MMO-Champion - World of Warcraft News and Raiding Strategies

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by Published on 2013-06-21 08:29 AM

Saving Games on Different Consoles, Dodging with a Controller, E3 Interview with Josh Mosqueira

In Dust We Trust - Crafting in Hearthstone

Patch 5.4 World Changes
This build brought a few more changes to Orgrimmar and Razor Hill. There are some new NPCs in Orgrimmar, as well as increase amounts of troops. Garrosh has abandoned his throne and is nowhere to be found. Vol'jin and Baine now also have a conversation in Razor Hill.


Originally Posted by MMO-Champion
Vol'jin: Almost all of da troops be here now.
Baine Bloodhoof: I am uneasy, old firend.
Vol'jin: An me as well. We dun know what Garrosh been plannin this whole time. What he's got in store for us.
Baine Bloodhoof: I fear for the safety of our people.
Vol'jin: Not everyone gonna come out of this alive.
Baine Bloodhoof: And for what? What did the Horde gain from such actions? Garrosh is a fool, and a betrayer. I should have killed him long ago, when he betrayed my father.
Vol'jin: You gonna get your chance mon. But first we gotta take da city.
Baine Bloodhoof: Have you been communicating with the humans?
Vol'jin: Both da alliance and da horde got ships sailin for da harbor. We gonna split der forces an assault da front gate.
Baine Bloodhoof: A bold plan. Let us hope we do not run into any surprises.
Vol'jin: I don't think we got a choice, mon.



Midsummer Fire Festival 2013
Don't forget that the Midsummer Fire Festival begins this morning! This year offers updated item level 480 loot. You can find a nice guide over on Icy Veins, and a list of coordinates in Aliok's guide on WoWDB.


Level Type Spec Slot Name
480BackTankBack Icebound Cloak
480BackMeleeBack The Frost Lord's Battle Shroud
480BackSpell SpiritBack Cloak of the Frigid Winds
480BackPhysical DPSBack The Frost Lord's War Cloak
480BackSpell DPSBack Shroud of Winter's Chill
480StaffSpell DPSTwo Hand Frostscythe of Lord Ahune


Patch 5.4 PTR Notes Update - June 20
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
  • All taunt type abilities now increase all threat generated against the target while the taunt is active by 200%.


Quests
  • The Strength of One's Foes: For players on this step of the legendary quest; all Throne of Thunder bosses now have a chance to drop a Sigil of Power or Sigil of Wisdom in addition to their normal loot. Players should no longer be receiving excess Sigils of Power or Sigils of Wisdom.

Pet Battles
General
  • Round timers in PvP Pet Battles will now get progressively shorter for a player who takes more than 15 seconds to issue a command during their turn.

Battle Pets
  • Any Battle Pet that could be awarded from a Throne of Thunder boss on Raid Finder difficulty can now be won from a bonus roll, in addition to the standard bonus roll reward.

Battle Pet Abilities
  • Trihorn Charge damage has been reduced by 11.5% and now has a 1-round cooldown.

PvP
  • [PTR]: For testing purposes, the item level scaling of gear in Arenas, Battlegrounds and Rated Battlegrounds has been increased to 512 during the 5.4 PTR. Season 14 Grievous Conquest gear is exempt from this item level ceiling.

Battlegrounds and Arenas
Arenas
  • For Arena matches lasting longer than 15 minutes, one of the teams will receive a buff called "The Crowd Chose You" that increases damage, critical strike chance, stealth detection, and reduces damage taken. The buff is awarded based on the following criteria.
    • Team with the largest number of players alive.
    • Team that brought an enemy player closest to death (lowest health).
  • Arena Rating scaling in the 2v2 bracket has been tuned to be consistent with the 3v3 bracket.

Items
  • [PTR]: For testing purposes, Flaskataur, Esq. will be available near the Niuzao Temple selling normal Tier-16 armor for gold.


Blue Posts
Originally Posted by Blizzard Entertainment
Casting While Moving
I think the concept largely stems from the idea that casting a spell takes an extreme amount of concentration. Imagine, for example, a chef preparing a meal and chopping up a bunch of potatoes or something. Now imagine him doing it at a brisk jog. Somehow that seems... unsafe, at best.

Obviously there are gameplay reasons why a spell would be castable while moving, but even then, one could argue that part of the "strength" of that spell is the ability to do so. Maybe a Lightning Bolt is fairly easy for a Shaman to cast while standing still, but it takes a lot of focus to be able to fire one off while running. (Blue Tracker / Official Forums)

PTR Realm Maintenance - 6/20/13
are proving grounds going to be in this build?
Proving Grounds testing is going to come a bit later in the test phase. (Blue Tracker / Official Forums)

Paladin (Forums / Skills / Talent Calculator)
Patch 5.4 Holy Paladin Changes
Hi there Jmax, I'm here with more information from our developers to provide more context behind some of the recent changes to Holy Paladins on the 5.4 PTR.

Intent behind the Eternal Flame change

We’ve made some changes to Eternal Flame because we feel the talent was being overrepresented within the Holy Paladin population.

Our intent for was for Holy Paladins to pick Selfless Healer if they like to Judge, Eternal Flame if they like heal-over-time spells, and Sacred Shield if they liked damage absorb shields. As it worked out, most every Holy paladin chose Eternal Flame, and we don’t want every Holy paladin to be a heal-over-time machine. (That’s a niche best served by Restoration Druids and Holy Priests.)

We don’t think Holy Paladin’s healing throughput is too high overall (though we’ll gather more information from testing on the 5.4 PTR), so our intent is not to nerf but to reduce reliance on Eternal Flame. One of the biggest problem with Eternal Flame is the way it interacts with the Illuminated Healing mastery, which turns the heal-over-time spell into a potent shield as well. If needed, we will compensate by buffing healing elsewhere.

Our plans for now, are to revert the nerf that was done to the initial healing component of Eternal Flame, but we are unlikely to change the Illuminated Healing back to the way it was.

Sacred Shield

Regarding Sacred Shield, we tried giving the talent as a baseline ability to Protection, but we’re unhappy with that experiment and are likely to revert the change. We agree that the current (old) version of Sacred Shield is more attractive to Holy than the (new) version. We also would likely have to nerf Protection to compensate for getting Holy Shield in addition to another talent. Overall, we think the current (old) version of Sacred Shield is a better design. Perhaps we can still make Sacred Shield more attractive for Holy and Retribution, and make the other two talents (Selfless Healer, Eternal Flame) more attractive to Protection.

Our goal

We understand that Selfless Healer requires a certain playstyle that not every Holy paladin will find attractive. So we want to make Eternal Flame and Sacred Shield feel like viable talent choices as well.

