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by Published on 2012-08-24 03:49 PM

Patch 5.0.4 Survival Guide
Originally Posted by Blizzard Entertainment
With the release of Patch 5.0.4, a number of features and changes that aren’t strictly in the continent of Pandaria will be added to the game. I’ve drummed up this guide (with the help of a lot of other people) to ensure you’re prepared for the patch, aware of how it will impact your characters and experience, and ultimately get you into and enjoying the improvements the patch brings as quickly as possible.

You Are Prepared!

With any large patch, you’ll want to ensure you have it pre-downloaded, and ready to start up the game for the first time when it goes live. The 5.0.4 patch has been available on our background downloader for a couple weeks now, and if you haven’t yet, you’ll want to ensure you have the majority of the patch data downloaded before its release on August 28. The Background Downloader FAQ can help answer just about any question for how to get this done. To verify you have the patch fully downloaded already, just run the BackgroundDownloader.exe found in your World of Warcraft game directory.

Once the patch releases, it’s always possible you could run into an issue when installing it. Our Patch Troubleshooting page has a number of steps you can take, as well as basic and advanced steps.

One other area that trips a lot of people up when coming into a major game revision (especially one with as many changes as 5.0.4) is out of date UI AddOns. Both WoWInterface and Curse are popular UI sites that offer up-to-date addons, and you should attempt to find addons that state they support version 5.0.4 and/or the Mists of Pandaria expansion.

If you’ve been away from the game a while, or are running into UI issues, LUA/XML error messages, or “Unknown” entities, it may be a reasonable option to just wipe everything clean and start your AddOn adventures over. Our UI Reset FAQ can help!

Class Changes

Certainly one of the biggest changes coming in 5.0.4 is the new talent system, and with that comes a ton of changes and new spells and abilities, but before we get to that, a number of changes have been made that can impact how you play your class. These range from minor to major, but almost all specs have altered rotations, and a few have been completely redesigned. Once the patch launches be prepared to spend a little time reacquainting yourself with each ability, and setting your action bars up. Here are just a few of the highlights to be aware of.

Death Knight (Forums / Skills / Talent Calculator)
Presences have changed. Frost Presence now increases your Runic Power generation, and each specialization learns a passive effect that should cause that specialization to favor the corresponding Presence for general use. Necrotic Strike, as well as the new talent Death Siphon, both cost a Death Rune, meaning that they can only be used when one of your runes has been transformed to Death.

Druid (Forums / Skills / Talent Calculator)
The Feral specialization has been split into Feral (for Cat-focused druids) and Guardian (for Bear-focused druids) specializations. Each of the four specializations has a more distinct and different set of tools, but all of the spells available to the specialization are now useful. For example, Feral and Guardian druids can cast Healing Touch for a useful amount of healing, and Balance and Restoration druids can make better use of the Cat Form and Bear Form abilities they have.

Hunter (Forums / Skills / Talent Calculator)
There is no longer a minimum range for the class. The ranged weapon slot has been removed from the game; hunters now equip their ranged weapon in the main hand weapon slot. Hunters now benefit from Expertise as their ranged attacks can be dodged. Any type of pet can now choose any specialization (Ferocity, Tenacity, or Cunning).

Mage (Forums / Skills / Talent Calculator)
Mages received many changes intended to flesh out rotations and make them more interesting. Arcane mages now have a more complex rotation. Fire mages now have tools to control the random nature of their spells. Frost mages are now considerably stronger at sustained damage dealing, and now viable in PvE. Much of the crowd control and survivability that was unique to Frost has been spread to the whole class, or made available to all specs as talents.

Paladin (Forums / Skills / Talent Calculator)
Paladins now have several ranged abilities, though remain primarily melee combatants. In-line with streamlining raid buffs (more on that below), Auras have been removed, and the buff focus is now on Seals. Paladins can now store up to 5 Holy Power at a time, but still can only use up to 3 on each Holy Power spender.

Priest (Forums / Skills / Talent Calculator)
Mana pools are fixed for all casters (more on this below). Chakras are now more similar to warrior stances. Changes have been made to Discipline to further support the damage absorption playstyle. Shadow priests now have Shadow Orbs as a resource, which can be generated by some of their basic spells, and spent on either strong damage or crowd control.

Rogue (Forums / Skills / Talent Calculator)
Poisons are now Spellbook abilities that affect both weapons at once. Poisons are divided into two categories, Lethal (Deadly or Wound Poison) and Non-Lethal (the rest), and you may have one poison of each type active at once. Many abilities that used to be restricted to a single specialization are now talents and available to all specializations; so you can have a Shadowstepping Combat rogue or an Assassination rogue with Cheat Death. Dagger speeds have been normalized such that the niche of the “fast dagger” intended for the off-hand no longer exists. Any dagger should be fine to equip in either hand.

Shaman (Forums / Skills / Talent Calculator)
Totems no longer provide long-term buffs. Some of the old passive effects are now innately provided by the shaman. Totems instead have short-term situational benefits. In light of this the totem multidrop UI has been removed, though all totem spells are now sorted under draggable elemental flyouts in the Spellbook.

Warlock (Forums / Skills / Talent Calculator)
Each warlock specialization has a unique secondary resource which allows them temporary surges in power. Affliction warlocks focus more on layering multiple periodic damage effects, and amplifying their effects, and use Soul Shards rotationally for strong damage, or occasionally for utility as before. Demonology warlocks now have a new Demonic Fury resource, instead of Soul Shards, which is built by casting their normal spells. Destruction warlocks now use Unstable Embers as a resource, which is built up slowly through casting their normal spells, and spent in bursts of massive damage. Warlocks no longer use armor spells, instead gaining additional armor and bonus health passively. All demons deal similar damage and are no longer linked to a specific spec. Doomguard, Infernal and Soulstone cooldowns reset upon wiping to a raid or dungeon boss.

Warrior (Forums / Skills / Talent Calculator)
The design of Rage has changed to function more like a valuable resource. Warriors no longer naturally gain Rage from taking damage, but instead generate Rage with their primary attacks, such as Mortal Strike, Bloodthirst, and Shield Slam. Stances also now share a single action bar, rather than changing your action bar, and abilities are no longer restricted by stance. In addition, the benefits of the stances have changed considerably, with Berserker Stance allowing the warrior to gain some Rage from taking damage, Battle Stance making the warrior gain additional Rage from dealing damage, and Defensive Stance focused on survivability.

New Talent System

The new talent system redefines how you create your character in World of Warcraft, while keeping the core style and feeling of each class and specialization intact. When launching the patch for the first time and hitting ‘N’ to open your talent pane, you’ll notice a number of changes.

The most obvious is a new layout for specializations, which now show the Core Abilities for each class spec. These are the defining skills that can only be used when you have that spec active.

The talent tab will show you the new talent system. You have a wide variety of useful and powerful abilities available to you regardless of your spec, but you may only select one talent from each row. Many of these tend to be old talents, sometimes with a bit of a change, while others are completely new abilities. These choices tend to be quite difficult, and you should expect to spend time considering each. But don’t get too discouraged, you can reset a single talent at any time (and anywhere) by using a Tome of Clear Mind (a tradable item crafted with Inscription), or reset all of them by visiting your class trainer.

Of course with a change this vast all talents have been reset, and you’ll be able to explore the new skills and talents as you choose them for the first time!


Glyphs are now a bit more focused, and a bit more fun. Prime glyphs are being removed, and Major glyphs are taking on the majority of the power and utility bonuses from both Prime and Minor glyphs. Minor glyphs are instead focusing on more fun aspects and cosmetic customization.

Quality of Life

There are a ton of changes in 5.0.4, and you should definitely check out the full patch notes on August 28th, but a few of these are worth calling out because of how wonderfully pleasing they’ll be every time you log in.

  • All Cooking awards have been combined into a single currency: Epicureans Awards. This not only cleans up your currency list a bit, but means that doing the daily quests in Stormwind can help you buy the Chef’s Hat in Dalaran.
  • AoE looting! Round up a ton of enemies, nuke ‘em, and then pick up all of their loot with a single right click – bag space permitting.
  • The Daily Quest cap is removed. While this will truly shine in Mists of Pandaria with far more robust daily quests, you can certainly take advantage of it before then.
  • Account-wide mounts, pets, and achievements! It’s finally here, and you’ll be able to enjoy just about every mount and pet you own on any character, and any license, under a single account. You can also work on a wide variety of Achievements from multiple characters.
  • A new help system has been added to many of the UI elements and menus. You can toggle hints on and off by clicking the "i" button in the upper left corner of windows that have it.
  • New spells are now learned automatically when you level up. Class trainers are only needed to change talents, glyphs, class specialization, or to utilize the dual specialization feature.
  • Mana pools are capped. Not necessarily a quality of life improvement, but this change will impact all mana-using classes and the stats they want. Intellect will still make skills more powerful, and Spirit will still regenerate mana faster. The amounts you choose for each is a bit more compelling now.

There’s a bunch of other stuff in the patch, and if you think we missed something crucial here be sure to let others know in the comments below.

Massively Multiplayer

There are a few changes to be aware of that impact how you interact and play with others.
  • New buff and debuff design. This builds off the class section above, but the basic premise is that there is now a specific list of available buffs and debuffs, and each are castable by a few classes or specs. When stepping into a raid you know you should have 8 buffs, and if you don’t, there’s probably at least one person that can cast it.
  • BattleTag support. If you’ve played Diablo III you’re already well acquainted with BattleTags (and you have one!). If not, you should make one now. A BattleTag is your permanent account-wide nickname on, so choose it wisely. BattleTags can do anything RealID can, but anonymously. RealID should be kept for your real-life friends and family, and BattleTag can be used for acquaintances or others you don’t want to reveal you real name to.
  • Unified PvE queue. You can now queue for dungeons, raids, and other queue-able content in one handy place, all at once, and just see what pops up first.
  • Cross-Realm Zones. We’ll be rolling this feature out beginning with a few realms at the launch of 5.0.4, and increasing until all realms are included for the release of Mists of Pandaria. If you’re looking to level a new character up before Mists of Pandaria, this feature will have a noticeable impact on the world around you.
  • There’s also a new roll frame that pulls all the loot rolls out of the chat window and into its own spot.

The Battle of Theramore

The first two Scenarios (one for Horde and one for Alliance) are coming with 5.0.4, but they won’t be enabled until a few weeks before the Mists of Pandaria expansion release. Keep an eye on the front page of this blog for more info.

The Kitchen Sink

None of this stuff seemed to fit anywhere else, but these are important bits to take note of to better understand way lay ahead in the land of 5.0.4.
  • Currency conversion. In case you missed it, Kaivax put together the specifics of the currency conversion rollout in 5.0.4 and beyond.
  • PvP Season 11 ends. As usual, we’ll be determining who is getting end-of-season awards, so stay put and don’t change realm if you think you’re eligible. Conquest points will also automatically convert to Honor points at this time.
  • Head enchants removed. Another bit explained a while ago was the beheading of faction enchants. The design intent will be fully seen in Mists of Pandaria with the new factions, but the change (like so many others) will hit with this patch.
  • Spell Penetration has been replaced by PvP Power, and Resilience is now PvP Resilience. A blog Ghostcrawler wrote up was posted a while back with the first incarnation of this change, and the design intent remains true.
  • The ranged/relic/thrown item slot has been removed. All weapons should now be equipped in the weapon slot, and ranged weapons, including wands, have been adjusted to be more powerful.

Well, that should do it. These are some big and exciting changes, and I’m certain I forgot one or more of them. If you have any helpful info or tips to ensure you and others can get into the game, get set up, and start killing giant boars (or each other) as fast as possible, post it in the comments below!

