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by Published on 2012-08-15 04:28 PM

Update: You can now change your security question as well as update your Mobile Authenticator if you are in North America.

Professions: Living in Perfect Harmony
Originally Posted by Blizzard Entertainment
As with any new expansion, we often find that we have an opportunity to take a closer look at a variety of game systems within World of Warcraft and explore new ideas or improvements to the game. One system in particular is held near and dear to the hearts of the community: professions. With Mists of Pandaria, the designers were able to seize upon an opportunity to look at the role of materials and refine their purpose and their usefulness. In the end, they came up with Spirit of Harmony as the new resource du jour.

Harmonious Prospects
In Mists of Pandaria, we’re introducing a new material known as the Spirit of Harmony. It slices— it dices— well, ok, it doesn’t, but crafters of any stripe will find it has many uses. By now, any experienced crafter is used to filling bags with a variety of materials such as Primal Life, Primal Fire, Primal Earth, etc. but in Mists of Pandaria, it’s all about Spirit of Harmony (in combination with the usual materials, like ore, leather, and gems). Spirit of Harmony is the result of the designers simplifying an already complex system while still keeping a wide variety of possibilities open to players. Much like with other Primals, Mote of Harmony can be combined (10 to 1) to create one Spirit of Harmony.

Harmony is Personal
Let’s get right to it. Spirit of Harmony is a Bind on Pickup (or “BoP” to veterans) crafting material that can be found on every lootable creature in every zone in Pandaria -- from dungeons to the outdoor world. Intially, we want crafters to be out in the world adventuring instead of camping out in front of an auctioneer, hoping to score some cheap mats.

We understand that this may be of concern to those who play a variety of profession alts, and may consider other options for the future, including the possibility of allowing Spirits of Harmony to be Bind to Account in a future patch.

In addition to serving as a core crafting ingredient, Spirit of Harmony can also be used to purchase a variety of additional bonuses or materials that your character may need. While not every profession will get equal value out of them, most everyone will need to collect them for one reason or another.
Here are some examples of the many ways that Spirit of Harmony can be used:

Alchemy: Purchase an extra Transmute.
Archaeology: Purchase a restored artifact.
Cooking: Exchange for an Ironpaw Token.
Enchanting: Buy reagents.
Engineering: New mounts and personal goggles.
Herbalism: Purchase herbs.
Inscription: Purchase rare inks.
Jewelcrafting: Use to purchase extra daily discoveries.
Tailoring, Blacksmithing, Leatherworking: Used to create epic items.

Purchasing materials may not ultimately be the most efficient way to gain resources, but it can be an added convenience to purchase something with Spirit of Harmony rather than going back into the world to get it. The Spirit of Harmony vendor can be found in the Vale of Eternal Blossoms.
by Published on 2012-08-15 01:39 AM

Don't miss the other news from today: Mists of Pandaria Beta - Build 15972 and Patch 5.0.4 Release on August 28, Season 11 Ending Soon!

Dev Watercooler: Scenarios
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We recently began revealing the Scenarios you’ll experience at level 90 in World of Warcraft: Mists of Pandaria on our preview site. As the final tweaks are being made, we thought it would be a good time to sit down with Senior Game Designer Dave Maldonado and Game Designer Jonathan LeCraft for a little behind-the-scenes perspective on this unique new system.

Q: What do Scenarios bring to World of Warcraft that we haven't seen before?

Dave Maldonado: From a technological standpoint, almost everything in the system is new. Players are obviously going to see the World of Warcraft they know and love when they're running Scenarios, but all of the technology driving what we can do with Scenarios is new, and we took that as an opportunity to really indulge in new ways of interacting with the players, the NPCs, and the environment. It was a lot of work to design the technology, with a whole new UI, and new tracking systems and so forth, and while that programming was going on, we got to dream up and implement a lot of randomization and many new things for monsters to do and for the environment to do.

Jon LeCraft: With Scenarios, we can do even more than we could previously do with group quests, because even with phasing and all of our options in the outdoor world, there were a number of things that we still wanted to bring to the game. We can now change the environment and change the ways things spawn and change the behavior of enemies on the fly, and that opens up nearly infinite possibilities.


DM: My favorite example is the concept of a ship that you want to destroy by setting it on fire. So you could storm the ship, kill everyone on-board, and then burn it down. But what happens when you decide to sneak on to the ship, leave everyone alive, and set the fire while they're all standing around? In Scenarios, we have a lot of flexibility to imagine the different ways that players might choose to play, and have the NPCs and the environment react to that more naturally. The result is -- you're going to see all those NPCs on the ship jump off because it's on fire, and then look back at it in amazement. Other NPCs that were making deliveries to the ship before it became a floating inferno are going to react to the change in their world. Instead of trying to put the box that they're carrying on the boat, or despawning and disappearing before your eyes, or something else unrealistic, they're going to stop and gawk at the flames.