Mastery not benefiting from Execution Sentence or Light’s Hammer isn’t intended and probably just got caught in the change to make Eternal Flame’s heal-over-time not benefit with mastery. We will correct that.

Remember, at this early stage in the PTR, our designers’ focus are on implementation changes (mechanics) first, and tuning changes (numbers) later. Your feedback at this stage will be more helpful to be focusing on the mechanics (e.g. “I liked using hots” or “I like to Judge and wish I could use Selfless Healer more”) and less on “OMG 30% nerf.” (Blue Tracker / Official Forums)

Warlock (Forums / Skills / Talent Calculator)
Patch 5.4 Kil'Jaeden's Cunning Update
There's been a lot of discussion on the topic of Kil'Jaeden's Cunning in 5.4 but we've got some new info, and since that thread is growing rather large I think it's best to start up a new one.

We've been following all of your feedback very closely, and we're going to try a different approach to Kil'Jaeden's Cunning in 5.4.

In a future PTR build, Kil'Jaeden's Cunning will once again be a passive effect. Selecting it will allow the Warlock to cast Malefic Grasp, Shadow Bolt, and Incinerate while moving. There is no penalty, so you'll be able to move at full speed.

We still feel that the 5.3 version of Kil'Jaeden's Cunning isn't working out, but we don't want to "nerf fun" either. It's clear that many Warlocks simply enjoy the feel of being able to cast on the move, and we'd like to be able to preserve as much of that feeling if possible.

With this change, we can make the "penalty" of taking KJC that you don't have Mannoroth's Fury or Archimonde's Vengeance, which should result in more damage output in cases where movement is less critical (and we're working on some changes to Archimonde's Vengeance that should help with that). We're also still planning on buffing Fel Flame in a way that helps lower the impact to mobility caused by choosing one of those talents over Kil'Jaeden's Cunning, without nerfing it for PvP purposes.

Remember, we're still extremely early in the PTR process. There will be many more changes to the game before the patch goes live.

Thanks for the update. So just to be clear, Mannoroth's Fury is still on track to be 10 secs up, 60 sec CD with the increase to range and damage?
Yes. Again, PTR is PTR and anything can change, but we do like how the new Mannoroth's Fury makes it a clear DPS boost in AoE situations. (Blue Tracker / Official Forums)

Patch 5.4 Pet Battle PvP Timer Changes
Originally Posted by Blizzard China (Blue Tracker / Official Forums)
We have received feedback where players said that their opponent ran out the whole 30 seconds every turn, which made him wait too long in the battle. Therefore, we are ready to add a new feature in Patch 5.4: In a PvP pet battle, if one side doesn't take action within 15 seconds, the system will reduce the time that player can use in the next turn as a penalty. This change is intended to accelerate the pet battle and make it more compact.

Currently, the system works as follows (numbers below are subject to change):

Each side has 30 seconds for each turn in the initial state, but if one side doesn't do anything in one turn within 15 seconds, then the time that player can use in the next turn will be reduced by (time used in the last turn - 15) / 2 seconds and the total time that player can use in all turns will be reduced by (time used in the last turn - 15) / 10 seconds.

For example:

If one player uses 25 seconds in one turn, then the time that player can use in the next turn will be reduced by (25 - 15) / 2 = 5 seconds, which only affects the next turn. The total time that player can use in all turns will be reduced by (25 - 15) / 10 = 1 second, which affects the whole battle and stacks, but it will reduce the time that can be used in one turn by 15 seconds at most. Therefore, he has 29 - 5 = 24 seconds to decide in the next turn.

Dark Legacy Comics #394
DLC #394 is here, taking a look at how much fun leading a raid is.

by Published on 2013-06-19 10:58 PM

Update (11:30 PM EST): Cleaned up class notes.
Update (8:30 PM EST): Added sound files.
Update (7:30 PM EST): Cleaned up set bonuses, added note about rep requirements and Elite PvP gear.
Update (7:20 PM EST): Added new icons.
Update (7:15 PM EST): Added new models, maps, and client strings.

Patch 5.4 PTR - Build 17093
Build 17093 will be deployed to the PTR realms soon.

This patch appears to have removed all of the rep requirements from the Patch 5.0 and Patch 5.1 Mists of Pandaria armor. Keep in mind that nothing is final, and we won't know for sure until the PTR is online.

The patch also removed stats from Season 14 Elite PvP gear.

New Audio









New Models


New Maps


New Strings
Originally Posted by MMO-Champion
  • BEST - Best
  • FLEX_RAID_INFO - Flexible Raid Info
  • FLEX_RAID_LOCKOUT_LABEL - Lockout
  • FLEX_RAID_LOCKOUT_TEXT - Flexible raids feature a seperate lockout from all other raid lockouts.
  • FLEX_RAID_LOOT_TEXT - Flexible raids use the personal loot system and drop item level 536 loot.
  • FLEX_RAID_SIZE_LABEL - Raid Size
  • FLEX_RAID_SIZE_TEXT - You need to have a raid of 10 to 25 players to start a flexible raid. The difficulty will scale based on the number of players in the raid.
  • POWER_TYPE_FOCUS - Focus
  • RAID_INFO_WORLD_BOSS - World Boss
  • SAVED_VARIABLES_TOO_LARGE - Your computer does not have enough memory to load settings from the following AddOn. Please disable some AddOns.\n\n|cffffd200%s|r



New Icons




New Items
You can see all of the new items on the WoWDB PTR site, including the new item level 536 Flexible Tier 16 sets.

Level Type Slot Name
25Priest Glyph Glyph of Feathers
1Companion Pets Essence of Chi-Ji
1Companion Pets Essence of Niuzao
1Companion Pets Essence of Yu'lon
1Key Kor'kron Cage Key
522ClothWaist Grievous Gladiator's Satin Cord
522ClothFeet Grievous Gladiator's Satin Treads
522LeatherWaist Grievous Gladiator's Copperskin Waistband
522LeatherWaist Grievous Gladiator's Dragonhide Belt
522LeatherFeet Grievous Gladiator's Dragonhide Footguards
522LeatherFeet Grievous Gladiator's Copperskin Boots


Achievement Changes
Originally Posted by MMO-Champion
Cataclysm Raid
Dungeons & Raids
  • Holding Hands Destroy the final Crystal Conductor during Hagara's lightning phase on Normal or Heroic Difficulty, while all raid members players present are part of the final Lightning Conduit. 10 points.