2012 World Championship WoW Arena North America Invitational
The 2012 World Championship World of Warcraft Arena North America Invitational will be taking place this week on August 24-26, starting at 1 PM PST today (4 PM EST / 10 PM CEST / 8 PM UTC).

The three-day event will be broadcast live from the Curse studio in San Francisco and will feature eight of North America’s best World of Warcraft arena teams. The winners will earn their share of a $30,000 prize pool and top two will represent North America at the World Championship in Shanghai, China later this year.

All matches will be streamed live on the CurseTV network with casters vhell and Conradical. Be sure to check out ArenaJunkies for event updates and team rosters.

by Published on 2012-08-24 05:45 AM

New Legendary Procs In Action, Puzzle Ring Clarification, 1.0.4 Patch Notes Updated, Ahh, Fresh Meat!

Gamescom Interviews
A few of the European fansites were lucky enough to have some interview time with the developers, so we have a quick summary of the interviews below. If you want to read the full thing, check out Vanion, Buffed, NinjaPull, and Gamestar.

  • It is very unlikely that you will see Pet Battles on your phone.
  • The Valor Upgrade system will not be released with Mists of Pandaria and may not be added in the following patches. There are too many items that you would have to upgrade and the system would end up too complicated.
  • In the past they have created too many zones, as most players are rushing to the level cap. Mists of Pandaria has done it again to some extent, but you should be able to do a good part of each zone while leveling.
  • There are a few things that beta testers have not seen, such as the Heroic version of some of the hardest bosses and the final Theramore scenario. (Partial run of Theramore Scenario, Horde Theramore Dialogue, Jaina Theramore Dialogue, Very Early Map Preview)
  • Mists of Pandaria won't raise the free to play level cap from 20.
  • Mists of Pandaria is starting with more end game content than any previous expansion.
  • As the art in the game becomes higher resolution and more complex, it takes more time to create, limiting the rate of new content.

Dungeons and Raids
  • The two world bosses will be available on release day.
  • The one week delay before the first raid becomes available is to allow players to get prepared and not have to do things like taking time off of work to stay competitive.
  • As soon as a guild has completed normal mode of Mogu'shan Vaults, they can begin heroic mode (after the next reset).
  • After four weeks the Heart of Fear and Terrace of Endless Spring will become available, with better loot and a higher difficulty than Mogu'shan Vaults.
  • Cataclysm dungeons were too hard because they were tuned for groups of friends and guild members, rather than random people from the Dungeon Finder. Random groups don't guarantee progression from mistakes.
  • Mists of Pandaria will continue with reduced difficulty of Heroic Dungeons, but coordinated players will find more fun content in Challenge Modes. You can't outgear them, you can only win by getting better. Leaderboards are still planned to allow you to compete with armory.

Future Content
  • Patch 5.1 will bring the Horde and Alliance army to Pandaria and the story will focus on Varian Wrynn and Garrosh Hellscream.
  • There is a lot of story to be told in the patches leading up to the battle with Garrosh. Part of the story in this expansion is the war between the Alliance and Horde reigniting after they have banded together to save the world by defeating Deathwing and similar foes. Pandaria can change people, and we will see that with Garrosh.
  • Patch releasing timing will hopefully be shorter during this expansion, especially towards the end of the expansion. This has to be balanced with the fact that there is only one team working on the next expansion and a final patch for this expansion.

Beta Experience Required to Level Changed
Once again, the experience required to level in beta has been tweaked. This time around the XP needed to level from 85 to 90 was reduced from the original increase. It is now 30% higher than it was originally during beta.

Level Old XP Requirement New XP Requirement Newer XP Requirement Newest XP Requirement
1-9OldSame Same Same
10-39?Old(-20%) (-20%) (-20%)
40-82OldSame Same Same
82-834,004,0002,669,000 (-33%) 2,669,000 (-33%) 2,669,000 (-33%)
83-845,203,4003,469,000 (-33%) 3,469,000 (-33%) 3,469,000 (-33%)
84-859,165,1004,583,000 (-50%) 4,583,000 (-50%) 4,583,000 (-50%)
85-8610 million15.5 million (+55%) 13 million (+30%) 13 million (+30%)
86-8711.6 million18 million (+55%) 18 million (+55%) 15.1 million (+30%)
87-8814.6 million22.6 million (+55%) 22.6 million (+55%) 19 million (+30%)
88-8917.6 million27.3 million (+55%) 27.3 million (+55%) 22.8 million (+30%)
89-9021.2 million32.8 million (+55%) 32.8 million (+55%) 27.6 million (+30%)

Mobile Armory Guild Chat and Auction House Features Now Free

Originally Posted by Blizzard Entertainment
It’s now easier than ever to stay in touch with your guildmates and access the World of Warcraft® auction house... wherever you go.

Starting today, all of the features that were previously part of the optional World of Warcraft Remote subscription service are now available for free to all World of Warcraft subscribers. These features include:

  • Remote Guild Chat – Stay in touch with your guildmates on the go using your mobile phone.
  • Remote Auction House – Bid on items, create auctions, and collect gold via your mobile device or through the official World of Warcraft website.

We hope this change will make it easier for players to stay connected to each other and to the game, and we encourage everyone to try out these powerful tools for themselves.

As a reminder, to take full advantage of these features, you’ll need the World of Warcraft Mobile Armory app, available for free for your Android™ device, iPhone®, or iPod® touch. The app also includes a number of other handy tools:

Full Character Profiles
  • 3D Viewer
  • Activity Feed
  • Achievements
  • Character Stats
Remote Auction House
  • Browse Auctions
  • Create Auctions
  • Bid on Items
  • Claim Your Gold
Remote Guild Chat
  • Guild & Officers Channels
  • Saved Whisper Conversations
  • Guildmate Presence
  • Chat Push Notifications
Other Features
  • Guild Profiles
  • Realm Status
  • Talent Calculator
  • Item Browser

Download the app free here:

Google Play
App Store℠ for iPhone® and iPod touch®

To access the web-based Auction House, simply visit, log in with your® account, view your character profile, and click the Auctions link on the left-hand menu of the profile page.

If you’re a current World of Warcraft Remote subscriber, you’ll receive an email from Blizzard soon with more information about the end of your subscription. In the meantime, you do not need to take any action.

Upcoming LFR Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hello my fellow non-murloc creatures of Azeroth,

Please allow me to chip in with a few updated bits of information about LFR, I hope that you view this as an improvement and a step in the right direction over the current version of LFR. We do hear you and your feedback is seriously taken into consideration each time we decide to apply any change to the game.

We know that competitive players seem to dislike the idea of having to go through LFR to get some upgrades and that some will always go there as long as there is any chance at all of getting the slightest competitive advantage from it.

Of course we would prefer that LFR wasn’t part of the progression path for guilds that are raiding normal/heroic content, and so we have made some additional adjustments for the next iteration of LFR, for example:

  • Currently we have two separate item levels in LFR, items from the last 2 encounters have a level of 390, while the rest have 384, this made the LFR gear from Deathwing a bit too attractive for just about everyone, including hardcore raiders, so we’ve decided that this needed to be changed for MoP.
  • Our initial intention was that this difference would work as a special reward for beating such difficult encounters but that didn’t really translate in LFR since those encounters don’t have a difficulty that is relevant enough for this reward to be warranted.
    Basically our intention for MoP is that if we decide to give a slight bump and increase the loot table ilvl of end bosses, that same bump won’t be applied to LFR but only to normal/heroic modes.
  • While the LFR gear from a new tier will continue to be slightly better than the normal difficulty items from the previous tier, we’ll structure the power level of future tiers’ LFR loot so that it doesn’t replace Heroic gear from the previous raid, and we’re continuing to discuss other solutions internally to limit the pressure for competitive raiders to run LFR.
  • We’ve also made a slight change on how Terrace of Endless Spring and Heart of Fear are going to roll out. These two raids will still be split into three separate queues for LFR, but we no longer plan to release them all on the same day, instead, we’ll unlock one queue each week. We hope that by the time all of the bosses are available in LFR, organized raiders will have had two full weeks to work on normal difficulty and one week for Heroic difficulty.

While I don’t expect this to completely stop raiding guilds from feeling some need to go into LFR, I hope that it will provide less incentive, they shouldn’t feel obligated to continue running LFR for a long time on top of their normal/heroic progression, I’d say if LFR remains somewhat interesting for 2-3 weeks to some players that want one or two specific items from there, that’s not such a big issue.

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As you can imagine, we’ve been extremely busy lately and so we’ve gotten behind on answering your theorycrafting questions posted in the original Beta Class Balance Analysis thread. Rest assured, we’re still reading and appreciating the feedback. Keep it coming! As you may be able to tell from the changes in the recent builds, we’re generally tweaking damage, healing, and other attributes up and down to get balance just right. This is an iterative process so you may see alternating buffs and nerfs to your class between builds.

We’re getting progressively closer to balance with each build. Despite some of the proclamations we’ve read lately, no class is intended to be on the bottom of the meters. The difference between the highest and the lowest DPS in the latest build is not 30%, 20%, or even 10%. Though certain fights may favor specific specs, we’re actually seeing most specs within 5% of each other. There are a few exceptions, however, which we intend to bring in line soon: Subtlety, Frost DKs, and Frost mages. Most are actually within 2% but the few in the 2-5% range (Arms, Fury, Marksmanship, Survival) will also be brought in line soon as well. Of course, we’ll be vigilant with keeping an eye on balance and making necessary tuning tweaks as time permits.

We understand that some of the theorycrafting community may disagree with the numbers. This tends to be because they’re doing things that we don’t expect, or because the theorycrafting is inaccurate. There’s certainly going to be some confusion, but one of the goals of this thread is to provide accurate clarification. If you’re seeing substantial differences between specs, please try to identify where the discrepancies are. If a spec seems overpowered or underpowered according to the theorycraft, double-check it for accuracy by comparing it to actual results. If that checks out, maybe there’s something that you’re doing that we don’t expect; please present that info in a concise way, with as much supporting evidence (both theorycraft and especially actual log parses) as possible. We can’t debug everyone’s theorycraft, but we can try to identify large discrepancies.

Now, to catch up on questions…

Regarding racial expertise and weapons, I would like to know what would happen in the following scenario: 7.50% on-gear hit rating, 6.50% on-gear expertise, Main hand Axe, Off hand Sword, racial expertise (either sword or axe). Would you be spell hit capped or not?
OK, update on spell hit from expertise from weapon racials: It should count expertise on your main hand as spell hit. In the situation you described, an orc (axe racial, which is in the MH) would be spell hit capped, and a human (sword racial, which is in the OH) would not. The character sheet UI should properly reflect this, however, there’s currently a bug on beta where it’s not actually giving you this benefit. That will be fixed soon.

What is the design intent behind the engineer MoP "bomb" G91 Landshark? Currently on the beta it can be used by anyone, engineer or not, and has a 1 min cooldown but can only be used once per fight. Are these intended to be sellable to all players?
Yes, there are several engineer-created items in Mists which are usable by non-engineers and sellable. These are indeed intended to be usable as consumables in raids. However, the Landsharks you mentioned share a cooldown with combat potions so these are an alternative.

Death Knight (Forums / Skills)
For the past several builds Death Knights have been seeing data mined info for Death Coil showing a 1.2x multiplier for the Unholy spec. We initially thought this was to account for the loss of the Morbidity talent, however we haven't see this actually make it onto the servers. Is this multiplier intended to be there and if so will we be seeing it in a future build?
We’re not sure what 1.2x multiplier you’re seeing; can you point it out? We believe it’s doing the correct amount of damage so perhaps there’s a tooltip bug.