Q: We've seen Scenarios compared to dungeons a lot, yet you're comparing them to group quests. What aspects of Scenarios are like dungeons, and what aspects are like group quests, and what’s just new?

JL: For one, you're in a group and you start the Scenario by going into the Dungeon Finder, and if you aren't in a group, one will be provided for you. That's dungeon-like. Also, Scenarios have a boss at the end.

DM: The boss at the end brings everyone together.

JL: They're very different than the bosses you're used to, though, because Scenarios are designed to be completed by three characters of any spec.


DM: We're still tuning and discussing exactly how difficult Scenarios will be, but there are many major differences between Scenario bosses and dungeon bosses. Scenario bosses often can't be tanked, or tanking isn't very helpful. They can be easier than dungeon bosses, because they have to be feasible for three DPS players, but they can also be much more difficult than dungeon bosses, because they can have very high damage attacks that must be avoided by the players. These encounters aren't designed in a way that you can tank or heal through their massive attacks. You either pay attention to the signs that an attack is coming and avoid it, or you fail.

JL: Because there won't always be a certain number of interrupts, or a certain amount of aggro control or healing in a Scenario, these boss encounters rely on placement, timing, and pattern recognition.

DM: At the same time, there are many different things you can do to bosses in Scenarios. You can often crowd-control them, or stun them, or interrupt what they're doing. This would make them very easy to deal with in other circumstances, but they have a huge health pool and the ability to deal massive amounts of damage. Very few can be "tank-and-spanked."

Q: As World of Warcraft players, how would you describe the Scenario experience?

DM: Watching other players test Scenarios, and testing them ourselves, they’re really what I would call a “pure WoW” experience. They give you the option to do a lot more with your character than in other aspects of the game. In PvP, for instance, there isn’t a lot of room for experimenting, or using all of your spells, or even using most of your spells -- unless you want to get killed. In Scenarios, we see every class, every spec, and every style of play being viable. Furthermore, Scenarios are places where you get to experiment with how you move through the environment. There are all sorts of things you can skip, or choose to interact with that someone else might skip, and those decisions you make will have a noticeable impact on what happens next in that Scenario.


JL: I keep coming back to that. Choosing to interact with things is a constant in Scenarios. A huge ghost mob might be mind-controllable. An urn might be something that you can try to access, and it might drop a few gold for you while spawning a couple of mobs that you have to deal with.

Q: What’s coming next for this system?

DM: More Scenarios! We’ve got a lot of really cool ideas, and this is content that we hope to make even more of as we start producing post-expansion content patches.

You can check out feature pages on the Greenstone Village and A Brewing Storm Scenarios on our Mists of Pandaria website.
by Published on 2012-08-14 07:35 PM

Mists of Pandaria Beta - Build 15972
A new beta build will be deployed on beta realms soon. Please take note of Ghostcrawler's post before discussing the latest round of class changes.

Achievement Changes
Originally Posted by MMO-Champion
Collect
Pet Battles

Feats of Strength

General
Guild

Reputation

Guild

Wrath of the Lich King
Reputation



Set Bonus Changes
Originally Posted by MMO-Champion
Mage (Forums / Skills)
  • Item - Mage T14 4P Bonus - Increases the damage bonus of Arcane Power by an additional 10% (was 15%), reduces the cooldown of Icy Veins by 70% (was 45%), and reduces the cooldown of Combustion by 20%.

Warlock (Forums / Skills)
  • Item - Warlock T14 2P Bonus - Increases the damage done by your Corruption spell by 10%, increases the damage done by your Incinerate spell by 5%, and increases the damage done by your Shadow Bolt spell and Demonic Slash abilities by 2% (was 6%).