Dungeons & Raids

Feats of Strength

Pandaria Raid
Dungeons & Raids

Player vs. Player

Proving Grounds
Scenarios



Spell Changes
Originally Posted by MMO-Champion
Companions
  • Aspect of Chi-Ji (New) Right-Click to summon and dismiss the cute and cuddly version of Chi-Ji. Instant.
  • Aspect of Niuzao (New) Right-Click to summon and dismiss the cute and cuddly version of Niuzao. Instant.
  • Aspect of Xuen (New) Right-Click to summon and dismiss the cute and cuddly version of Xuen. Instant.
  • Aspect of Yu'lon (New) Right-Click to summon and dismiss the cute and cuddly version of Yu'lon. Instant.
  • Rascal-Bot Right Click to summon and dismiss Pierre. If you give him a moment to heat up, he makes an excellent cooking fire. Battle Pet. Instant. Rascal-Bot. Battle Pet. Instant.

Item Set Bonuses

Death Knight (Forums / Skills / Talent Calculator)

Druid (Forums / Skills / Talent Calculator)
  • Item - Druid T16 Balance 2P Bonus Arcane spells cast while in Lunar Eclipse will shoot a single Starfall Lunar bolt at the target. Nature spells cast while in a Solar Eclipse will shoot a single Sun bolt at the target. Solar bolt at the target.
  • Item - Druid T16 Feral 2P Bonus Omen of Clarity increases damage of Shred, Mangle, and Ravage by 20% for 6 sec. 50% for 6 sec.
  • Item - Druid T16 Guardian 4P Bonus Activating Frenzied Regeneration and Savage Defense will cause a heal over time on yourself for 10% of your maximum health over 8 sec. based on 25% of your Attack Power over 8 sec.
  • Item - Druid T16 Restoration 2P Bonus Ironbark increases your critical chance by 20% for 12 sec. Rejuvenation ticks have a 5% chance to grant a Sage Mender, reducing the mana cost and cast time of your next Healing Touch by 20%, stacking up to 5 times.
  • Item - Druid T16 Restoration 4P Bonus Rejuvenation, Lifebloom, and Wild Growth critical heals have a chance to cause all cast time heals for Casting Ironbark grants you Spark of Life, causing all cast time spells within the next 12 sec to cause grant a Living Seed on the target for 80% of the amount healed.

Hunter (Forums / Skills / Talent Calculator)
  • Item - Hunter T16 2P Bonus Arcane Shot and Multi-shot reduce the cooldown of Rapid Fire by 2 seconds per cast. 12 seconds per cast.
  • Item - Hunter T16 4P Bonus Explosive Shot casts have a 40% chance to increase the number of charges your next Lock and Load effect has not consume a charge of Lock and Load. Instant Aimed shots reduce the cast time of your next Aimed Shot by 50%. Offensive abilities used during Bestial Wrath increase all damage dealt by 2% you deal by 2% and all damage dealt by your pet by, stacking up to 15 times.

Monk (Forums / Skills / Talent Calculator)
  • Item - Monk T16 Windwalker 2P Bonus Combo Breaker: Tiger Palm now generates 1 Chi. Combo Breaker: Blackout Kick now generates 2 Chi. increases the damage of Tiger Palm by 5%. Combo Breaker: Blackout Kick increases the damage of Blackout Kick by 5%.

Paladin (Forums / Skills / Talent Calculator)

Priest (Forums / Skills / Talent Calculator)
  • Item - Priest T16 4P Bonus Circle of Healing and Prayer of Mending casts increase the effect of your next Holy Word spell by 50% 15%, stacking up to 10 times. While Spirit Shell is active, you gain 10% haste and 3,500 mastery. 15% haste and 3,500 mastery.

Shaman (Forums / Skills / Talent Calculator)
  • Item - Shaman T16 Elemental 2P Bonus Fulmination increases all Fire and Nature damage dealt to that target from the Shaman by 4% 10% for 2 sec per Lightning Shield charge consumed.

Warlock (Forums / Skills / Talent Calculator)
  • Item - Warlock T16 2P Bonus Conflagrate has Conflagrate critical strikes have a 20% chance to increase the critical strike chance of Immolate and Incinerate by 15%. Unstable Affliction critical hits have a 40% chance to increase all damaging effects of Malefic Grasp and Drain Soul by 30% for 10 sec. Soul Fire has a 20% chance to increase you and your pet's damage dealt by 20%.
  • Item - Warlock T16 4P Bonus When a Burning Ember fills up, your critical strike chance is increased by 15% for 5 sec. Haunt has a 20% 8% chance to refund its shard when expiring. Shadow Bolt and Touch of Chaos have a 20% 8% chance to also cast Hand of Gul'dan at the target.

Death Knight (Forums, Talent Calculator)

Talents
  • Anti-Magic Zone no longer has spec specific tooltips. Now reduces spell damage done to party or raid members inside it by 40%, down from 75%. Now lasts 3 sec, down from 10 sec / until damage absorbed. (There may be some changes not in the tooltip coming)
  • Death Siphon damage and AP scaling increased by 10%.

Blood
  • Dark Command now also increases threat that you generate against the target by 200% for 3 sec
  • Riposte (New) When you dodge or parry any attack, you gain 50% of your Parry and Dodge as additional Critical Strike for 20 sec. Death Knight - Blood Spec.
  • Sanguine Fortitude no longer makes Icebound Fortitude free.

Druid (Forums, Talent Calculator)
  • Growl now also increases threat that you generate against the target by 200% for 3 sec.

Talents
  • Dream of Cenarius now causes Healing Touch to cause your next Rip to deal 30% additional damage for Feral, up from 15%. Guardian perk tweaked as well, see tooltip.
  • Soul of the Forest Balance proc now grants 100 Lunar or Solar Power instead of advancing you to the next Eclipse. Guardian proc causes Mangle to generate 30% more Rage, up from 8%.

Hunter (Forums, Talent Calculator)
  • Distracting Shot now increases threat that you generate against the target by 200% for 6 sec.

Talents

Pets
  • Growl now increases threat that you generate against the target by 200% for 6 sec.

Mage (Forums, Talent Calculator)
  • Frost Bomb is now strongest when it can hit 5 or more targets with the explosion.
  • Living Bomb is now strongest when applied to 1 or 2 targets.
  • Nether Tempest is now strongest when applied to 3 or 4 targets.

Talents
  • Frost Bomb is now strongest when it can hit 5 or more targets with the explosion.
  • Living Bomb is now strongest when applied to 1 or 2 targets.
  • Nether Tempest is now strongest when applied to 3 or 4 targets.
  • Temporal Shield now also reduces all damage taken by 15%.

Frost
  • Mastery: Frostburn no longer gives bonus damage to all spells against frozen targets. Now Fingers of Frost now increases the damage of Ice Lance by an additional 16%, and Brain Freeze increases the damage of the instant Frostfire Bolt by 16%.

Monk (Forums, Talent Calculator)
  • Healing Elixirs now also heals the next time a damaging attack brings you below 35% of your maximum health.