Druid (Forums / Skills)
There have been reports of absolutely ridiculous amounts of DPS being done with HotW. As a Guardian, Wrath is hitting for ~140k with a SP weapon when active. Similar values are being reported for Healing Touch. I know I've been saying that HotW needed a buff, but even I think that's a little on the overboard side of things.
The intention was that HotW allows you to DPS as strong as an equally-geared druid of each other spec on average. In other words, if a Guardian druid can Wrath for 140k with a 2sec cast, that’s 70k DPS before haste and crit. However, we’re not sure what gear exactly that was in, or with what cooldowns involved (it does seem on the high side). If you do any testing of how much DPS each spec can do while HotW’d into each other spec, we’d be very interested in seeing it. It’s quite possible that we over-buffed some of the combinations.

Hunter (Forums / Skills)
Cobra Strike Behaviour(possible bug) - As stated on the tooltip, it's supposed to make the next 2 pet's basic hits, a critical hit. However I've done much testing on this subject and it appears that it does not behave in the way that it should be.
Also sounds like a bug. We’ll look into that, too.

Let me restate the point that Lissanna (and GC) were making. Your question, as posed, is based on the 37K difference you see in the sims. The sims are not data. They are tools to help point at where we should look for data. If the number 37K makes you itch, then look for or generate real data (i.e., logs) from the game that support your concern. A large spread in the sim might mean there's a large spread in the game. But it's more likely that the high and low classes have small sim bugs that push them up or down. It's also more likely that the sim action profiles of the low classes could be improved. Your question may be a good question, but again, as posed, it's unsupported.

For hunters, for example, MM has been consistently low in the sims. Based on that, I would try to confirm that in game, not whine at Blizzard that MM sucks. It led Zeherah and I to find a bug in how the T14 4-piece bonus was implemented (in sims) that disproportionately affected MM. Whitefyst identified priority bogosities (e.g., glaive toss may be a dps loss during careful aim). It pointed to a missing ICD for lock and load (because SV was simmed as too many LnL procs). On the flip side, the sims have also led to improvements in the game: e.g., they point to places where MM could potentially haste cap (and Blizzard fixed it), noted that it now could now crit cap (which may be deliberate), where focus fire would not be worth using (Blizzard tweaked it), etc.

So again, if you don't like the number from a sim, dig in and understand it better. Then find a real issue with real data.

This is an awesome post!

Monk (Forums / Skills)
GC, since you have access to the internal gear stat budgets, can you tell me whether it should it be viable for Monks to use Strength [Parry + Dodge/Mastery] gear (Cloaks, Necks, Rings) and should Brewmasters be getting Parry from Strength like Plate Tanks do?
No, only the plate tanks get significant parry from Strength. Brewmasters should be wearing Agility jewelry.

We removed Tiger Strikes from Brewmasters and adjusted the proc rates of Elusive Brew and Gift of the Ox to account for the reduced number of normal attacks that they'll be doing. Please explain this change
Sure. Tiger Strikes was removed, but we didn’t want to nerf the proc rate of Elusive Brew or Gift of the Ox. So, we increased the proc rate of Elusive Brew and Gift of the Ox by 50%. Elusive Brew now adds up to 3 charges per crit: [1.5*WeaponSpeed/2.6] for 1H weapons, and [3.0*WeaponSpeed/3.6] for 2H weapons. Gift of the Ox now has a higher proc rate on white attacks: [0.03*WeaponSpeed] for 1H weapons, and [0.06*WeaponSpeed] for 2H weapons.

The T30 talents no longer proc Eminence, is this intended?
Yes. Monks are a new class and Mistweavers in particular use a very new style of healing, so this definitely has the potential to change, but our general philosophy is that abilities which do both damage and healing don’t need to cause Eminence. The only exception that we can recall offhand is Chi Torpedo and we may also change that to not cause Eminence to be consistent.

Also channeling CJL allows me to cast Enveloping Mist instantly, though Surging Mist does not do the same, so it feels like a bug that EM does become instant.
Yep, bug. We believe that was fixed in the most recent build.

Lastly, earlier in beta, we could cast Soothing Mist on one target, then EM on another. Recently, this is longer possible, though the CJL bug allows me to do it once again. Was it a bug being able to cast EM on anyone that wasn't Soothing Mist's target?
This is intended. Being able to cast Enveloping Mist and Surging Mist instantly while channeling Soothing Mist is intended to be used to pump more healing into the target you’re channeling. You’re not intended to just keep channeling Soothing Mist on anyone and be able to cast instant Enveloping/Surging on different people.

Paladin (Forums / Skills)
Execution Sentence is consuming Glyph of Flash of Light, but is seeing no increase in the healing done. Is it supposed to consume the effect and receive the increase or is it not supposed to interact with the glyph at all?
Sounds like a bug. We’ll look into that.

The melee attack speed buff does not change the cooldown tooltips on abilities affected by Sanctity of Battle, for Retribution at least - and it doesn't seem like it's just tooltips not updating, but that they're not being affected at all. Is this intentional? Not that it would necessarily be a bad thing as long as we're balanced around Sanctity of Battle not benefiting from it.
This is intended. The raid buff you’re referring to increases melee and ranged attack speed, not haste. Sanctity of Battle only uses actual haste.

Shaman (Forums / Skills)
It appears that there's a hidden ICD on stormlash that prevents synchronized mh+oh swings from both triggering the effect.
Yes, there is a very short ICD on Stormlash. We’ll look into whether we need to have that or not.

Hey, just workin on some spreadsheets and was wondering if anyone had the formulas for the following:

1. Healing Tide Totem
2. Healing Stream Totem
3. Earth Shield

I'm using the formulas given on wowhead/wowdb, but it would be nice to have the actual formulas (the numbers tend to be consistently off). Also, for Healing Tide, what's the min/max for it's heal (the tooltip only gives one number, but it's not acting like HST where you're getting the same heal 7 times in a row). Any help would be greatly appreciated!

Looks like the data minable formula for Healing Tide is accurate, but the tooltip is mistakenly only showing the minimum healing amount. It actually heals for that amount plus up to 798 at level 90. That’s before multipliers (like Purification and Mastery), by the way.

Healing Stream’s tooltip does indeed seem to be wrong. We’ll try to get that fixed. The actual healing amount (again, before multipliers), is 44.5% of SP.

Earth Shield’s tooltip also seems to be wrong. It’s actually 18.5% of SP, plus 2043 at level 90 (and again, before multipliers).

1. Riptide is consuming both the unleashed life and fury buffs, yet only the direct portion is benefiting from the unleashed fury buff. Both the direct and hot portions are benefiting from unleashed life, but the hot is not being affected by unleashed fury.
And sounds like a bug. We’ll check it out.

2. Healing Rain is not consuming unleashed fury (it's working with unleashed life fine).
Not a bug! Unleashed Fury is a buff on the target and Healing Rain is a persistent AoE. We didn’t think you’d want it to just increase the crit chance of a single Healing Rain tick and then end up getting consumed by it.

Warlock (Forums / Skills)
Wrathguard vs Felguard Head to Head Comparison [and other warlock testing]
Thanks for that. We recently did another pass on warlock pet damage and found (and fixed) a few more issues. The most recent build that went up should have resolved the issues. Please test it again and let us know what you find.

I am a bit confused with Glyph: Dark Soul (Destruction).
Without the glyph, Dark Soul grants 30% crit while active. With the glyph it grants 27% while active and 3% while off cooldown. Does that answer your question?

People from EJ ran test on Demo (special thanks to whi for his time) to find your hidden nerfs (you did say they were coming, but not updating tooltips is mean).
It’s not done out of meanness. We’re just applying many of our balance/tuning tweaks as hotfixes directly to beta, and that means the tooltips will be out of date until you get a new client build. That said, there are a few known bugs with warlock spells having the tooltip damage wrong, regardless of hotfixes involved. If you encounter any spells that give you grief when figuring out your formulas, let us know and we’ll try to help out. In general, we usually change both the base damage and SP scaling of a spell at the same time (though not necessarily by the same amounts). If you see only one of those change at a time, it’s a good hint that you may want to retest and make sure you’ve got the formula right.

Warrior (Forums / Skills)
I've got a question about Berserker Stance. A recent post linked to a video of a Fire mage demonstrating burst. The target was a warrior, and over the course of a few seconds of high damage, its rage level jumped to full.

Unless I've missed a data dump, there's been a big knowledge gap about how the stance generates rage per damage (I, and I think a lot of other players didn't realize it was so dynamic). Any information you can give?

Sure. While in Berserker Stance, you gain 1 rage for every 1% of your health lost to damage.

Blue Posts
Originally Posted by Blizzard Entertainment
Challenge Mode Dungeon Testing
The Challenge Modes for the Scholomance and Gate of the Setting Sun dungeons are now available for testing, and should remain open for at least several days. Yes, just those two dungeons for now.

A few relevant testing notes:
  • You must have completed the Heroic version of the dungeon once in order to attempt the challenge mode.
  • Item level will be normalized to 463.
  • There is no queue system for challenge modes; groups must be formed manually and you must zone in from the outside world.
  • While the challenge is active, the group leader may Reset the dungeon at any time via a drop-down accessible by right-clicking your unit frame.

On the live servers, gear will only scale down, not up.

Challenge modes do not drop loot of any kind, though they do award Valor for completion. You will be able to reset the instance mid-run on the live servers. You can run them as many times per day as you like.

Will we get the 5 instances per hour lockout on Challenge modes? This could be seen as extremely frustrating if we are trying to sort out a method for a beginning pull etc etc.
Resetting the instance while inside it, using the contextual menu option that is specific to challenge modes, does not count towards the lockout counter. (Blue Tracker / Official Forums)

Challenge Mode Dungeons
They aren't AoE fests? They are actually as hard as the TBC ones? Can you also run them to gear up? Do they continue to drop the same items as the normal version? I'd much rather gear up like that!
Challenge dungeons don't drop upgrades. Actually, there's a mechanic in place that normalizes your gear, so that no matter what you have (that is, if you overgear it), you'll have the same difficulty you did before.

When you add the fact you'll be able to compare your times against other groups in your same realm, I'd say that might open up a very interesting competition to see which 5-man group is the best of the realm!

And as the reward for completing challenge dungeons, you'll have transmogrifiable gear. For example, the warlock challenge set has a close resemblance to Illidan's outfit (horns, tattoos and all). If you happen to have access to the Mists of Pandaria beta, you can check which gear you may acquire from the Challenge Dungeon vendor inside your faction city. (Blue Tracker / Official Forums)

Challenge Mode Gear
Why can't it have stats? I like the look of it and would use it w/o t-mogging it.
We want these to be prestige items that you can show off without them giving you power. The power stats will come from Raiding etc. These will be that extra 'oomph' to show others your accomplishment in taking things to the "next level" so to speak. (Blue Tracker / Official Forums)

LFR Loot System Feedback
So I have a 4% chance at getting loot every single time I down a boss in LFR... Yeah, I don't think I'm going to bother with that. Pretty much a complete waste of time.
What gives you that idea? Your chance of receiving an item from a given boss is much, much higher than that. If it were 4%, you'd expect to see on average one player per LFR kill receive an item, and that is far from the reality.

