has a 1 sec longer duration. So a mage with the Glyph of Deep Freeze will see no change, but a mage without the glyph will have a slightly better Deep Freeze.

you seem like a smart guy, explain how this helps our current problem?
We were trying to solve a very specific problem here, where a paladin wants to join an Arena team, and the team says "Can't you just go Holy, because you won't lose anything?" or the paladin looking for an RBG team who hears "We need a rogue and a DK, but don't have room for a Ret paladin." We were specifically looking for a modest buff to group utility that was Ret specific.

On survivability specifically, I feel like we're hearing that DKs are squishy and paladins are squishy and shaman are squishy, which makes me think that once Defensive Stance for warriors isn't overpowered that all melee might feel about the same.

And now you want to take that away too, you're turning the talent into a Hand of Freedom that has a longer cooldown and a shorter duration. Despite the buffs to disc I feel this is a big and unnecessary blow to a spec that's already struggling.
While we want to see more healing priests in PvP, we don't think the right way to do that is through a really annoying defensive mechanic like this.

Single target damage is bad for shadow priests, and the only changes we're getting so far are:
We haven't made many PvE damage adjustments at all. We will. It's possible Shadow lost too much damage while moving in PvE. Nearly all of these Shadow changes were to tone them down in PvP.

The problem is the Feline Swiftness talent. It always has been. But now you're forcing feral PvP into a catch 22 situation. We're either forced to take Feline Swiftness just to stop the out of range errors when trying to use abilities, and lose our gap closer.. or we get inundated with out of range errors when trying to do anything. You know the feral hit box is still out of whack... and the feral speed bonus on the PvP set was to compensate for this.
We fixed the Feral hit box some time ago. Different races and models once had different combat reaches. It has all been normalized at least since Cataclysm.

However, to address your main concern, a different option would be to prevent Feline Swiftness and the PvP set bonus from stacking. Feline Swiftness would just remain a dead talent at least among knowledgeable PvP players.

As an editorial note, we're just going to delete posts that are nothing but whining and if that doesn't send a strong enough message, the moderators will ban you. Try to keep this thread informative. You have plenty of places on the internet where you don't have to be.

Was the damage buff it provided too strong? In almost the exact same gear I'm using, I was doing ~67k sustained single target dps. Seemed fine, provided that I had 0 mobility while doing that. Was the rotation being used to maximize it's effect not what you envisioned? I like how it changed our rotation without actually changing it. We were just hitting DP more frequently.
If you are talking about the version of Insanity where you just use Devouring Plague at one orb all the time, we thought that undermined the entire rotation. It didn't just change it, it made it so you didn't need to build up orbs any longer.

Not really sure what this mean or how this really affect gameplay nor why this change now tbh... mind to explain?
PoM makes the cast instant instead of 2 sec (reduced by haste). This means the ring will appear immediately if PoM'd, but it won't freeze immediately. After 2 sec (again reduced by haste) the freeze happens.

No PoM: 2 sec cast, 2 sec arming time
5.1 PoM: 0 sec cast, 0 sec arming time
5.2 PoM: 0 sec cast, 2 sec arming time

I can see that 99% of this entire thread is related to PvP, but any chance of some feedback from GC on how he can think a 40-50% nerf to Disc AoE heals is a fair thing, given that at the absolute most we top the meters by 20%. Sure we needed a nerf, but an execution?
It seems like a lot more than 20% to us. In any case, you still have DA on PoH, just not guaranteed any more. You can force DA with Inner Focus. You can toss out PW:Shields on some folks.* You can also still use Spirit Shell with PoH. Using PoH without any of those absorbs will be weaker, but that will be offset by the times when you do have the absorbs. All of that ignores the argument that an absorb is probably stronger than a direct heal so maybe the ratio shouldn't even be 1:1.

* - This seems to be the most misunderstood portion of the philosophy. We want Disc to use PW:S. It's one of their signature spells. We don't want Disc to blanket the entire raid and use nothing but PW:S. But we are so far from that now -- we see almost no PW:S, except for Rapture cheesiness with Mana Tide or to proc Body and Soul. You won't be able to put PW:S on 10 or 25 people before the dragon breathes, but you shouldn't have to. You have other healers backing you up and all of you have several cooldowns (and yes PW:B counts) when you're really in trouble.