Talents
  • Chi Brew now has spec specific tooltips and grants 3 Brew or Tea for your spec.
  • Healing Elixirs now also heals the next time a damaging attack brings you below 35% of your maximum health.
  • Power Strikes now also allows your next Spinning Crane Kick, Expel Harm, or Keg Smash to generate 1 Chi.
  • Ring of Peace now disarms and silences for 4 sec, up from 3.

Paladin (Forums, Talent Calculator)
  • Reckoning now increases threat that you generate against the target by 200% for 3 sec.

Talents
  • Eternal Flame initial healing reduced by 30%.
  • Sacred Shield (New) Holy: When you or your Beacon of Light target falls below 30% health, that target gains Sacred Shield, absorbing 30% of their maximum health. Sacred Shield can only occur once every 2 minutes. Protection, Retribution: When you fall below 30% health, you gain Sacred Shield, absorbing 30% of your maximum health. Sacred Shield can only occur once every 2 minutes. Paladin - LvL 45 Talent. 40 yd range. 6 sec cooldown.
  • Sanctified Wrath now has an extra perk for Holy, increasing the critical strike chance of Holy Shock by 20%. Prot perk is now a reduction of the cooldown of Judgment by 100%, up from 50%.
  • Selfless Healer now also works with Divine Light for Holy Paladins.

Holy

Protection

Major Glyphs

Priest (Forums, Talent Calculator)
Talents

Minor Glyphs

Shaman (Forums, Talent Calculator)
  • Far Sight now has a 1,000 yd range, up from 500.

Talents
  • Conductivity now also works with Chain Heal. Now increases Healing Rain duration by 1 sec rather than granting more healing. DPS spells have a chance to proc this on cast now as well, including Stormstrike.
  • Healing Tide Totem healing increased by 50%.
  • Stone Bulwark Totem absorb increased by 33%.

Restoration
  • Purification now only increases healing by your Healing Stream Totem, not all Water Totems.

Warlock (Forums, Talent Calculator)
  • Fel Flame now costs 3% of base mana, down from 5%. Damage increased by 13%. No longer increases DoT duration.
  • Voidwalker: Suffering now also increases threat that it generates against the target by 200% for 5 sec.

Talents
  • Mannoroth's Fury now has a 60 sec cooldown, down from 1.5 min. Now also increases damage by 100% of your Seed of Corruption, Hellfire, Immolation Aura and Rain of Fire for 10 sec.

Demonology

Warrior (Forums, Talent Calculator)
  • Impending Victory now always heals you for 20% of your maximum health.
  • Taunt now increases threat that you generate against the target by 200% for 3 sec.

Talents

Protection
  • Riposte (New) When you dodge or parry any attack, you gain 50% of your Parry and Dodge as additional Critical Strike for 20 sec. Warrior - Protection Spec.

Raid & Dungeon Abilities
  • Corrupted Brew (New) Calls forth a great Calamity, striking all players for 0% of their maximum health as Shadow damage. This also removes Shadow Word: Bane from all targets. Unlimited range. Instant.
  • Shared Torment (New) Embodied Misery, Sorrow, and Gloom share health. Unlimited range. Instant.
by Published on 2013-06-19 06:59 AM

D3 - Console or PC Game, Town Portals on the PS3, Targeting With a Controller, Details on Xbox 360 Co-Op

Hearthpwn Updates - Heroes, Hero Powers, Forge Updates

Patch 5.4 - Season 14 Hunter and Monk Armor Sets
Keep in mind that this is just a preview and the final sets may be different!







Arena Pass 2013 - Registration Now Open
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Registration for the 2013 World of Warcraft Arena Pass is now open!

Now is the time to get your teammates together and get registered for the biggest online Arena competition World of Warcraft has to offer.

Participants will be battling up the ladder to test their mettle against the best arena players World of Warcraft has to offer. Players that register for the Arena Pass will also be eligible to earn "Murkimus", the Armored Murloc in-game pet simply by playing! Also, the top 1000 teams will be given an exclusive title for their live characters as well.

If you have any questions or would like more details, please read the FAQ, and remember to check back here for more updates.

Patch 5.4 Warlock Changes Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We're going to try keeping Fel Flame as an instant, slightly buffed, with no DoT refeshing. Intent wasn't to nerf Fel Flame on top of nerfing Kil'Jaeden's Cunning. As long as locks don't become backpedaling Fel Flame spamming machines, we think this change should work.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
From strictly a design perspective, why does every class need a viable dps spec?
It doesn't. You could design the game without. Overall we reacted to feedback from the community that they want viable DPS specs. (Source)
But you could say e.g. priests are just healers or you could have buffer or support classes with low DPS. Just a different design. (Source)
Interesting, thanks! Followup: could you see WoW as ever having a class with a role other than tank/heal/dps in the future?
Yes, but it would be a big change. Another challenge for the blogs and forums out there to discuss. (Source)

I think GC has hinted previously that he thinks hunter specs should be more different
Yup. Hunter and rogue specs play too similarly in our opinions. (Don't expect massive overhauls.) (Source)

what would make a raid leader chose a rogue over all those classes? not mentioning they are the only melee single role
I don't know that you *need* a rogue or any class. We don't see rogues being sat though. Plenty of every class raiding. (Source)

WW monks need healing to be less of a dps loss?!? How about spriests? (just read icy veins interview)
Our thought was that Shadow has a lot of other utility for a group. Healing is one of Windwalker's main contributions. (Source)
Healing WAS shadow's main contribution. Nerfed to the ground for the sake of PvP.
It's not fair for them to have healing, mana, dispels and things like life grip on top of great damage and survivability. (Source)

I think Homogenization is good for core things like interrupts, but is bad for more iconic abilities.
That's actually what we aim for. We don't always nail it 100%. (Source)

(I will mail you one of my summer reading recommendations if you address that one and clarify the Icy Veins response.)Neina was right. It was energy capping during AR. Low GCD helps burn energy, but not a solution we will use often. (Source)
We are a bit defensive about GCD. Players always want less, because fast, responsive combat is fun. (Source)
And while WoW combat is responsive (hint one of the secrets of our success) we are a server game and can't do Street Fighter. (Source)

How do you balance CC that breaks on DMG when moves such as Howling Blast AE's everything and is apart of main rotation
Don't use HB if you absolutely can't afford to break the CC? (Source)

Reputation / Questing
Questing is designed for dps specs?
That was more true in Vanilla or BC. You can quest with just about any spec these days. (Source)
Even if you can't kill things as fast as DPS, you don't spend 100% of your time in combat and Ts and Hs have other perks. (Source)

I guess the officers in your guild don't mind if someone doesn't gem, enchant and reforge their gear as well?
That is expected because it is much less work and meaningfully impacts performance. Getting a belt slower does not. (Source)