On average, you'll see about as much loot dropping in 5.0 as you do today in the live 4.3 game. The only difference with the new system is that any loot obtained is guaranteed to be designed for use by your spec (whereas on live you may have "wasted" loot, such as a tank shield dropping in a raid where the only tanks are a druid and a DK). In general, your odds of getting the item that you want will be higher in 5.0 -- often significantly higher depending on how contested your item of choice would be -- than they are today.

whereas on live you may have "wasted" loot, such as a tank shield dropping in a raid where the only tanks are a druid and a DK...

Isn't the point of the new system that you still get this wasted loot, but it just takes a different form? Like, if your tanks already have a shield they still get given a shield by the system (and thus said loot is wasted), but it means that you can't even get some marginal benefit from that shield by having someone win it with a greed roll for their offspec.

No, because everyone's chance at loot is independent. If the tank in my group gets a duplicate shield, that has no effect whatsoever on my chance at getting loot. It doesn't matter if 20 people in my group need drops from a given boss, or if only 3 do. Either way, my own personal chance is unaffected.

I know it seems like a bit of a black box that sometimes magically spits out epics. However, objectively, you will obtain the gear want more quickly from LFR under the 5.0 system than you did in 4.3, in every case except the special circumstance where you had an entire guild group funneling you gear. (Blue Tracker / Official Forums)

Upcoming Raid Testing
Scheduled testing will resume next week. (Blue Tracker / Official Forums)

Wrathgate Scenario
Hmm I like this idea But blizzard wouldn't do it, Like blizzard have said many times, they want the game to keep moving forward other than going back to old content
We are aware and do acknowledge that there are people would like us to focus some more on renewing old content, but we do indeed want the game to progress and evolve with new content.

It has previously been said that adding new content is something we feel is generally more exciting than renewing old content, and this is still true today. Renewing existing content can be great in some situations, especially if it is content that is very popular or if it is content that hasn't been experienced by a large portion of the player-base, but in generally we feel it is better to spend our resources on creating new content that is fresh for everyone.

Existing content has been renewed before though, and it is most likely going to happen again in the future in some form. Even though there are no immediate plans for it, perhaps we will one day get to see the Wrathgate and the fight for the Undercity converted into scenarios. (Blue Tracker / Official Forums)

Patch 5.0.4 and all Races
So basically I just wasted $60 for nothing.. Everyone who doesn't own MoP will get to play a monk / panda for free??? yay spending money for apparent reason is awesome.. Thank you blizz *slow sarcastic clap*
All classes are not becoming available with the patch. Only the races and the pandaren won't be playable until the release of Mists of Pandaria when the starting area opens up as well and the expansion begins.

You're getting more than just a new race with the expansion anyway and I'd hope that the pandaren aren't the only thing you are purchasing the expansion for.

*Of note, while we always love feedback and to hear how people feel about these things, it's always important to remain as constructive as possible. This will help us understand what you don't like in particular as well as avoid any potential flame wars from other community members who may think you're simply just trying to stir up trouble. (Blue Tracker / Official Forums)

Patch 5.0.4 Download
does this 6 GB include the background downloader data that's already available? or is it 6 GB excluding the 6 GB some of us already downloaded via the background downloader?
The 6GB download I am referring to is the one coming from the background download.

How do I start the background downloader? Or how do I tell if I have already finished downloading it?
It is a sneaky little thing and hard to notice. In the launcher next to the "play" button it will say "Downloading data for the next update". You can see its progress by clicking the "Info" drop down and choosing "Connection info".

Hope that helps, if it you need more assistance or information you can always contact our friendly support staff for more help. (Blue Tracker / Official Forums)

Trading Card Game Art Update
The Trading Card Game art gallery has been updated to feature ten new pieces.

by Published on 2012-08-23 02:32 AM

Mists of Pandaria Beta - Build 16016
A new beta build will be deployed on beta realms soon.

Spell Changes
Originally Posted by MMO-Champion
Death Knight (Forums)
  • Frost Strike now does 105% weapon damage, down from 110%.
  • Icy Talons now grants 20% melee attack speed, down from 25%.
  • Obliterate now does 230% weapon damage, down from 240%.

Hunter (Forums)
  • Aimed Shot now does 280% ranged weapon damage, up from 260%. Additional damage increased by 15%.
  • Chimera Shot now does 210% ranged weapon Nature damage, up from 200%. Additional damage increased by 17%.


Mage (Forums)
  • Ice Lance damage and SP scaling increased by 5%.

  • Combustion now does 1,040 Fire damage, down from 4,163 + 300.0% of SP.
  • Pyroblast damage and SP scaling increased by 33%.

Rogue (Forums)
  • Sinister Strike damage reduced by 6%. Additional damage was reduced to 145% of your normal weapon damage, down from 155%.

  • Dispatch now does 400% weapon damage, down from 450%. Additional damage was reduced by 11%.


  • Sanguinary Vein now causes you to deal 20% additional damage to targets afflicted by your Rupture, Garrote, or Crimson Tempest, down from 25%.

Warrior (Forums)

  • Mortal Strike now does 185% weapon damage, up from 175%. Additional damage increased by 12%.
  • Overpower now does 120% weapon damage, up from 115%.

  • Raging Blow now does 215% weapon damage, down from 235%.

Blue Posts
Originally Posted by Blizzard Entertainment
Patch 5.0.4 Download Size
The update is going to be quite large and the background downloader should already be preparing you for the 29 of August. It will be approximately 6GB in size and will include all of the Mists of Pandaria content including Talents, Glyphs and stats.

You will need to wait for the release of Mists of Pandaria to play Pandaren and you must upgrade your account to play a monk.

The 21GB download is only if you are doing a completely fresh installation. If you are patching to 5.0.4 from the current patch then it is a great deal smaller, approximately 6GB. (Blue Tracker / Official Forums)

Reward Currencies: Conversions, 5.0.4, & You!
Can you continue earning JP/HP if you pass the soft cap of 4000. Remember, HARD CAP was removed (and that will only be from August 28 - September 25) since Valor and Conquest will convert to their lesser forms and any excess will go over the cap?

The second question is currency conversion. When 5.1 drops (which is probably MoP), will we keep some JP/HP and have excess converted to gold; will all of it be converted to gold; or will no conversion happen?

Yes, starting August 28, you can earn as much as you want, since there’s no cap at all on the Justice and Honor currencies from that day, until September 25. With Mists of Pandaria, the caps will be applied, and players will be reduced to 4000 Honor and 4000 Justice – any excess points will be converted on September 25 to gold at the rates described before.

Are they seriously going to remove conquest points from regular BGs? One of the best changes in cata, and they're already going to take it away?
Nope! There are no plans to remove Conquest from the Random Daily Battleground. We agree that it was a great change!

What will be the conversion rate? Is it 1:1? or is it 2:1?
On September 25, excess Honor over the cap will be converted at a rate of 35 silver per point, and excess Justice over the cap will be converted at a rate of 47 silver per point.

Conquest points will be converted to Honor Points with patch 5.0.4. (Blue Tracker / Official Forums)

LFR Feedback
It would be useful if we could form a guild group and set our own loot rules, essentially the same process we use in norm/heroic.
Within LFR, boss loot is handled on a per-player basis using the new system, regardless whether you queued as a full group or used the matchmaking features. You should still be able to change the loot method you use to handle any drops from the non-boss creatures in the instance if you are a full premade, but the boss system is hardcoded. (Blue Tracker / Official Forums)

150 Mount Achievement Update
I've discussed this a bit with Cory Stockton (Mumper). There won't be a new mount achievement with the launch of Mists of Pandaria, though we'll consider adding one in patch 5.1. We agree that it's probably time to set a new bar for mount collectors. (Blue Tracker / Official Forums)

Account Wide Feedback for PvP Mounts
I don't mind being called out on this. I didn't abandon anything, but I did get caught up in other tasks and didn't get back to you all like I had intended. I apologize for that. It wasn't my intention at all. (Yes, I'm a community manager, not a developer (and a she just for clarity's sake).)

I've been working behind the scenes a lot lately with the team to get more information out to everyone on a variety of things as well as getting ready for the Mists of Pandaria launch, but I don't intend that to be an excuse.

A few things just to be clear on the PvP mounts and what I know.

There was a period of time in the beta in which some PvP mounts were erroneously showing that they couldn't be given/used on other characters. This was a bug that should have been corrected. That bug did not apply to the Gladiator Mount or the Rated Battleground Mount.

The decision on the Gladiator Mount or Rated Battleground Mounts hasn't changed. The developers still want these to be character specific as they apply to that particular class and season.

While I didn't respond again, I definitely did carry the feedback to the team. Other PvP mounts you get outside of those should be account-wide as it was originally intended to work that way within the beta.

That all said, I have no doubt that the developers will continue to assess whether or not this is something they want to change in the future, but this is how it's working for now.

I do appreciate everyone that took their time to share their feedback whether it was in those threads, twitter, or even via email (yes I got some.)

Just of note, if there are particular mounts (beyond the Gladiator and Rated Battleground mount) that you're concerned about, feel free to post and let us know. We can always look into them to make sure everything is working "as intended".

I know it wasn't the answer you were hoping for, but it's what I have for you at this time. We always reserve the right to change our minds though, so while the answer today is "no" on those mounts, you never know what could happen in the future.

Believe it or not, we have a lot of people here who love PvP as well (I'm one of them), so while we may not always agree on what that means, please do know we do in fact care about it. (Blue Tracker / Official Forums)

75% OFF World of Warcraft – This Week Only
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Prepare for Pandaria with epic savings! This week only, you can get the World of Warcraft Battle Chest for $5, Wrath of the Lich King for $5, and Cataclysm for $10 when you buy directly from Blizzard. That’s 75% off the regular prices, making this a great time to set yourself up for the imminent launch of Mists of Pandaria… or to invite a friend to join you in Azeroth.

Hurry, this offer ends August 27, 2012 at 11:59 p.m. PDT.

Blizzard Games News
Diablo's effort to keep people interested grows into some unique systems, Mega Bloks and World of Warcraft team up, WoW Invitationals, and Gamescom Cosplay in this weeks Blizzard News.

by Published on 2012-08-21 08:49 PM

Mists of Pandaria Beta - Build 16010
A new beta build will be deployed on beta realms soon. We will be updating these notes frequently, so keep checking back! This build is a Release Candidate (marked as "Release").

Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength

Spell Changes
Originally Posted by MMO-Champion
Death Knight (Forums)
  • Icy Talons now grants 25% melee attack speed, down from 35%.

Druid (Forums)

  • Dream of Cenarius: Nourish, Healing Touch, and Regrowth increase the damage done by your next 2 Moonfire or Sunfire casts by 65% (was 50%) or by your next 2 melee abilities by 25% (was 50%).


Hunter (Forums)
  • Item - Hunter T14 2P Bonus - Your Kill Command deals 15% (was 20%) additional damage, your Chimera Shot deals 15% additional damage, and your Explosive Shot deals 5% additional damage.


Beast Mastery
  • Frenzy proc now grants 4% increased attack speed, down from 8%.

  • Aimed Shot now does 260% ranged weapon damage, down from 280%. Additional damage reduced by 13%.
  • Chimera Shot now does 200% ranged weapon Nature damage, down from 210%. Additional damage reduced by 14%.
  • Master Marksman now has a 50% proc rate, down from 60%.
  • Mastery: Wild Quiver now does 80% weapon damage, down from 85%.



Mage (Forums)
  • Ice Lance damage and SP scaling reduced by 5%.


Monk (Forums)


Shaman (Forums)
  • Stormblast now does 375% weapon damage, up from 300%.

  • Lava Lash now does 250% weapon damage, up from 200%.
  • Stormstrike now does 375% weapon damage, up from 300%.