Oh, and there's no point in making Fade an escape tool. If the priest is running at 100%, gets slowed, but uses his "escape tool" to go back to 100%; IT STILL DOES NOTHING SINCE THE PERSON COMING AFTER HIM IS RUNNING AT 100%.
"Escape tool" does not mean "nobody can ever catch you." Abilities have counters and pre-counters. Phantasm was a movement ability with a damage avoidance mechanic (that allowed you to go offensive with less of a chance for retribution) on a tier with two movement abilities. The other talents are never going to compete with that.

I'm just offering a general statement here, and I'm not calling any of you out personally, but we see a lot of feedback of the form "X doesn't work because it can be countered." That is the entire point.

PvP works better, in our opinions, when you have to be smart and react to what other players are doing. That means trying to guess what they're going to do next or deciding the right time for a crutch dispel or CC. If you find yourself asking for something to be undispellable, or to punish someone for dispelling it, or you're asking for something to work while crowd controlled, or something that makes you immune to something, or something that overall leaves your opponent no options, we're very unlikely to make those changes. Yes, all of those mechanics still exist, though we are trying to design as many as possible out of the game. We're much more likely to consider tools that have a counter, not tools that cannot be countered.

Hey, The Balance 2 piece looks interesting, but the 4 piece looks weaker than lots of trinkets I've disenchanted this expansion.
Can you give us some kind of estimate for how much DPS percent you think it provides? I've disenchanted a lot of trinkets too, but that's not much of a yardstick.

what the (insert explicit here) are you thinking nerfing shadow priests this hard? you do realize it all but benches them in pve right? they needed a buff in pve as it stands now, and your nerfing them??? seriously?
How does nerfing Phantasm or Dispersion bench Shadow in PvE? We avoided utility nerfs that would risk hurting them in PvE, as I mentioned, such as targeting Hymn of Hope or Mass Dispel.

GC, it is obvious that the nerf to Mindspike glyph is a loss on dps even if you are just standing and doing damage.
This is a legit PvE nerf, but a very, very small one and as I said, we haven't made any PvE numbers adjustments to anyone yet. This one is easy to fix without PvP risk and it makes a glyph less mandatory for its DPS benefits.

If they catch your cast time spells, which only melee really seem to bother doing these days, then you'll be unable to cast Dispersion until your shadow school is available again. But yes, if a mage decided to wait for you to cast a VT and Counterspell that, instead of using a blanket Silence on you, then they could prevent Dispersion for 6s.
Yes. I predict the Dispersion nerf won't really be felt that much, especially among lower ratings.

you may think you have fixed it - but you have not. Only 3 days ago on life I was pursuing a hunter - I don't have any speed bonus except the +25% from cat - my nose was almost touching his back and I still got "out of range" errors.
The hitbox of a cat has the same hitbox as a gnome or a tauren. The nose of the model doesn't matter - it comes from the center of the model. What you're probably seeing is what all melee deal with, particularly when moving very quickly (+25% counts) and no snares. The two clients just often disagree about the position of you and your target.

That said, we are likely to make the change I mentioned yesterday about reverting the PvP set bonus and having it not stack with Feline Swiftness.

Yep. Frost is a lot better than Ret. I'm not trying to suggest otherwise. I just think that those saying the Sac change isn't potent are wrong. It's a huge buff to Ret utility.
Yeah, we agree. It's not "Ret mandatory on every 3s team" good, but I think you can understand why we wouldn't want that.

We are considering some other buffs to Ret still. We don't know yet if we will do any or all of these (they are emphatically not promises) but the kind of thing we are considering:

  • Glyph of Blessed Life - no longer requires Seal of Insight. You can have any Seal or none active, which puts the glyph in Ret's hands.
  • Glyph of Templar's Verdict - damage reduction triggered by Exorcism (or both) instead. That way you aren't choosing TV over a heal.
  • Light's Hammer - also snares targets it damages while in range. This one potentially buffs Holy too, but we're not sure that many Holy paladins would give up Prism to take it.