Problem with caps: They make it feel like you need to meet them. If I get 500 VP one week, that's 500 VP gone forever.
Totally. And they aren't there as a target. They are there to discourage dude with too much time from grinding 10k a week. (Source)
Because the next thing we'd hear is: How am *I* supposed to grind 10K a week?! (Source)
do you find lesser->elder charm system worked well? And have you thought making Valor similar? (i.e limit SPENT, not GAIN)
Yes and yes. (Source)

Really enjoying the 5.3 Barrens questing. Weekly VP quest, random escorts, commanders, epic item drops are all fun!
Cool! If feedback is good, we'll certainly do more of it. Not all outdoor adventuring needs to be blue bangs. (Source)

Many players hate dailies - are you absolutely sure, game needs them?
No, but the game does need something to get players out of queuing for instances from Org /SW. (Source)

I'm tired of doing dailies?We are all tired of doing this.we play game to have fun,not tired.
So don't do them? What is the specific reward that you feel requires you to run so many dailies? (Source)
Honestly dailies are the quickest way to get lesser charms, I know there are other ways, but rng on those, dailies are boring
I'm not sure that's true. Last week I got my charms by making a group and farming Barrens bosses. (Source)
GC seems to be missing the point, what is the difference between farming barrens and dailies? Same thing.
If you never want to leave instances, just understand you're going to have a lot less content than other players. (Source)

There was nothing wrong with the rep tabard system. You changed it to dailies and dont like the fallout. GG
I've explained before why we didn't like the tabard rep system, but once again: (Source)
1) It removed the world from WoW by letting instances provide all rewards in the most efficient way. (Source)
2) It made you manage a bunch of tabards in your UI. "Oops. Left the one I wanted in my bank." (Source)
The champion system lets you get some rep from dungeons without item management. We like it better. (Source)

Also making you get rep with GL before SP was silly. If you didnt want ppl to be overwhelmed. Make GL have 5 not 12 a day.
It hasn't been that way in some time though. If you're still worried about GL rep, you might be missing out on a lot of content. (Source)
We're gonna be in 7.0 and people will still be crying about GL/dailies being mandatory
Just remember this tweet in a couple of weeks. (Source)

I don't find dailies fun and don't find coming in lower on the DPS chart than I should because I didn't do them fun either.
How is your DPS lower because you didn't do dailies? (Source)

This Week Only - Epic Summer Sale
Originally Posted by Blizzard (Blue Tracker)
Tensions between the Horde and Alliance are heating up just in time for the summer, and now’s the perfect time to get in the fight. This week only, the prices on select World of Warcraft products are getting slashed up to 75%. World of Warcraft®: Battle Chest® and Cataclysm® are just $5, and Mists of Pandaria™ is $19.99, meaning you and your friends can join the battle for Pandaria for half the regular price. Hurry, though—the sale ends June 24, 2013 at 11:59 p.m. PDT.

We Are The World Of Warcraft
Blizzard and WoW fans made an appearance on Late Night with Jimmy Fallon tonight to sing "We Are The World Of Warcraft".

by Published on 2013-06-18 09:00 AM

Interview With Josh Mosquiera, D3 PlayStation Q&A at E3, Density and MP Settings on Console, Differences on Console and Itemization Info

Blue Posts - Mulligans, Lord Jaraxxus, Mirror Matchups, Silence

Siege of Orgrimmar Raid Preview
We have already looked at the boss models and the dungeon journal, so now let's take a look at the raid environments! Keep in mind many things are unfinished and lack the final detail and polish you can expect when the patch goes live!

Please note that the raid starts in the Vale of Eternal Blossoms and then moves to Orgrimmar, not the other way around.





Siege of Orgrimmar Raid Testing
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Raid testing is not quite beginning yet, but we're getting closer. We need another PTR patch or two to iron out some stability issues and get more of our internal updates to the raid zone onto the PTR, but once that happens, we'll begin with our usual schedule of focused boss testing, one boss at a time, one difficulty at a time.

In general, when we have a day of testing, we'll try to conduct two testing sessions: one at around 10:30 PDT/13:30 EDT/19:30 CEST that is designed to be more convenient for EU testers, and one at 16:00 PDT/19:00 EDT/01:00 CEST that works better for NA testers, though all regions' servers will be open for testing during both windows. We'll make every effort to announce testing at least one day in advance, and to only schedule testing when we're relatively confident the realms will be available and accessible, but as always, this is a testing environment that is subject to bugs, schedule changes, and unforeseen service disruption. There will inevitably be some inconveniences, and I apologize in advance for them.

We'll begin by testing 10-player Normal and then Heroic mode, before moving on to targeted 25-player tests. We begin with 10-player because we tend to see a wider range of skill levels and group types participating in those tests (whereas it tends to mostly just be the very best Heroic guilds that can muster a 25-player PTR raid), which help us to better establish a broad tuning baseline for the encounters, but we'll be testing everything (except Heroic Garrosh!) in both raid sizes in due course. Once an entire "wing" of the raid has been tested in Normal, we'll unlock that section for LFR and/or Flexible mode queuing with a more open-ended testing window, measured in days rather than hours.

See you in (and beneath) Orgrimmar!

Toxic Behavior in Random Groups
Originally Posted by Blizzard (Blue Tracker / Official Forums)
So I was in a LFR (yeah shoot me please) waiting for a tank on Dark Animus. A dps gets all upset because the queue is taking awhile and decides to shoot the 1 hp boss starter, leave group and make everyone wipe.

But lo and behold, there is no way to report a person for that anymore. It's not one of the choices for writing a ticket. The only way to report a person is by right-clicking their name, but he left the group so there is no way to right click his name. PLUS, if you could right click his name there is nothing for reporting something like this anyway. Even though this behaviour is kind of common (now I know why it's common).

Isn't this griefing? Isn't this part of the EULA? The only assumption I can make is Blizz is ok with this, they've certainly guaranteed no one will suffer for it.

The reality is that it's exceedingly difficult -- and not very sustainable -- to try and micro-manage player behavior to the level you want. Our Customer Support reps do not exist to police morals or, as you suggest, deny people access to content for long periods of time because they can be mean and cause others inconvenience.

Is what that player did cool? Absolutely not. It's a crappy thing to do to a group and it's happened to me.

So what we've done is developed a hidden system that tracks player behavior in matchmade groups on a number of different levels. We don't go into a lot of details about the system for a few reasons: A) we've been constantly evolving how intelligent the system is, B) the system is dynamic so that it can apply penalties based on varying factors -- it's analyzing trends as they change over time and accounting for them in some fashion -- and C) we don't want players to know exactly how the system starts penalizing people for less-than-average behavior and then try to game it.

Suffice it to say, the things you do in a matchmade group matter. If you're above the average in kicking players out of groups, being kicked from groups, or ducking out early (as described in the OP), deserter debuffs, kicking thresholds, and the like become increasingly less forgiving.