Warlock (Forums)


  • Haunt damage and SP scaling reduced by 22%. Now increases all damage done by your spells on the target by 25% for 8 sec, up from 20%.

  • Soul Fire damage and SP scaling reduced by 17%.

Warrior (Forums)

  • Mortal Strike now does 175% weapon damage, down from 195%. Additional damage reduced by 24%.
  • Overpower now does 115% weapon damage, down from 130%.
  • Slam now does 215% weapon damage, down from 225%. Additional damage reduced by 10%.

  • Bloodthirst now does 100% weapon damage, down from 120%. Additional damage reduced by 38%.
  • Raging Blow now does 235% weapon damage, up from 220%.
  • Single-Minded Fury now grants your off-hand weapon an additional 35% damage, up from 30%.
  • Wild Strike now does 220% weapon damage, down from 245%. Additional damage reduced by 19%.

Raid & Dungeon Abilities
  • Pool of Shadows A pool of shadows surrounds the caster, inflicting 20,000 10,000 Shadow damage every 1 sec.
  • Rising Hate Projects Sha energy at several targets, inflicting 8,000 6,000 Shadow damage and increasing their hatred.
by Published on 2012-08-21 01:25 AM

Patch 1.0.4 Interview with Jay Wilson and Andrew Chambers and Official 1.0.4 Patch Notes and Patch 1.0.4 Confirmed for Tomorrow

Currency Conversion Before and After Mists of Pandaria
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The currency conversion coming with Mists of Pandaria is going to happen in three stages, and this is how we plan for it to progress:

With Patch 5.0.4 on August 28
  • Valor points will be converted to Justice points, and Conquest points will be converted to Honor points.
    • Neither of the resultant currencies (Justice and Honor) will have an enforced hard-cap at this time.

  • The current Arena season will end.
  • Players will no longer be able to earn Valor or Conquest points (bosses will drop Justice, Arenas will be closed).
  • Items formerly purchasable for Valor/Conquest will be available for Justice/Honor.

With Mists of Pandaria on September 25
  • Valor can be earned again.
    • Characters can earn up to 1000 Valor per week, and carry a maximum of 3000 Valor.
    • Daily quests, random Scenarios, random Heroic dungeons, and all levels of raiding will reward Valor.
    • Valor will be used to purchase ilvl 489 gear in Mists of Pandaria.

  • Conquest will become earnable.
    • There is a cap of 4000 Conquest points.
    • Arenas and Rated Battlegrounds reward Conquest.
    • It will be used to purchase ilvl 483 gear from Pandaren battlemasters on the Great Wall.

With Mists of Pandaria, Patch 5.1
  • We currently plan to upgrade the Valor system as Ghostcrawler described in Mists of Pandaria Looting Explained in the 5.1 patch, allowing you to upgrade your gear using Valor points. We’ll have additional information once Mists of Pandaria launches and we get closer to the 5.1 patch release.

Do you have questions or comments about currencies in World of Warcraft? Please let us know in this discussion thread.

World Boss Loot Tables Updated
One of the recent beta patches added loot for the world bosses. Check out the pages below to see the full tables, which include some Tier 14 and PvP gear! A few of the more interesting items are below.

Level Type Spec Slot Name
1Junk Cache of Sha-Touched Gold
1Junk Marauder's Gleaming Sack of Gold
90Mount Reins of the Heavenly Onyx Cloud Serpent

Sha Boss Models Updated
All of the Sha Boss models were updated in a recent beta build.

Wandering Isle Departure In Game Cinematic
This is shown to the new Pandaren after selecting their faction and heading for Orgrimmar or Stormwind.

WoW 2012 North American World Championship
Curse is proud to announce that we will be hosting the 2012 World Championship World of Warcraft Arena North America Invitational at our offices in San Francisco this year. Eight of the top North American arena teams have been invited for a 3 day face off from August 24th to 26th. Teams will compete in a round robin tournament for a share of the $30,000 prize money.

All matches will streamed live on the CurseTV network with casters vhell and Conradical. Be sure to check out ArenaJunkies for event updates and team rosters.

Blue Posts
Originally Posted by Blizzard Entertainment
Raid DPS Test Dummies
We're aware of the issue with pets getting debuffed by the dummies and have a fix coming for that. (Blue Tracker / Official Forums)

LFR Feedback
never understood what's so bad about wanting to be a special snowflake, btw. If some people get sense of joy from that, why not let them.
There's nothing bad about it. The issue comes when demands are made to artificially create an environment that lets someone be identified as a "snowflake". If someone wants to be a snowflake, you'll have to go the extra mile, prove your worth, do what others don't... but not sit in a corner asking to please prevent others from getting what you did long ago.

The issue with these kind of discussions is that at some point, they end up being driven by hyperbole and harassment.

If all your arguments (in either direction) revolve around discrediting others through personal attacks rather than their arguments, then it's probably time to lock the thread.

However, my main concern with both LFR and LFD is the removal of the player from the world environment. Whilst I do believe LFD is a great tool for servers with a low population (I used to be on Dragonmaw which has a very low population and finding a group for just a 5 man could have taken hours), finding groups for dungeons and raids and then travelling to the instance felt like an important part of the game and kept the virtual idea of a world. The removal of this feature, and the lack of motivation and incentive to form groups with people on your own server has damaged realm society in my opinion.
Mists of Pandaria comes with plenty of level 90 content. All the daily quests available throughout Pandaria (remember, there's no daily cap in Mists), Pet battles, Challenge Dungeons (which can't be accessed through the Dungeon Finder and require groups to be manually formed), and the two new world bosses in Valley of the Four Winds and Kun-Lai Summit will hopefully provide plenty of reason to go outside the faction cities.

We'll wait and see I guess, since whatever concern we try to explain gets countered with the sheer overwhelming blinding light at the end of the tunnel called MoP. Overly sarcastic? Yes, perhaps, simply because currently you're bringing arguments to the table we cannot refute due to the content not being out.
I know the only thing you can do on this regard is "wait and see". I'm not saying "MoP will fix it and there'll be rainbows and unicorns", but I do believe that if you take into account all the features and new raiding content coming up at level 90, things will look very different to most players compared to these days. (Blue Tracker / Official Forums)

Diablo III Patch 1.0.4
Patch 1.0.4 is coming tomorrow and it brings a lot of changes!

Trading Card Game Art Update
The Trading Card Game art gallery has been updated to feature ten new pieces.

by Published on 2012-08-19 08:05 PM

Unofficial Patch 1.0.4 Changes - Class changes, New Items, Affixes and More!

Mists of Pandaria In Game Cinematics
Many of the quests that are part of your introduction to Pandaria and major quest lines now have in game cinematics to go with them. Some of them are produced in the style of the Wrathgate cinematic and go beyond using only simple scripted events and existing animations.

Horde Pandaria Cinematic

Alliance Pandaria Cinematic

Shen-zin Su's Thorn

Battle of Serpent's Heart

Beta Experience Required to Level Changed
Once again, the experience required to level in beta has been tweaked. This time around the only change was to reduce the XP needed to level from 85 to 86 slightly.

Level Old XP Requirement New XP Requirement Newer XP Requirement
1-9OldSame Same
10-39?Old(-20%) (-20%)
40-82OldSame Same
82-834,004,0002,669,000 (-33%) 2,669,000 (-33%)
83-845,203,4003,469,000 (-33%) 3,469,000 (-33%)
84-859,165,1004,583,000 (-50%) 4,583,000 (-50%)
85-8610 million15.5 million (+55%) 13 million (+30%)
86-8711.6 million18 million (+55%) 18 million (+55%)
87-8814.6 million22.6 million (+55%) 22.6 million (+55%)
88-8917.6 million27.3 million (+55%) 27.3 million (+55%)
89-9021.2 million32.8 million (+55%) 32.8 million (+55%)

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Beta Class Balance Analysis
Sorry for slow responses lately, been busy buffing and nerfing to get everyone balanced for release.

You say that you are completely confident in your ability to balance the classes. What does that mean? I believe you when you say you can make a computer play a class on every spec on a patchwerk style fight and get the same numbers. Thats where my faith starts to drop off.
There are two general strategies to balance the game. One is to guarantee that everyone's damage is pretty close on a single target that doesn't move and has no real gimmicks (e.g. Patchwerk). The other is to guarantee that everyone's DPS will be equal on every encounter. The latter isn't a realistic goal, and honestly, we wouldn't want that anyway. We think it's cool when an encounter happens to play to your strengths, and it can also be fun when an encounter emphasizes your weaknesses and then it's up to you to try and overcome those challenges. As I've said before, it's not the straightaways that make racing fun -- it's the curves.

I will include my standard caveat that some players see top 100 parses and assume that is the damage they will do. Skill still matters enormously for being able to eek out those numbers. One of the consistent characteristics of the best guilds in the world is they are able to deliver near-Patchwerk numbers even on very complex fights. I watch them do it and still don't quite understand how.

Also, there are only a few fights where absolute DPS is the key to winning. Mastering mechanics usually has a much bigger impact on success. Players tend to downplay that in their quest for chart-topping DPS. Plenty of people raided (and even had fun doing so) back when DPS specs did double or triple the damage of each other. That's not an attempt to escape from balancing the game, but from where I stand, players overall place far too much emphasis on balance equaling fun.

The third point is also true, but that's why it surprises me so much that you've disregarded (actually you've specifically stated that you don't want to hear) feedback about certain classes and specs being very not fun.
We don't disregard it. Not at all. It's just very subjective.

I think it's easy for players posting on our forums to believe that this is our primary way of interacting with players. A very small, almost trivial, number of players post on our forums. It's very dangerous to assume that several very passionate forum posters are speaking for the community. We have a very storied history of making a change because some players argued for it very passionately, eloquently and logically, only to have a bunch of other players then get angry because they were perfectly happy with the previous design.

If there was some very safe, easy and exploit-free way of polling the entire player base, then it might be possible to know if players overall found a mechanic fun or not. Without that, we're left to just making judgment calls on whether we buy the argument or not. Sometimes we do and sometimes we don't.

The 10% melee/hunter attack speed buff from the dummies is stacking with Unleashed Rage(10% speed) from enhancement shaman.
Not intended I'm sure.

There were several bugs with the various sources of the 10% attack speed raid buff stacking incorrectly. They should be fixed soon.

Should Expertise convert to Spell Hit for pure casters? Or is that only supposed to work for melee classes that use weapon attacks that deal spell damage? (Pardon my ignorance here, I know nothing of melee stats.) Basically, I'm wondering if every Human Mage and Warlock is going to be looking for swords now.
Yes, Expertise should indeed convert to spell hit, even for pure casters. Casters might have a slight preference for certain types of weapons (as melee have for years). We make some mage blades, but not a lot.

In other words, tooltips currently do not reflect how much a spell is actually supposed to heal for once the benefits of PVP Power are factored in.
PvP Power does not change spell tooltips. This is partially because PvP Power only affects you in certain areas (specifically not in dungeons or raids).

13,20% Mastery - Increases the damage done by your demon servants by 13,20%. Increases the damage you deal in caster form by 13,20%. The damage you deal while using Metamorphosis increased by 39,60%
It said 39%, but it was lying. It only gave you 39% for 2 sec and then dropped off to 26% or something but didn't display the drop.

These are the kinds of bugs we find all the time before launch and require us to adjust numbers, which is why we implore you to try out the changes and make absolutely sure that we were just nerfing you out of spite before you curse GC and his Throne of Lies.

GC, is it the design intent that some classes can do 15% more single target damage than others? Currently the classes on the bottom of the DPS sims are that far off the top classes.