Blue Posts
Originally Posted by Blizzard Entertainment
[Request] Introduce a Boss Sound Only Mode
Cool suggestion, I must say I personally would use that mode if it was available, but I’d still like to have the option to hear the sounds of my own spells and abilities in addition to the boss.

So murloc here is going to keep running and forward this to the devs (and I haven’t even broken a sweat!). We’ll see what their take on this is, maybe this is a particular design decision where they didn’t want for this to happen or maybe it’s a technical limitation of some sort or… if we’re lucky, they might agree with it and one day you might remember this as the Megafail sound option!
Like always, thanks for caring and for helping us improve our game. If there’s any news on the subject I’ll let you know. (Blue Tracker / Official Forums)

Raid Finder Stacking Buff Feedback
Couldn't you just have someone take one for the team, strip naked, and die over and over to the boss until they get 10 stacks and then people can just super EZ mode clear the boss.
There is a minimum attempt requirement before the system 'credits' you with a wipe. It should always be more time-efficient to not wipe at all, but if it isn't we can tweak the threshold.

Raid Finder needs to be even easier?
We don't think LFR is too difficult, but in order to make it the right difficulty for 25 strangers with little-to-no coordination we did have to trivialize some encounters and mechanics. With a system that can correct for variances in groups, encounters don't have to be quite so binary (trivial vs. impossible). Mechanics can be more meaningful, while encouraging players to stay with groups that run into some difficulty, rather than quit and re-queue. (Blue Tracker / Official Forums)

Raid Finder Stacking Buff Feedback
As Bashiok mentioned, there's a minimum attempt requirement before the buff kicks in. The most time-efficient option should be to not wipe at all, and if that's not the case, the threshold can be tweaked.

As if lfr wasn't dumbed down enough already. They may as well just spawn a loot chest on zoning in.
The developers don't think LFR is too difficult, but since the difference in performance between groups can vary noticeably, they had to trivialize some encounters and mechanics. With this system in place, some bosses don't have to be quite so binary (trivial vs. impossible). Mechanics can be more meaningful, while encouraging players to stay together rather than leave as soon as there is a wipe. (Blue Tracker / Official Forums)

Rated Battleground Exploit Punishments
After a thorough investigation and liaising with multiple departments, we can confirm that the recent wave of actions taken against Rated Battleground exploitation and win trading are indeed correct. The team of investigators have made sure to avoid any false positives and we will not be overturning any of the actions taken.

We want you all to understand that the spirit of competition and fair play is especially important to us, particularly in regards to rated Player versus Player combat. As a part of this, we have now dealt with the issue that allowed some Rated Battleground teams to exploit the queuing system to gain high ratings and engage in win trading.

These, and all, exploitative activities are expressly prohibited. We are still investigating the situation carefully; any players that have taken part in exploitation or win trading will be subject to the appropriate action against their World of Warcraft accounts. For now however, we are working on resolving any remaining issues that still reside within the queue system so that this behavior will not occur again in the future. (Blue Tracker / Official Forums)

PTR Realm Maintenance - 1/30/13
You'll be happy to learn that the PVP vendors are now available. (Blue Tracker / Official Forums)

FEEDBACK: Megaera (10N)
Pet pathing issues are fixed in the next build. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Reputation / Questing
Hey GC, any reason to keep extra Sigils after completing the first Black Prince quests?
No. (Source)
Not a big issue, but why do they keep dropping/get looted past 10 then?
We could have made a limit of 10 but it would have been harder to stop them from dropping, since you're still on the quest. (Source)

You guys said it'd be nice to redo Outlands levelling experience at some point. I like it, what do you think is wrong with it?
You go back in time from level 60 (LK dead) to level 70 (LK alive). Also weird that you do Hellfire and never Shadowmoon. (Source)

Dailies should promote grouping, so the interesting question: Why don't they?
Mostly because the game wasn't designed that way. But it should be. It just takes us a long time to change fundamentals. (Source)

I love how you tried to wrap up dailies with gear just because no one was doing them in the first place
You're making assumptions. It was more like: when you can gear up very quickly, you also quickly lose interest in playing. (Source)