As for handing out suspensions or blocking people from matchmaking content for any lengths of time, that's a very different discussion. But the policies and procedures we have in place are considered with extreme care. We want to create the best and most fair environment possible in World of Warcraft, so friends and strangers alike can have a good time. And, as mentioned above, we try to put checks and balances into our game systems to ensure bad behavior isn't rewarded, and becomes very inconvenient for the instigator.

This is a social game and millions of people are playing. It just isn't feasible to expect us to have the personnel to judge every instance of player disruption and dole out whatever punishment the reporting player feels is warranted.

Note: Nowhere in my post did I say being a jerk is okay! I'm not sure how you were misled into believing that's Blizzard's stance based on the situation you laid out.

Just to check my understanding: the thread was not about griefing or players being given the all-clear to grief others, but was always about how it's not as simple to report a player as in the past. Is that right?
You bring up another point worth clarifying, regarding reporting options. If a player is reported for being mean by pulling a boss and then dropping group, verifying that behavior isn't a simple task. When I was speaking about feasibility, this is a good example. We don't have the time to take countless reports of this kind of behavior and pull game logs to verify that a player was, without a doubt, griefing. Looking at lines of code to verify that a jerk move took place is overly complicated and can't be applied effectively to every player going through the matchmaking system at any hour of the day.

The other option is for a GM, upon receiving a report of jerkishness, to watch the reported player for a given amount of time and see if he repeats the behavior for which he was reported. It's not a good means of actually catching people and still demands a lot of time.

But to reiterate, our goal is to curb bad behavior on the development side as much as possible through the way our systems are designed, by making acts of griefing as discussed here harder to pull off, or at least result in an inconvenience to the player that increases in severity for repeat offenses.

How long has this been running in one form or another?
The system has been around ever since matchmaking for dungeons was introduced in Wrath of the Lich King, though as I said, it's evolved quite a bit over time.

Why have I not heard about this until now?
I guess it hasn't really been out in front of everyone's faces, so I can see how you wouldn't have heard of it. That said, we've discussed it in the past many times. I know I've posted about several times since Dungeon Finder was released. I believe there have even been patch notes or hotfixes about it at times, as there was at least one occasion where some of the thresholds were off and overly penalizing, to the point that a number of players were posting concerns about it on the forums.

It sounds like the system is designed to prevent abuse towards other players, but by being that way it actually caters to the people who do abuse the system and punishes those who do not.
Getting kicked a lot isn't a good thing. But it is a factor that's monitored. I probably wasn't clear enough on that in my first post.

The thing is though, the developers can totally influence player behavior by the way they design the game.

Back when I played my first MMORPG, the rules were so strict that people couldn't afford to be jerks. They needed to form groups. Player reputation meant everything, because it was even possible to go backwards in progress and de-level.

It's the little things in WoW that ruin it, too. Things like mob-tagging. It's great that some mobs can be shared by players outside of the same party now, but it should be for all quest mobs(for your faction, at least).

Or even the gameplay itself. The team work is entirely based around performing your role well. Content is generally completed and you're rewarded or it's not completed. There's no "score" to reward us with--outside of Challenge modes. Therefore, there's nothing to encourage PUG players to really work together. This results in the culture we have where DPS players are only concerned about DPS charts, and what not.

You make a lot of good points. I'd just add that I've had countless discussions with some of our lead developers about this type of thing. They're aware of the social implications of things like matchmaking, the relative ease with which 25 strangers can complete raid content via LFR, etc., and they're absolutely committed to designing the game in such a way that it doesn't pay to be a jerk, and ideally rewards people for not only not being a jerk, but for being friendly and social. We may not always succeed. We may still have work to do. But the awareness, adeptness, and commitment are all there.

Blue Posts
Originally Posted by Blizzard Entertainment
Soloing Old Raids
We've specifically avoided ever setting the expectation that old group content will be adjusted such that it can be soloed, not only by a certain level, but by every class/spec in the game. The fact that old raids can be soloed is a side effect of the game's increasing level/power cap over time. If you can pull it off, awesome!

Dungeon and raid encounters are not designed to be solod. You can farm it with a group like everyone else.

Why should one class be punished for this when most of the others can solo it? It is old content and it should not have to be done with a group some people are on low pop servers as well and do not have the luxury of this.

I don't think the low-pop argument is a good one. We're talking about the difference between soloing something, and bringing one or more friends to help. (Blue Tracker / Official Forums)

Warlock (Forums / Skills / Talent Calculator)
Patch 5.4 Warlock Changes
Got a few updates for you guys. Standard disclaimer applies that this is all still in early testing and subject to change.

Fel Flame has gotten a slight rework. It now has a 1.5 second cast time, but can always be cast while moving. Also, it no longer extends the duration of damage over time effects (and, as such, no longer causes them to lose their "snapshotted" stats) and has gotten a small damage buff. The intent here is that you should be able to use this to keep up some damage when you need to move, but you'll want to stick to your standard rotation otherwise.

Looking specifically at Affliction, we're lowering the bonus damage that Malefic Grasp provides and moving that damage over into Haunt and the DoT effects themselves to compensate. We still want Malefic Grasp to be your primary filler for single target DPS, but this will make it a bit less punishing when you can't afford to channel it (especially in PvP). Haunt will once again be interrupted by movement, in favor of the Fel Flame change.

There's been a couple adjustments to the level 90 talents as well. Both Kil'jaeden's Cunning and Mannoroth's Fury have had their cooldowns and durations lowered to 60 and 10 seconds, respectively. Mannoroth's Fury now only applies to the core AoE damage spells (Seed of Corruption, Hellfire, Immolation Aura, and Rain of Fire), but increases their damage by 100% while active in addition to the range increase. Note that Rain of Fire is being changed to no longer generate enough Burning Embers to be worth using in a single target rotation (so, Destruction shouldn't feel forced into Mannoroth's Fury).

These should hopefully be hitting the PTR in the next build. Once again, please remember that we're very early in the 5.4 development process. Any or all of this may still change before the patch goes live. (Blue Tracker / Official Forums)

OpenRaid Event - Icy Veins
Our friends over at OpenRaid are running an event for both US and EU Horde players on Saturday that will give you a chance to raid with some of the Icy Veins staff, as well as ask questions. Even if you don't or can't attend, questions are taken in voice chat after the raid.

Be sure to sign up soon, as slots are finalized 48 hours before the raid!

by Published on 2013-06-16 07:45 PM

Follow WoWDB on Twitter to see a preview of the Siege of Orgrimmar raid!

The Blossoming Ancient Pet Giveaway ends today!