Can you clarify what is your target balancing spread between the best single target class and the worst single target class? It seems to me that 5%ish would be acceptable, but the current spread is close to 15% which is just outrageous.

Are the sims accurate enough to go on at this point? They don't yet match what we're seeing.

I don't want to change the topic of this thread, so I'd prefer if we didn't debate the issue here, but I don't believe sharing our target numbers is a good idea. My concern is that a chunk of players would want to endlessly debate whether the numbers we chose were fair for their class, and another chunk would want to argue about whether those numbers were achievable.

What I mean by the latter is that if we said "Our Balance druid target is 115,000 DPS," then anytime someone saw a number on Raidbots or wherever that was lower than that, they would demand buffs. They demand buffs today based on sims that may or may not mirror reality. Other players would argue that it takes excessive RNG to achieve the targets, or movement-less fights, or that we need to introduce more cleave encounters. None of those concerns are necessarily invalid, but they are a huge distraction. We'd rather players focus their communication efforts with us on whether their class is fun (though paradoxically, this is not the "fun" thread). Honestly, I think it's more fun in game design in general to see how much you can achieve rather than trying to match a target.

As an example of the former, look no further than the "hyrbid tax" debate. The debate is ongoing and often angry, despite the fact that I have refused to address the issue for years, on the grounds that sharing our position doesn't actually seem to bring closure to any discussion. Rather it pours fuel on the fire. I think coming out with actual target numbers would do the same. Sharing our philosophy for how we do quest design or how we define interesting rotations can provide some behind-the-curtain insight that players seem to enjoy. Sharing numbers just seems to make people mad.

Now, don't get me wrong. You can't be a game designer without a healthy tolerance if not outright love for endless arguing. We just think there are plenty of aspects of the WoW design upon which to give feedback, and we don't want the conversation to be dominated by "Are the developers' target DPS numbers on target dummies fair?" Maybe that's the wrong call. Maybe we're being too conservative. I'm generally an "ask me anything" sort of guy. But it's also one of those rabbits you can't stick back in the hole once it hops out.

If you disagree or want to explore the topic further, feel free to create another thread. I'll read it.

Death Knight (Forums / Skills)
DKS -- Frost Fever is incorrectly using spell crit chance instead of melee crit chance, which will be fixed. Blood Plague already uses melee crit chance.

Anti-Magic Zone absorbs 20% less spell damage per attack power for Unholy. This multiplier was added back when Unholy got 25% attack power as a spec bonus. That spec bonus was dropped to 15% in the last beta patch. Can the Unholy-specific Anti-magic Zone multiplier be reduced to compensate?
The Anti-Magic Zone modifier was recently reduced by the same proportion. The intent, as you point out, is for them to stay in sync.

Can you please confirm this is intended/acceptable results, or otherwise address it? Or if I screwed up badly in my math somewhere I'd like to hear that as well. Dual Wield Frost - Howling Blast Vs. Obliterate
Yep, that sounds about how we expect.

Base damage for DK diseases were buffed this patch, but the numbers seem off a little bit. The base damage for Frost Fever is now 1390, while the base damage for Blood Plague is 172. Was an extra 0 mistakenly added to Frost Fever (should be 139)? Or is Blood Plague missing a 0 (should be 1720)?
The former. Frost Fever's base damage was accidentally increased too much. It should indeed be 139 at level 90.

Druid (Forums / Skills)
Is Feline Swiftness intended to stack with speed enchants?

Is it intended that spells cast in cat or bear form via Predatory Swiftness or Nature's Swiftness interrupt the swing timer?

Monk (Forums / Skills)
Did something change with the Elusive Brew calculations this patch, specifically with 2h weapons?
The tooltip updated, and some people are reporting getting 3 stacks (consistently) with a 3.6 speed weapon (the PvP polearm), which should be impossible given the formula we were given, while others are still getting 2.

We removed Tiger Strikes from Brewmasters and adjusted the proc rates of Elusive Brew and Gift of the Ox to account for the reduced number of normal attacks that they'll be doing.

What's up with Chi Wave? I spent a while on the dummies and it's doing about 2.5x much per chi as BoK and 1.2x as much as RSK, but in actual raid testing it's very inconsistent. Sometimes it will hit bosses 4x and sometimes it will just hit once and then disappear. I remember reading a blue post saying that the second tier of monk talents weren't intended to be used rotationally - is this still the case?

Right now it's a required talent and provides a 15-20% increase in DPS on bosses on which it bounces multiple times and is worthless (except as a small extra heal, although expel harm + healing spheres may be better options) for bosses on which it bounces only once. How is this ability supposed to work, and can it please be adjusted to work consistently?

There are some nerfs coming to the level 30 row, that should resolve this. It’s not intended that the level 30 row is a pure DPS increase for Windwalkers, but should provide a very strong option for trading a little damage for a lot of healing.

Paladin (Forums / Skills)
Execution Sentence is consuming Glyph of Flash of Light, but is seeing no increase in the healing done. Is it supposed to consume the effect and receive the increase or is it not supposed to interact with the glyph at all?
Ideally it would benefit from the glyph and consume the buff, but ES is a complex spell, so it's possible we'll have to exclude it. Sounds like a bug regardless.

Shaman (Forums / Skills)
A.) Stormstrike was buffed to 300% weapon damage, but Stormblast still appears to be set at 200%
Stormblast should be 300% as well. We will fix.

Is there a chance you might reduce the mana cost of Chain Lightning? We are running oom very fast on 2 targets and I honestly don't think it should be that way seeing as it is our spellcleave.
As Ele, Enhance or Resto?

Warlock (Forums / Skills)
Warlocks -- the next beta build will make it look like we nerfed Demo enormously. These are actually just adjustments because mastery was only giving 66% of the benefit it was supposed to in Meta form, which is now fixed.

Paladin (Forums / Skills)
Did WoG and EF change and somehow those changes didn't make it to the Patch notes? My values are down for it on just about every AP scale I've tested by between 3 and 7% (easily noticeable on the EF HoT tick)
The tooltip for EF is incorrectly not including its base healing (but I believe is functioning correctly). Regardless, EF's initial heal should exactly match WoG's heal.

EF is behaving properly from its tooltip. However, the PvP power conversion factor has changed. In previous patches, it was ~265. This build it's ~530, nerfed by exactly a factor of 2.
While there was a tooltip bug difference between EF and WoG (which should be identical), I think what you are seeing with the PvP Power conversion factor is that we straight out reduced the amount of healing provided by PvP Power.

It is important that PvP Power affect healing because otherwise healers wouldn't value the stat or the gear. However, unlike damage, healing is not offset by resilience, so stacking PvP Power just makes healers better and better. We knew this was a risk, but now the consensus is that healing is just much too good in PvP. We reduced the amount of healing provided by 50%. That seems like around the right number, but we may still iterate on it.

Oh, so PVP Power conversion percentage is still ~265 to 1%, but its effectiveness on healing spells has been reduced by half. Although I don't do PVP, I do wonder if there's a chance that the tooltips for WoG and EF will reflect the expected value based on both SP and PVP Power?

I don't know if you've seen our spreadsheet, but even with EF there are tooltip differences between what's expected and what's actually happening. Like for example, at 17630 AP, the EF tooltip indicates we should be expecting heals of 1024 from the HoT portion of EF -- however, due to PVP Power (16.05% in the character sheet in this case, and in reality much less since you have disclosed that PVP Power effectiveness for heals has been reduced), we're actually getting 1105 ticks.

I think we’re still missing something that you’re trying to tell us. PvP Power globally affects all healing (except percent based heals), so should be completely abstracted from any discussion about WoG or EF or any particular heal. If this is not what you’re seeing, we can investigate that. If so, can we simplify the discussion by completely leaving PvP Power out of it? PvP Power should be completely irrelevant to WoG vs EF or really any talent in that row, or priority list, or anything.

Class Feedback Blue Posts
Originally Posted by Blizzard Entertainment
Hunter (Forums / Skills)
Deterrence and Kill Command
We wanted to prevent Kill Command during Deterrence, because that felt like cheating, but it's a bug if it's stopping heals.(Blue Tracker / Official Forums)

Paladin (Forums / Skills)
Beta Retribution Feedback
It should really only work with 3HP finishers.
We're changing Divine Purpose so its chance scales with Holy Power. The 25% is with 3. You should be able to benefit from using a 1 Holy Power ability, but we don't want to encourage fishing. (Blue Tracker / Official Forums)

Crusader Strike Change Feedback
Paladins were balanced around generating Holy Power through Holy Shock, Holy Radiance and Tower of Radiance. We like the "holy warrior" kit and thought using Crusader Strike situationally for Holy was interesting. We didn't want it to be the most effective way to play a healing paladin, which is how it was trending, especially in heroic 25-player raids.

I agree, we were tuned with the idea in mind that CS was part of our rotation.
No, I'm saying you weren't. We calculated paladin healing to be at X. With using CS as a major part of the rotation, the actual level was potentially X + Y. We want you to be at X.

As I mentioned above, I'm not even convinced it was a serious problem. Yes, it's mana efficient to generate Holy Power for almost nothing, but you could have also generated that Holy Power with an actual heal. WoG / LoD don't heal for enough for that to be your entire arsenal. A paladin who casts HS, DL, DL -> LoD will handily outheal one who casts HS, CS, CS -> LoD, unless mana is a crushing issue, which we don't believe to be the case. Taken to extremes, a healer who never casts a heal has awesome mana longevity, am I right?

However, this is one of those cases where we didn't even want there to be a question. We didn't want there to be any confusion about our intent. You should generate 99% of your Holy Power with Holy Shock, Holy Radiance and Tower of Radiance.

Now we are left with ability's that are not on par with other healers. After the nerf our mana efficiency is now worse imo then a lot of other healers.
We haven't seen any evidence of this, but if it comes to pass, we'll fix it (and not by buffing CS).

I think they must have had us balanced around CS because the alternative is frightening: that there was a meta playstyle that was used extensively, talked about extensively on these very forums and others, and Blizzard did not attempt to balance around it. Does that sound like good design to you?
It wasn't extensive. Not many paladins were doing it in our raid tests. However some of the paladins who were doing it were very talented healers in top-end guilds, and those guys can sometimes be trendsetters. This was a precautionary change, not a crisis. (Blue Tracker / Official Forums)

Priest (Forums / Skills)
Halo vs. Holy Word: Sanctuary
We agree with the argument that Sanctuary and Halo are apples and oranges. However, Sanctuary is intended to have a 30 sec cooldown, not 40 sec. That's a bug. (Blue Tracker / Official Forums)

Shadow Orbs Bug
This was a bug caused by the new orb UI. We fixed it recently so the orbs / ravens should persist for 60 sec now. (Blue Tracker / Official Forums)

Warrior (Forums / Skills)
Beta Warrior Feedback
Heroic strike now competes for rage with slam, so if you're slamming with rage, many times you'll not have enough rage to hit heroic strike when TFB is about to expire. Which means if you want to guarantee that you have enough rage for the big heroic strike, you have to not slam and leave gcds open, which is boring. And you have to gamble constantly between trying to stack TFB with more overpower, or using the rage on a weaker heroic strike before the buff wears off.
I want to dive into this a little bit again, because I still think there's some sort of miscomm between us and you guys.