PvP
Why do RBGs have a higher cap than arenas?
To provide rewards commensurate with the extra logistics and time commitment that RBGs require. 2s esp. take very little time (Source)

adding gear upgrades to WOW was a HUGGGGGGE mistake man. you're really killing us casual pvp'ers.
Do you think it's fair to jump in mid-season and be competitive without any catch up with someone collecting gear for months? (Source)

IIRC, a big reason for not doing separate ability values for PvE/PvP was additional complexity. Still true?
We do it when it's needed. Some assume it would be a panacea. We don't think so. Players would demand even more tuning changes. (Source)

The new PvP changes seem pretty popular, except for the elite armor. Any chance of keeping a cosmetic reward for t2 players?
Overall, we think PvP needs more cosmetic / prestige rewards. Still discussing the right options. (Source)

The 5.2 PVP changes are a breath of fresh air but can we see Arena/RBG Point caps being the same I really don't like RBG's
I understand. At the same time, if RBGs aren't generously rewarding, players will just gravitate towards easy and fast Arenas. (Source)

TCG Pets Giveaway Update
Today is the last day to enter the giveaway! So far it has worked well, and we will do a similar one in the future so don't let the deadline stop you from contributing to WoWDB. As a thank you to the people who contributed before the contest, all of their contributions will count as entries.

For the list of prizes and all the information, please see this post. If you just want to post once to enter, this is the correct thread.

Rules
  • You can earn additional entries by leaving a useful comment on WoWDB pages. If you try to spam to get more entries, you will be disqualified from the contest. Comments that aren't constructive and useful will be removed. Comments that repeat what is already on the page or in another comment without adding anything of value will be removed.
  • You can earn additional entries by uploading a high quality screenshot to WoWDB pages. Low quality screenshots will be removed. Please crop before uploading, as there is a ~1MB file size limit. Screenshots can take several hours to appear, as they are approved manually.
  • Keep in mind that Curse accounts and MMO-Champion accounts are not connected, so you may need to create a new account on WoWDB.
  • Winners will receive a PM on the forum / WoWDB which they have 72 hours to reply to. After that, a new winner will be selected. Don't forget to log in and check your PMs!
  • You have until Friday February 1st @ 11:59 PM EST to enter the contest. After that time this thread will be closed and winners will be selected randomly.


Argent Dawn RP-PvP Event
This is one of the events in the current campaign on Argent Dawn EU.

by Published on 2013-01-31 02:20 AM

Lei Shen Preview, RBG Exploitation & Win Trading, Blue Posts, Blue Tweets, Machinima

Patch 5.2 PTR - Build 16503

Warcraft Movie Update: Director Signed!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We are pleased to announce that Duncan Jones, director of critically-acclaimed films Source Code and Moon, has signed on with Legendary Pictures to direct the upcoming live-action film based on the Warcraft universe. Click here for more info.

Legendary is keeping its script, written by Charles Leavitt, under wraps. The Warner Bros.-based production and finance outfit is eyeing a fall 2013 start and a 2015 release. Jones’ producing partner, Stuart Fenegan, will executive produce while Chris Metzen will co-produce for Blizzard. Thomas Tull and Jon Jashni are producing for Legendary along with Blizzard and Atlas Entertainment’s Charles Roven and Alex Gartner. Warcraft is expected to have a budget north of $100 million.

Raid Testing Schedule - January 31/February 1
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Thursday, January 31, and Friday, February 1, we will be testing more raid encounters in the Throne of Thunder.

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

Thursday, January 31

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

Megaera - 10 Player Normal
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Friday, February 1

Dark Animus - 10 Player Normal
10:30 PST (13:30 EST, 19:30 CET)

Twin Consorts - 10 Player Normal
16:00 PST (19:00 EST, 01:00 CET)

Patch 5.2 PTR Official Notes Update

Interesting Notes
  • To encourage Raid Finder groups to persevere, each time an Raid Finder group wipes on a boss fight all players in the group receives a stacking buff that increases health, damage dealt, and healing done by 5% (up to a maximum of 10 stacks). This buff is cleared once the boss has been killed.
  • Lorewalker Cho has two new tales to tell: Dagger in the Dark and A Little Patience. Though his mystical story-weaving magic (and well, the Dungeon Finder), both Alliance and Horde characters are now able run these previously faction-specific Scenarios.
  • Characters that have attained requisite title levels (Centurion, Knight-Champion, Grand Marshal, High Warlord, etc.) through the Rated Battleground system will be able to purchase old PVP items requiring those titles.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
  • Death Knight (Forums / Skills / Talent Calculator)
    • Asphyxiate cooldown has been reduced to 30 seconds (was 1 minute).