Scheduled Realm Maintenance, Console Version Was Almost a Twin-Stick Shooter, Official Support for Self-Found, Archon's 50 Million Budget Barb

Blue Posts - Spell Targeting, Adrenaline Rush Removed, Currency Systems

Patch 5.4 - Season 14 Death Knight and Druid Armor Sets
Keep in mind that this is just a preview and the final sets may be different!







Patch 5.3 Hotfixes - June 14
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Creatures
  • Kor'kron Commanders are now immune to charms.

Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Lei Shen
      • Bouncing Bolts that do not impact with a player will no longer cause Unharnessed Power to spawn on Raid Finder difficulty.

Pet Battles
  • PvP Pet Battles are now required to last at least a minute before the match is eligible for experience to be awarded

Items

Brawler's Guild
  • Razorgrin should no longer slowly regenerate health.

Blue Posts
Originally Posted by Blizzard Entertainment
Flex Raid Rewards
Nothing is being removed from Raid Finder. In fact, the rewards Ghostcrawler mentioned in his tweets are something brand new that haven’t previously been available in any raid content.

We want there to be some incentives to “make the jump” from Raid Finder into something more organized. However, we’d like to do that in a way that doesn’t take anything away from Raid Finder. So instead of removing set bonuses, trinkets, legendary progress, or anything else along those lines, we decided to come up with something new.

Just to be totally clear: Raid Finder in Patch 5.4 will be itemized with all the same sorts of stuff you’ve come to expect over the last couple of tiers. There will, however, be a brand spanking new type of reward that is only available to players who choose to step up into Flex, Normal, or Heroic raiding. Hope that clears the air a bit! (Blue Tracker / Official Forums)

Sharing Development Progress
There's honestly a lot of reasons why we tend to keep things in extremely early development under wraps. A big one is that players tend to take "we're experimenting with something" as "it will be in the game in a couple months," no matter how many disclaimers or caveats we attach to it.

There's also plenty of situations where we just don't have enough nailed down yet to give players a clear idea of where things are heading. When we can't be clear, players tend to build up expectations about what they think the feature will be... and when it turns out to be something different, they're disappointed (even if the real feature is actually pretty cool). In most cases, we'd rather wait until we have something solid to share and avoid all of that confusion and heartache.

All that being said, we have a much more open development process today than we did when the game first launched. The PTR process starts earlier in the dev cycle, and is far more accessible. We have much more efficient means of gathering player feedback from the forums, fansites, social media, etc. Heck, we even have designers like Greg Street and Brian Holinka actively discussing changes with players on Twitter. We try to be as open as we can about what we can. (Blue Tracker / Official Forums)

Patch 5.4 Shadowform Change
This change (along with the other passive damage reduction changes) is something we're going to balance around. We're just extremely early in the PTR cycle at the moment, so that balancing hasn't taken place yet.

To give some insight as to where we're headed, we wanted to chill out on some of the passive damage reduction in favor of moving to more active sources of mitigation. It just doesn't feel very good to have certain players in your raid (for example) who always take more damage from the big hits than others, even though neither player is doing anything special. We'd rather the players themselves be more in control.

For those concerned about the impact this will have in PvP, there are plenty of other ways we can balance things out that do not carry over into the other parts of the game. Resilience is an obvious example, but there's plenty of knobs that can be tweaked to make that feel right.

You took the reduction from shadow priest and moonkins but not hunters? any reason hunters get love?
We did lower the passive reduction from Aspect of the Iron Hawk a bit, but since it's a talent, it wouldn't make much sense to remove it entirely. We're okay with the passive effect in this case since it's a choice (and we're hoping that this change will help make the other talents in the tier more attractive). (Blue Tracker / Official Forums)

Patch 5.4 PvP Scaling
Just sharing a tweet from Brian H. that you might find particularly interesting:

Q: “The new pvp gear is 522, but whats the point if it will get scaled down to 496?”
Holinka: “The ceiling will slowly go up next season (e.g. 1 point per week) but PvP gear will be exempt from the ceiling.”

What do you guys think of this change? (Blue Tracker / Official Forums)

Pet Battle Experience Bug
We’d like to thank everyone who submitted information to us about this issue. We can confirm that there is a bug currently that prevents Pet Battlers from properly earning experience on characters under level 90 through PvE encounters. While the issue currently persists in game, it has been addressed and should be fixed once realms are restarted.

We appreciate your patience during this time and if there are any other updates we can provide, we'll post them here in this thread.

Not sure if you know or not, but is there a time-frame on when this restart might happen or is that just going to be next Tuesday as usual?
I'd bank on Tuesday, but there's always that slight chance something could crop up and require restarts sooner. If that's the case, Breaking News should be updated to alert players. (Blue Tracker / Official Forums)

PvP Pet Battle Delays
This is actually something we're planning to address in Patch 5.4. Simply put, round timers in PvP Pet Battles will get progressively shorter for a player who takes more than 15 seconds to issue a command during their turn. This change is planned to take effect in a future PTR build, so please be sure to test it out and share your feedback with us! (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Death Knight (Forums / Skills / Talent Calculator)
DPS dks have pretty crap utility compared to DPS warriors
Gorefiend's Grasp and battle rez are pretty potent utility. AMZ blocks a lot of damage if your timing is good. (Source)

Druid (Forums / Skills / Talent Calculator)
Can Boomkins get a buff on hurricane/astral storm pretty please. So weak I might as well heal adds.
It is pretty weak, but we worry part of that is because multi-dotting is just so strong. It's on our list to look at. (Source)

Hunter (Forums / Skills / Talent Calculator)
Is Focus a compelling resource? All it comes down to is Arcane vs. Cobra (compare to more Energy letting you do more stuff).
Feel like when we gave hunters enough focus to do their normal rotation that we made focus just an Arcane delivery tool. (Source)
"We do plan to add quivers and other art assets for hunters so they can have some cool art"... 5.4 or another bait n switch?
If you insist on calling everything a bait and switch, we will be unable to discuss anything until patch notes. Your call. (Source)
I don't even understand how that's a "bait and switch".
I guess broken promise is more accurate but still not actually accurate. (Source)

Hi GC, registered to ask re button bloat vs. removing ablities is sin. What do you think of turning most abilites into glyphs?
If those glyphs feel mandatory then it doesn't help with the button bloat. Consider hunters... (Source)
What would be an optional ability? Serpent Sting? Arcane Shot? Snake Trap? I'd probably glyph the first 2 and not the last. (Source)

Stampede was one of the reasons why I quit Hunter in 5.0. I absolutely hated the direction the class was going.
Can you elaborate? In a burst sense? Because it was one of those (like Titan's Grip) that players campaigned to get... (Source)

Wasn't Blink Strikes changed to reduce some of the button clutter? Does the dev team want to bring that back?
We are pretty happy with the new Blink Strikes. Just want to make sure the other talents are still taken seriously by hunters. (Source)