1) If you have 60 or more rage, you should be able to Slam and Heroic Strike. No problems there.
2) If you have less than 60 rage, you might have to choose between Slam and Heroic Strike.
3) If Taste for Blood has plenty of duration left, then go ahead and Slam. You'll probably get enough rage to Heroic Strike soon too.
4) If Taste for Blood is about to fall off, you're at the greatest risk. In this case, it may be worth not Slamming because you need to have 30 rage. Even in this case though, you shouldn't be sitting on empty GCDs. This is a great time to Storm Bolt or Dragon Roar or Battle Shout. If every one of those is on cooldown, then you might have to wait a GCD or two, but that should be pretty rare. As you get better gear (and honestly that might be part of what we're seeing here) it should be even more rare because you'll have more rage to Slam away.

So what am I missing here? I want to understand the feedback.

GC, just a quick question. Is this change trying to suggest that Fury warriors should never equip a shield to go defensive?
Swapping to a shield should not turn off the Single-Minded Fury damage bonus for an SMF warrior. It's possible a Titan's Grip warrior who swapped to a one-hander and shield will not get the Single-Minded Fury bonus. However, TG warriors can also equip a two-handed weapon and shield.

GCs arguments and justifications almost make it sound like he has some kind of personal vendetta against the warrior class and wants us to suck and not be invited to raids... never gives us a real answer to anything other than "working as intended" or "we'll see" but nothing ever changes unless its another nerf or new penalty added to an ability... if we show the slightest hint of getting better "it's a bug... here we'll fix it"
Yeah, that's probably it.

Execute may not be half of my total dps but its a huge chunk that im missing out on 80% of the fight. Ghostcrawler, I dont understand your reasoning sometimes on these issues, you wanted player feedback, its given, but you counter saying its not an issue. Why bother even continue reading our feedback if you already have a replay to shoot it down?
Think about it from my point of view. If every time players say "Please fix this" we then always go and fix it, then we're really not making the decision. We're letting players make it. The way we like to design is through informed decision making. We like to gather information and then make the call. That doesn't mean we're always going to make the call you want, but at least we'll know how you feel about it.

In this case, I wanted to see if there was something we hadn't considered about why high executes are bad. I didn't see many arguments we hadn't considered, but there was one we found potentially compelling. Essentially, if a group is stuck on phase 2 of a boss they might feel compelled to swap out a warrior, since their contribution is really going to come in phase 4. Now if phase 4 is also tough, you made a mistake, but if phase 4 is easy, then you may have made the right call.

In my humble opinion it's the same deal as some classes being amazing on burst or multidotters. Granted, sub 20% happens in most boss fights unlike multidotting, but it could be viewed as a perk. If a fight lasts 4-5 minutes Shamans and other burst classes are ridiculously strong, on council fights multidotters shine and then warriors can have the flavor of killing you if you're close to death.
That was more or less our logic. Warriors might be great when executes matter and weaker when executes are irrelevant, but those don't happen with such regularity that it would be a major problem. Groups tend to like the dot classes even on single target fights. They just excel at group fights.

The same response came with shield wall and spell reflect, people dont like it and yet, you completely ignore the feedback and reply; "we are happy with warriors requiring a shield" well, thats fine and dandy that your happy, but wouldnt you rather have the players who are using the warrior be happy?
I've tried to explain our shield logic there several times. I'm sure you could find the responses. Now you may disagree with out logic, but that's different than our ignoring the feedback.

Of course, reading between the lines in GCs responses, it looks like they may not have fully taken CD stacking during Execute phase into account, so there's also the possibility that Warriors are competitive for 80% of the fight and just flat OP for the final 20
No, I just wanted to make sure there was a good explanation for the high crit rate.

There's nothing wrong with the idea of having your damage more backloaded. I think the concern right now is that it is too backloaded. It's just been kind of funny to hit the last 45 seconds of a beta raid encounter and have an ability go from zero to #2 in WoL while accounting for 15% of my damage, all in ~45 seconds.
Yeah, many of the responses seem to be "it feels weird" and not "it's fundamentally broken" (even when they say the latter, it looks like they often mean the former). Now feeling weird still counts, but it's not as "must fix" as a critical design flaw.

I seem to remember one of your first suggestions being a short cooldown slapped on. Intuitively, that seems the best — Execute can be powerful enough to kill in PvP without crowding damage contribution in PvE.
We don't like Execute having a cooldown. You still need to do other attacks already to make sure you have enough rage to spend. If we decide it's a problem, we're more likely just to shift some of the damage from Execute back to other attacks. (Key word is "some" - we don't want it to be weak.)

We're not changing the shield requirements of Spell Reflect and Shield Wall. You can read my previous comments on them, Die by the Sword and Mass Spell Reflect. Our stance hasn't changed.

We are going to try reducing Execute damage by about 20% and redistributing the damage to yellow attacks. I'm not sure that nerf will be significant enough to make some of you happy (what an ironic thing to say) but it might be enough of a compromise between Execute feeling awesome but not so awesome that the rest of your attacks feel weak.

You would only use HS and Slam over 60 rage if HS has a TfB stack (or stacks) already because a no stack HS is less than a slam in termsof damage. Otherwise you would have to weigh out the near term benefit against filling a future GCD which might otherwise be empty with a slam. The problem is, you can't really predict the availabillity of TfB procs in the future - will you have an empty GCD, or will you have multiple overpowers? If you hold off on the HS, perhaps those additional OP's will buff the HS you saved to a higher degree - is it more, or less DPS. There is simply too much on-the-fly calculation and gambling involved. Furthermore, you dont really have to use HS to burn off rage to prevent overcap - one slam pretty much negates 3 white swings worth of rage. Again with the unpredictabillity - how will enrages change that decision?
Why would you ever use the HS until Taste for Blood stops proc'ing? You Overpower until it stops, then you HS. If you have 60 rage (or think you will soon) then you go ahead and Slam because you'll still have enough rage to Heroic Strike as well. It's the "on-the-fly calculation and gambling" part that I'm not quite understanding. If you're choosing to HS when you don't know if the proc is done, then I guess that's gambling, but why do that? That's like bleeding off all your rage when you don't know is a CS is about to proc. If you're choosing to Slam when that means you won't be able to HS, then why do that (unless maybe the target has to die right now)?

It seems to me that the two decision points are: Should I Heroic Strike and should I Slam?

Should I Heroic Strike? Is Taste for Blood at 5 stacks? Then, absolutely HS. If not, then is Colossus Smash up? Then it's still worth it to blow the stacks with an HS. If not, then will the buff expire before I get another stack? If so, then Heroic Strike. (It's off the GCD, so you don't even have to delay another ability.)

Should I Slam? Will Slamming mean not enough rage for an upcoming Heroic Strike? Then, no.

What am I missing?

SMF warriors being able to eat is an unintended consequence of the bullet-proofing we put in to stop TG warriors from swapping to SMF for Execute. Should be an easy fix.

1. Slam is better than HS at 1 or 2 stacks, so you should never HS at that amount of stacks.
Okay, I think this is part of the problem. On our current build, Heroic Strike is at 110% weapon damage and Slam is at 220% weapon damage. That means a one stack of Heroic Strike ties with Slam and two stacks on always wins.

3. With 60 rage banked up, if you get lucky Overpower procs you'll have to HS before you reach 5 stacks or you'll waste rage due to cap. This is also RNG.
This part I am not understanding. If you have enough rage, then Slam. Otherwise, wait for the 5 stack. When are you at rage cap but unable to Slam?

4. Now say you have 60 rage, a 5 stack TfB and no filler avaiable. You have to outweigh the short term benefit of Slam + HS vs the possibility that those 30 rage you spent could turn into a 3 or higher stack in the next MS cycle.
If you're at 5 stacks, you should Heroic Strike because it can't go any higher. The only reason to delay would be if CS is about to come off cooldown. You shouldn't have to pool rage for multiple Heroic Strikes. If you use one, you should be ready for the next one by the time it stacks -- you're talking about a MS and 3 Overpowers. I'm not sure what gear you're talking about -- is this the ungemmed PvP gear at level 90?

Maybe another way to ask this is what percentage of the time are you Slamming in between buffed Heroic Strikes, and what percentage are you double Slamming?

Again, it's all probably due to low rage generation. As Arms you generate 36-45 rage during each MS depending on swing timers, which is less than you might be required to spend.
Yeah, I am starting to wonder if that's the issue. If you don't have enough rage to Slam regularly, then the rotation is going to feel empty. That will get better with more gear, but it sounds like Fury's rage feels good already.

I'm with GC on this one. The choice is merely between heroic strike and slam when you have rage. Why are you guys so steeled on 'must fill all globals!'? One of the big problems warriors had was too many globals as arms, you had no time for any utility buttons.
I understand that some players just like filling all globals, and the fact that warriors always become rage flooded in the last tier of content exacerbates how off it feels going from heroic raid gear to quest gear for the new expansion. We still want to keep some sense of progression that better gear means more rage which means more attacks, but maybe that's just too hard to deliver. On the other hand, warriors already have the highest APM of any class when you consider they can fill almost every global and have several off-the-global abilities, including a legitimate attack.

I do appreciate those of you attempting to clarify your concerns and not just venting. It is helpful.

I was curious if there was any chance of getting all of our attacks to trigger auto-attack? Not an actual swing, but putting us in a ready combat position. Kinda sucks to hit bloodthirst and fall right back out of the attack mode.
Can you explain this in more detail? If I target something and hit BT, then I start autoattacking.

The problem involves being out of range, out of rage, facing the wrong direction, the ability being on cool down for 4.5 more seconds, or disarmed etc.
We made a change so if you are in range (on any class) you will start autoattacking even if the special attack you used didn't go off (if for example you have no rage). It also works if you are facing the wrong direction.

It will not start autoattack if you are out of range. That might be something we can fix.

I just tested this on Slam and Mangle, and it works as I described. If you can test beta and verify that this is not happening, let us know. This is a change from live. (Blue Tracker / Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
Upcoming Beta Patches and Closure
I wonder how long before they close the Beta...

They said 2 weeks before it goes live so that would put it at Sept. 11th or so. Since the 11th is the normal maintenence day it seems to be logical to do it that day.

Yeah that's pretty much the time frame as of right now. Give or take a few days, there's really nothing forcing us to close it on a Tuesday.

Monday would have been an ideal day for this IMO. Yes I'm aware there's all kinds of legitimate reasons for doing it today. I stand by my original comment.
There will probably be another one on Monday or Tuesday as well, so JFYI.

It will be down a lot more, right? Cause we are getting closer to the release.
I wouldn't say more, likely it'll be at the pace it's been the past week or two. Maintenance and a new build every 2-4 days.

That's not a promise of a schedule or anything but based on the information I have that's around what it'll be. (Blue Tracker / Official Forums)

Scarab Lord Title
I believe we changed the title to be account-level. It's not it affects that many players anyway. (Blue Tracker / Official Forums)

All Races Available in Patch 5.0.4 Followup
This is great but how will starting areas be handled?
The starting areas will be accessible as well. For example, you'll be able to adventure on the Wandering Isle as a pandaren when Mists of Pandaria is released, but you won't be able to visit Pandaria. They're separate locations.

You're specifically talking about character creation. How will this affect paid race changes? Will I be able to race change to Pandaren on my existing shaman on August 28th or do I have to wait until September 25th?
Pandaren characters will be locked until Mists of Pandaria is released. You won't be able to create one. You won't be able to change an existing character into one.

Hey Zarhym, question for ya since you seem to be monitoring this thread. If I preorder my race change, then change to a Panda on the 25th, will that disqualify me for every realm first? Or just Realm first Pandaren? Or will it even disqualify me?
There are no realm first achievements for races.