  • Druid (Forums / Skills / Talent Calculator)
    • Cyclone now has a 20-second cooldown for Feral Druids.
    • Guardian
      • Thick Hide now reduces critical strike chance from all types of attacks made against the Guardian Druid, instead of just melee.
    • Feral Druid PvP Gloves now also increases the duration of Bear Hug by 1 second.
    • Feral Druid PvP 2-piece bonus, in addition to the Savage Roar effect, Thick Hide reduces the wearer's chance to receive critical strikes by 20%.
    • Feral Druid PvP 4-piece bonus also causes successful interrupts with Skull Bash to reset the cooldown of Enrage.

  • Mage (Forums / Skills / Talent Calculator)
    • Improved Counterspell has been removed.
    • Ice Floes now has a 45-second cooldown, down from 1 minute and its duration have been increased to 15-seconds (was 10-seconds).
    • Scorch now costs 3.5% of base mana, up from 0.1%. Scorch cast by Arcane Mages now deals 40% less damage but can now be affected by Arcane Charge.
    • Arcane
      • Arcane Charge now stacks up to 4 times (was 6), increases damage by 50% (was 25%), and increases mana cost by 150% (was 75%).

  • Monk (Forums / Skills / Talent Calculator)
    • New Level-60 Talent: Ring of Peace
      • Ring of Peace forms an 8-yard sanctuary around a friendly target for 8 seconds, disabling enemy player auto-attacks in PvP, and causing all enemies (both players and NPCs) in the area of effect to be disarmed for the duration. In addition, enemies that cast a damaging spell while within the area of effect will be silenced for 3-seconds.
    • Mistweaver
    • Windwalker
      • Windwalker Monk PvP 2-piece bonus now also increases the range of Keg Smash.

  • Paladin (Forums / Skills / Talent Calculator)

  • Priest (Forums / Skills / Talent Calculator)
    • Halo will no longer hit enemies that are in Stealth.
    • Power Word: Solace has been replaced with a new talent: Solace & Insanity
      • For Shadow, this ability causes Mind Flay to gain the Insanity effect 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 Mind Spike only works from Mind Spike that aren't instant casts from Surge of Darkness.
    • Shadow

  • Rogue (Forums / Skills / Talent Calculator)
    • Shuriken Toss now causes the Rogue to throw ranged shurikens coated in Lethal Poison and auto-attack at 75% damage (was 80%) for up to 10 seconds if the enemy is farther than 10 yards away.

  • Warlock (Forums / Skills / Talent Calculator)
    • The Felhunter ability Spell Lock is now an interrupt, and no longer applies a 3-second blanket Silence.

  • Warrior (Forums / Skills / Talent Calculator)
    • Second Wind now generates 15 rage (was 20) over 10-seconds and the health regeneration effect will pause while the Warrior is stunned.
    • Deadly Calm has been removed from the game.
    • Glyph of Incite no longer procs from Deadly Calm, it now procs from Demoralizing Shout.
    • Glyph of Overpower now increases the duration of Die by the Sword by 1-second each time Overpower is used.
    • Arms
      • Slam now deals 220% weapon damage, down from 190% and had its cost reduced to 20 rage (was 30).
      • Sudden Death now has a 25% chance to activate from Overpower instead of a 20% chance from auto attacks. In addition, using Execute makes Overpower free for 10-seconds.

Quests
  • Upon reaching level 20 and level 60, characters will automatically receive a new quest directing them to visit the racial riding trainer and mount vendors.