Mage (Forums / Skills / Talent Calculator)
Do the devs acknowledge the real issues with the Mage class atm? Heavy RNG/Crit scaling on Fire and poor scaling on Frost.
We're happy with the way crit works for Fire. We understand not every player is tolerant of RNG, but Fire's DPS is competitive. (Source)
Frost is as popular as any time I can recall lately esp. in 10s. Any scaling problems it has don't seem to be holding it back. (Source)
Recall, our guidelines for scaling concerns. We only care if gear scaling causes a 5-10% dps loss within a single tier. (Source)

Priest (Forums / Skills / Talent Calculator)
Would the team consider changing Hymn of Hope so that it returns mana to only healers?
Potentially. We'll discuss. (Source)

Rogue (Forums / Skills / Talent Calculator)
Can I demand you revert the change where recuperate sucks? I speak for everyone*! *Also I am a sollipsist today.
We've actually heard the Recuperate feedback a lot lately. We'll look into it. (Source)

Shaman (Forums / Skills / Talent Calculator)
When will Enhancement Shamans get a finishing move, like all the other melee dps have.
I tweeted about homogenization a bit ago. This is a great example where we could give in and give executes to all. Should we? (Source)
Why can't Shamans do extra damage for the first 20% or so? That's a different sort of Execute, but a neat niche?
It is a neat niche... and one already occupied by Marksman.... (Source)

Lava surge procs off crits not ticks. What elemental shaman takes crit? Comon dude. We're in need of QoL changes not nerfs...
This is a cart / horse problem. You don't stack crit b/c it's not a good stat for you. Why not make it a good stat? (Source)

Warlock (Forums / Skills / Talent Calculator)
Can you explain why Warlocks with Glyph of Demon Hunting are receiving the tank-exclusive debuff while carrying flags in RBGs?
We were worried it made them too survivable. Why are you using that glyph in PvP if not for the defensive benefits? (Source)

lock: "Damage mitigation may be the thing to be nerfed, but we will know more when Patch 5.4..." it's a joke right?
No. Guilds tell us they like to bring lots of locks because they require less healing but still bring lots of damage. (Source)

If they aren't a tank spec, why do they receive the tank debuff in RBGs?
Any flag carrier gets a debuff. The one on tanks is stronger to help compensate for their survivability. (Source)
So warlocks can be tagged as tank on pvp? What about a change in DA's PVP. so they get what realy they are? NOT a tank!
I'm trying to understand. Is the concern that DA warlocks make unbeatable flag carriers? (Source)
I thought DA warlocks got the 50% dmg debuff as well.
They do. (Source)

Warrior (Forums / Skills / Talent Calculator)
Are you guys happy with the current situation of arms warriors on pve? It's quite sad that everyone has better dps and utility
Skull Banner and Rallying Cry are pretty nice utility.... (Source)
Nice utillity every spec of warrior has. If your group needs banner or rally, you could just as easily bring fury
If raids feel like they have to bring an Arms and Fury warrior for utility they're going to run out of raid spots quick. (Source)

players dont play it because its not good compared to Fury. Arms got community. in DS most played Arms
Yeah, but every time Arms wins, even a little, all the Fury warriors come out to the forums. It's sort of a no-win situation. (Source)

I think you should read this thread and give people some advice
I don't think the 1.5 GCD is a big PvP balance problem and I'm convinced warriors would complain about empty GCDs. (Source)
I've never understood the fascination with a quicker GCD. If anything, you hand out shorter GCDs too often.
But many warriors hate having empty GCDs and with HS off the GCD, that gets even worse. (Source)
I think their wrists in 10 years will appreciate the empty GCDs! The price we may for responsive game play...
Back in I think it was Cata, warriors used the term RSI in trying to get their rotations improved. (Source)

But isnt that the way Rage has worked since...forever? Take damage=rage to spend on defense and/or offense?
Defensive Stance doesn't do that any longer for similar reasons. Tanking should be about mitigating / avoiding damage. (Source)

Why would any group bring an arms warrior that is struggling with a boss?
Because for nearly every guild, your group comp isn't what's holding you back. It's not meeting the encounter mechanics. (Source)

The problem is that neither fury nor arms are strong. Prot is in a weird spot because pally/monk. What do we do?
Fury is plenty strong in PvE. Arms is probably a little behind, but not so far that you can't play it. (Source)

WoWProgress Launches SimCraft DPS Rankings
Our friends over at WoWProgress have added yet another ranking, SimCraft DPS. This is somewhat better than an item level ranking, as it takes into account how you gem and enchant your gear. You can see the full details here.

by Published on 2013-06-14 07:41 PM

Blossoming Ancient - New Pet Store Exclusive Now Available
A new pet is now available on the Blizzard Store, the Blossoming Ancient! This pet's appearance will change depending on seasons and will get a brand new look every 3 months.


This time around, we will be giving away 10 x Blossoming Ancient pets!

  • The giveaway is for 10 x Blossoming Ancient pets. You can obviously only win one.
  • To enter the giveaway, just reply to this post! Make sure to mention if you play on US or EU servers in your reply.
  • The giveaway will be closed on Sunday at 11:59 PM EST and winners will be chosen randomly.
  • A note will be added to the top of the latest news post after winners have been PMed.





Pet Abilities
  • Poisoned Branch - Instantly deals 12 Elemental damage and Poisons the target for 5 additional Elemental damage per round for 4 rounds.
  • Autumn Breeze - Calls forth a cool autumn breeze, which restores 12 health to all allies and reduces the enemy team's hit chance by 25% for 2 rounds.
  • Stun Seed - Plants a seed in the enemy. After rounds, the seed blooms, causing the current enemy pet to take 30 Elemental damage and be stunned for 1 round.
  • Ironbark - Deals 15 Elemental damage and reduces up to 5 damage from each attack against you for 1 round.
  • Photosynthesis - Restores 6 healing every round. Lasts 5 rounds. Twice as effective in sunny weather.
  • Sunlight - A Solar Beam strikes all enemies, dealing 10 Elemental damage and transforms the weather into a sunny day for 9 rounds. During a sunny day, the maximum health of all pets is increased by 50%. and healing done is increased by 25%.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Azeroth’s keepers use seeds of the ancients to nourish and revitalize the flame-scarred slopes surrounding Mount Hyjal—but this isn’t the only region left scarred by the Cataclysm. The Cenarion Circle seeks worthy champions to spread regrowth across the land by tending to a Blossoming Ancient, a sign of seasonal rebirth.

As each new season begins, this traveling tree changes, bringing new life to its surroundings. Go to the Blizzard Store now to adopt one of these spirited saplings.

Once activated, this in-game pet key applies to all present and future World of Warcraft® characters on a single Battle.net® account.

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