So, lemme get this straight. Without purchasing the upgrade to MoP

I can - Roll any race, after the patch update on Aug. 28th, EXCEPT a Pandaren
I can - Roll a Pandaren beginning Sept. 25th
I can - level a Pandaren to the highest level of my currently subscribed content (Cata for me)
I can - Have all of my mounts account-wide

I cannot - Access Pandaria
I cannot - Level skills beyond my currently subscribed content
I cannot - enter raids, dungeons, or battlegrounds beyond my currently subscribed content
I cannot - level a monk
I cannot - Participate in the Pet Battle system

The roll any race kind of has no bearing on players with Cata subs, they just have to wait until MoP launch date of Sept. 25th to roll a Pandaren.

This all looks correct except for pet battles. Those, like pandaren character creation, will unlock on September 25 and be available to everyone.

Not that it really affects ME per se, but this also works for Trial accounts? If I manage to find a friend who HASN'T played, can they try out gobs or pandas?

Does this change include the Starter Edition you get from RAF? Just wondering if I send an RAF to my friend if they can roll a Panda with me to level with on the day MoP comes out.
Since all of the races are being rolled into the original "brown box" -- meaning you don't need to unlock them by purchasing a specific expansion -- yes, you should be able to try out any race using a trial account. (Blue Tracker / Official Forums)

LFR Feedback
It is quite funny to hear that 'lfr is not mandatory for progression'. Ye,sure, Paragon, Method, Vodka and all those banned super-duper-hardcore guys have no clue.
World First guilds have proven over the years that they'll actually do anything at their disposal to get an edge over their competition. And often they can put resources that an immense majority of guilds don't have. In that regard, they don't really represent a majority of guilds.

remember a lot of blue responses to "i am special snowflake, i want others no have epics", "remove lfr, i want tbc", "share lockout", etc, but i do not remember not a single blue post that replies to the two other 'anti-LFR statements'. One is "blizz forces raiders to boost casuals", and another is "blizz shared 10 and 25 due to burnout, and now makes us run content twice per week again". It is pretty obvious that since these topics are avoided, these statements are true. Blizz cannot admit it is impossible to balance LFR around wide skill diversity of casuals, so they just balance it around 10 raiders and 15 casuals. If casuals are good the run is OK, if they are bad, well, warm bodies are unimportant anyway.
Since LFR is not required for your progression in Normal and Heroic raiding, no, raiders aren't being forced to boost "casuals".

Furthermore, you're implying that all casual players lack the skill raiders have. When in fact, there're skilled players that are casual, those two concepts aren't mutually exclusive. Neither all casual players are "bad", neither all raiders are "skilled".

My guild doesnt compete for realm firsts or whatever, its semi-casual raiding guild and we think we're 'forced' to do it, because items from LFR will help greatly in our progression, as we will progress slower and gear up slower. None of us particularly enjoy doing LFR but most of us will - you can tell us all you like that we are weird like that, but players want to be of a greater benefit to their guilds and strive to improve however they can.

And yes it is very different than doing 5man heroics, 5 man dungeon is something completely different - different format, requires great individual effort, different environment (different instance) etc. I would rather run 5 heroics than one LFR, but heroics will not reward anything close to what LFR will, and LFR is also easier and faster.

Heroics reward valor points which, currently on the beta (and therefore may change, as it's still in development), you can use to acquire epic items that are tied to certain factions. Those are higher item level than the items granted on Mogu'shan Vaults LFR. So, hopefully that'll give you a reason to visit those places.

Also, keep in mind that in Mists of Pandaria there's going to be plenty of stuff to do (and new features that you probably know about) once you get to level 90. Which will probably help as well to make progress with your character without feeling the need to hit constantly the same exact places day after day.

So were 10/25 man lockouts and they were removed because they "forced" raiders to do both. Make LFR share a lockout with normal/heroic and the problem is gone.
There's something here that I feel is important to mention. Back in Wrath of the Lich King, 25 man heroic raiding players were raiding 10 man heroic also because loot tables were different, and so certain items were still desirable as they dropped in 10 man, but not in 25 man. Cataclysm didn't bring only the 10/25 unified lockout, it also brought the same itemization to both modes.

Just as an example, Lady Deathwhisper dropped Whispering Fanged Skull in 10 heroic, which was very attractive to melee players. Under the Cataclysm raid design, they wouln't have had a reason to run 10 man heroic ICC (gear wise) as the item would've dropped in their 25-man heroic raid.

The problem is when you've seen a raid on LFR difficulty with 24 people you don't know when you'd much rather see that content for the first time on normal difficulty with 9/24 of your friends.
That's exactly how the upcoming raids will open up on Mists of Pandaria. So hopefully this won't be an issue anymore for those that feel their experience is negatively impacted by the reason you stated. (Blue Tracker / Official Forums)

Horde is the Evil Faction
This kind of duality exists in almost every kind of epic storyline that involves factions at war. Eventually it comes down to a simpler question, does the concept of absolute evil and good even exist? There are plenty of books trying to answer that simple question, so I’m not going into that.

I’d rather just say that to me Horde does seem more evil than Alliance, but that’s mostly due to aesthetics, think about the Forsaken and the Undercity, I mean, it’s undeniable that Horde looks are meant to be evil looking, names also. Except maybe Taurens, they’re just too cute in their own hairy and beastly way.

It’s like someone already said, it’s a grey and ambiguous area, when you belong to a certain faction you always tend to view an enemy’s faction as evil, which in turn means that you feel like the opposite of evil, and since every faction feels that way…
I’d stick with they’re evil-looking and probably have a bit more evil in them than most Alliance, except gnome warlocks, these are the most devilish, nefarious and heinous creatures in Azeroth there is.

I don’t meant to delve into lore here, I’m sure that those who are really into it will present proofs backed up by lore facts to prove their arguments; this is just meant to be more of a general perception or impression that I get from Horde while playing WoW for so many years.
This is actually a really fun thread to read, many interesting arguments being made.

The duality will last until the war ends, and the presence of war in Warcraft is simply inextricable... (Blue Tracker / Official Forums)

Heroic Deathwing and Ragnaros Mount Drop Rates
For those wondering, the drop rate of these mounts will be reduced.

wtb an answer to the question of when this is happening.

It will happen with the release of Mists of Pandaria.

Go get them! (Blue Tracker / Official Forums)

Overpowered Monk in the Cinematic
In your opening cinematic you show a monk soloing two players. This is completely unfair and I am considering canceling my subscription. Therefore this needs to be addressed or you could lose millions of players.
That's Chen Stormstout. If he was fighting Varian and Garrosh in the opening cinematic, you might have a point. Maybe. (Blue Tracker / Official Forums)

Pet Battle Blue Posts
Originally Posted by Blizzard Entertainment
Pet Battles Updates 8/16
We are getting down to the wire guys! Just wanted to give everyone a few updates on some system wide changes. Some of this info might have already been posted but I think it's useful to have it all in one place.

  • We have made a game wide pass on pets that are obstructed. You should see MUCH less of these errors now. We will continue to remove these as we find them.
  • We have dramatically reduced the XP required to level for pets after level 10.
  • Catching any pet level 15 or under retains its current level.
  • Catching a level 16-20 pet will lose 1 level.
  • Catching a level 21-25 pet will lose 2 levels.
  • Players are vulnerable to PVP while in a pet battle on PVP servers. We have added a buff that will reduce the amount of damage taken once you are broken out of battle by 50% for 3 seconds. PVE players are only affected if they are flagged or in an area that forces flagging. In addition, the exact pet you were fighting will respawn.
  • A 3m cool-up is activated on login for the Revive Battle Pets spell. The same cool-up is applied to Stable Masters.
  • The bandage drop rate from Battle Pet Tamer quests has been increased significantly.
  • The number of pet bandages dropped has been doubled.
  • The stack limit on pet bandages has been increased to 10.
  • We have reduced the cooldown on Revive Battle Pets to 8m.
  • The pet battle combat log has been moved to it's own chat tab.
  • All pet battle tamer quests are account-wide. Both the dailys and the one-shots.
  • We have removed the pet swap on pets dying in everything except PVP.
  • The matchmaking system has been adjusted to favor battles with opponents of similar levels over queuing speed.
  • When a pet battle queue pops, you will now have the option to accept or decline.
  • Players will once again be able to engage in pet battles while in the pet battle queue.
  • You can have up to x3 of any pet except for uniques. The pets in the following categories are unique: Achievements, Pet Store, Guild and Promotional. Note that TCG pets are not unique and will be tradeable.
  • Pets caught through pet battles will not be tradeable. Note that many pets are still tradeable. (well over 150)
  • Day one migration from Cataclysm has been changed. You will now get all of your extra pets directly in the journal (rather than pet crates in your bags/mail) These pets will be allowed to exceed the 500 total/3x per pet limits for this one time event. Note that unique pets will be merged into one.
  • Release now works on any pet as long as you have more than one of that pet.
  • Release will continue to work at all times on pets caught though battle.
  • A number of pre-existing pets were upgrade to rare quality.

Again, a big thanks to everyone who has been helping us out with feedback on the beta. Your help is immensely appreciated! (Blue Tracker / Official Forums)

Pet Battles Quest Reset
We know that many of you have been having trouble making progress on the pet battle quest lines. We have been making extensive changes to the quests and the engineering behind them on beta. Because of this, we are going to reset all of the data associated with these quests. This will allow you to play the quests again as well as give us a chance to gather more feedback. A couple notes on how this will work:

  • Any specific character that has completed a pet battle quest will still have that quest completed.
  • Any other characters on your account will be able to start anew on the quest lines.
  • Re-importing your character will allow you to start from scratch again on the quest lines.

We are very sorry if this creates an inconvenience for anyone but it’s a part of the process that comes with beta. We can’t say enough how useful your feedback has been up to this point, please keep it coming! (Blue Tracker / Official Forums)

Pet Battle Phasing
I have noticed since the last update that I am getting attacked by random roaming mobs and getting knocked out of combat.
We found the bug causing this and are attempting to hotfix it up to servers shortly. If we can't hotfix it, it will be in the next build.

Thanks for the reports! (Blue Tracker / Official Forums)

Duplicate Pet Restrictions and TCG Pets
TCG pets are not promotional, you will be able to have up to 3x of each of them if you wish. (Blue Tracker / Official Forums)

Duplicate Pets - Still Mailed or No?
Pets will still be merged on MoP launch, but instead of placing them in your bags or mail they will be placed directly in your pet journal. You will be allowed to have more than 500 and 3x per pet during this process. Any pets that are flagged as unique will be merged into one and also placed in your journal. (Unique pets are from Achievements, Pet Store, Promotions and Guild) You will be able to cage any pets that are tradeable and you can release anything that you have more than one of.

A few examples:
  • A account has a total of 6 Wolvar Pups across all of it's characters. On merge the account would have 6 Wolvar Pups. This would be the only time an account is allowed to have more than 3x of a single pet.
  • A account has a total of 3 Murky's from BlizzCon 2005 and 4 Nuts from the pet collection achievements across all of it's characters. (both unique pets) On merge the account will have 1 Murky and 1 Nuts.

Hope that helps clear things up.

The limit is 500 but players will be allowed to exceed that during the launch transition. Once you drop back under it, you won't be able to go back over. (Blue Tracker / Official Forums)

De-Level on Capture and Improved Traps
Updated traps and art are in the new build from this week. (Blue Tracker / Official Forums)

Lack of Pets in Silvermoon or Ironforge
Both of these cities have pets, you just need to find them. (Blue Tracker / Official Forums)

Free Switches in Pet Battles
Free switches are only in PVP fights. The fact that they were on PVE battles was a bug that was fixed in the latest build. (Blue Tracker / Official Forums)

Blizzard Games News
Pico is here with a quick overview of Blizzard related stories from the past week.

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