Pet Battles
  • Reflection has been replaced with Deflection, an ability that always attempts to go first and causes the pet to avoid all attacks for that round.
  • Thunderbolt has been redesigned. It is now a powerful team-damage spell.
  • Mr. Bigglesworth's Prowl has been replaced with a new ability, Ice Barrier, which blocks two attacks.
  • Fluxfire Feline's Wind-Up has been replaced with a new ability, Flux, which deals damage to the enemy team.
  • The Tuskarr Kite has a new set of abilities that's more appropriate for a Tuskarr Kite.
  • Pets that had been affected by a crowd-control ability will now be granted Resilience, making them immune to crowd control for a short while.
  • Arcane Explosion’s damage to back-line pets has been increased by 20%.
  • Frost Shock now properly chills targets of 2 rounds (was 4).
  • Deep Freeze now has a cooldown of 4 rounds (was 3).
  • Blocking abilities that last for 2 turns like Decoy, now have a cooldown of 8 rounds.
  • Feign Death now has a cooldown of 8 rounds (was 5).
  • Sprite Darter Hatchling and Nether Faerie Dragon: Evanescence and Arcane Blast have swapped ability positions.

Raids, Dungeons and Scenarios
  • To encourage Raid Finder groups to persevere, each time an Raid Finder group wipes on a boss fight all players in the group receives a stacking buff that increases health, damage dealt, and healing done by 5% (up to a maximum of 10 stacks). This buff is cleared once the boss has been killed.
  • Lorewalker Cho has two new tales to tell: Dagger in the Dark and A Little Patience. Though his mystical story-weaving magic (and well, the Dungeon Finder), both Alliance and Horde characters are now able run these previously faction-specific Scenarios.

PvP
  • A new vendor has been added offering to sell Conquest PvP gear for Honor to characters that have earned 27,000 Conquest during the season. They could be found near existing Pandaria PvP vendors.
  • Tyrannical Elite items have been updated so that they have the same un-budgeted PVP Power and Resilience values as standard Tyrannical items.
  • Characters that have attained requisite title levels (Centurion, Knight-Champion, Grand Marshal, High Warlord, etc.) through the Rated Battleground system will be able to purchase old PVP items requiring those titles.

Professions

PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We are making some additional changes. The ones below are mostly for PvP purposes and were based on a lot of PTR feedback, much of it from high-end PvP players. Until 5.2 goes live, these are not set in stone.

Rogue (Forums / Skills / Talent Calculator)

Paladin (Forums / Skills / Talent Calculator)
  • We agree that Retribution does not offer enough benefits to an Arena or Battleground team beyond just taking a Holy paladin. We are going to try a change where Hand of Sacrifice also dispels all harmful magic effects on the target for Ret only.

Priest (Forums / Skills / Talent Calculator)
  • Phantasm - no longer makes you untargetable. Movement protection increased to 5 sec (from 3 sec).
  • Dispersion - now belongs to the Shadow school, meaning it can get locked out.
  • We are expanding the Shadow healing nerf to most of the priest healing toolkit. This means Holy and Discipline will have a passive that increases all of their healing by 25% as do most other healing classes. Holy and Discipline should see no change as a result, but Shadow's heals will be weaker. Remember that this will be partially offset relative to 5.1 because Shadow does get some healing benefit from PvP Power. (This note replaces earlier notes about Flash Heal and Binding Heal being nerfed for Shadow).

Warlock (Forums / Skills / Talent Calculator)
  • Blood Fear is now Blood Horror and is a 4 sec horror effect instead of a Fear. It otherwise works as it does on the PTR.

Shaman (Forums / Skills / Talent Calculator)
  • Totemic Restoration - now behaves as though any replaced or destroyed totem was active for a minimum of 1 sec, even if the totem is dropped and grabbed for a shorter time period.
  • Stone Bulwark Totem - the totem now has 10% of the Shaman's health, much like Mana Tide and Healing Tide.
  • Nature's Guardian - now preserves the Shaman's health percentage when it expires.

Warrior (Forums / Skills / Talent Calculator)
  • Second Wind - we are reverting the nerf to the heal not working while stunned. We think we have nerfed Arms enough for PvP reasons in 5.2.

Monk (Forums / Skills / Talent Calculator)
  • Paralysis - duration is now 4 sec from the front / 6 sec from the back (down from 4 / 8).

Mage (Forums / Skills / Talent Calculator)

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