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

Level Type Spec Slot Name Dropped From
70Companion PetsFox Kit
70Companion PetsFox Kit
415MiscellaneousNeckShadowfire Necklace
415MiscellaneousFingerOrnate Band
496MiscellaneousTankNeckSaddlebinder LinksChief Salyis
496MiscellaneousTankFingerCircle of Scaled FuryChief Salyis
496MiscellaneousMeleeNeckMushan Rider's CollarChief Salyis
496MiscellaneousMeleeFingerSignet of the Bandit LordChief Salyis
496MiscellaneousSpell SpiritNeckStomphowl PendantChief Salyis
496MiscellaneousSpell SpiritFingerSteaming Seal of FlameChief Salyis
496MiscellaneousPhysical DPSNeckHellrider's ChokerChief Salyis
496MiscellaneousPhysical DPSFingerHereditary Saurok LoopChief Salyis
496MiscellaneousSpell DPSNeckNecklace of Imbued FuryChief Salyis
496MiscellaneousSpell DPSFingerRing of Wretched FlamesChief Salyis
1ClothHeadStraw Hat
496ClothSpell SpiritHeadFree Spirit HoodChief Salyis
496ClothSpell SpiritChestRobes of Blue SkiesChief Salyis
496ClothSpell SpiritWaistCannonfire CordChief Salyis
476ClothSpell SpiritFeetFuryheart Treads
496ClothSpell SpiritFeetSlippers of Fiery RetributionChief Salyis
496ClothSpell DPSHeadSky-Sear CowlChief Salyis
496ClothSpell DPSChestRobes of the Lightning RiderChief Salyis
496ClothSpell DPSWaistBelt of DetonationChief Salyis
476ClothSpell DPSFeetSandals of the Shadow
496ClothSpell DPSFeetOpen Steppe SandalsChief Salyis
1LeatherHeadStraw Hat
496LeatherSpell SpiritHeadCap of Wandering PrideChief Salyis
496LeatherSpell SpiritWaistCarrot-Holder BeltChief Salyis
476LeatherSpell SpiritFeetCrushing Treads of Anger
496LeatherPhysical DPSHeadFacemask of Unrepentant BanditryChief Salyis
496LeatherPhysical DPSChestFlameshot WrapChief Salyis
496LeatherPhysical DPSWaistCannoneer's Gunpowder CarrierChief Salyis
476LeatherPhysical DPSFeetBoots of Raging Haze
496LeatherPhysical DPSFeetFlamefoot TabiChief Salyis
496LeatherSpell DPSChestFireproofed ChestguardChief Salyis
496LeatherSpell DPSFeetStompdodger BootsChief Salyis
1MailHeadStraw Hat
496MailSpell SpiritHeadHelm of Restoring WindChief Salyis
496MailSpell SpiritFeetBurnmender BootsChief Salyis
496MailPhysical DPSHeadCrest of the Grand WarbandChief Salyis
496MailPhysical DPSChestChain of Unsiezed SkiesChief Salyis
496MailPhysical DPSWaistGirdle of the Raging RiderChief Salyis
476MailPhysical DPSFeetTreads of Ardent Antagonism
496MailPhysical DPSFeetTreads of Gentle NudgesChief Salyis
496MailSpell DPSChestArmor of the Single CloudChief Salyis
496MailSpell DPSWaistSparkmaker GirdleChief Salyis
476MailSpell DPSFeetBoots of Unbreakable Umbrage
1PlateHeadStraw Hat
496PlateTankHeadGiantfoot HeadguardChief Salyis
496PlateTankChestRavaging Warrior's ChestplateChief Salyis
496PlateTankWaistGreatbelt of Livid FuryChief Salyis
476PlateTankFeetMindfire Sollerets
496PlateTankFeetSilverspur WarbootsChief Salyis
496PlateMeleeHeadGreathelm of the Monstrous MushanChief Salyis
496PlateMeleeChestCarapace of Crushed ConvictionChief Salyis
496PlateMeleeWaistCord of Crazed StrengthChief Salyis
476PlateMeleeFeetAngerforged Stompers
496PlateMeleeFeetStompers of Vigorous StompingChief Salyis
496PlateSpell SpiritHeadCrown of Ranging InvasionChief Salyis
496PlateSpell SpiritChestChestguard of the Unbowed BackChief Salyis
496PlateSpell SpiritFeetFirerider TreadsChief Salyis
476PlateSpell SpiritFeetIntemperate Greatboots
496PlateSpell DPSWaistGirdle of the Galloping GiantChief Salyis


Strings Changes
Originally Posted by MMO-Champion
  • DUNGEON_FLOOR_GILNEAS_TERRAIN11 - Emberstone Mine
  • DUNGEON_FLOOR_GILNEAS_TERRAIN12 - Main Floor
  • DUNGEON_FLOOR_GILNEAS_TERRAIN13 - Upper Floor
  • DUNGEON_FLOOR_KUNLAISUMMIT11 - Upper Deep
  • DUNGEON_FLOOR_KUNLAISUMMIT12 - Lower Deep
  • FRIENDSHIP_STANDING_CHANGED - Your relationship with %s is now %s.



Spell Changes
Originally Posted by MMO-Champion
Mounts
Flying

Ground

Companions

Death Knight (Forums)
  • Death Coil damage reduced by 15%
  • Death Strike weapon damage increased by 18% and additional damage increased by 50%.

Blood
  • Crimson Scourge (New) Increases the damage dealt by your Blood Boil by 40%, and when you land a melee attack on a target that is infected with your Blood Plague, there is a 10% chance that your next Blood Boil or Death and Decay will consume no runes. Death Knight - Blood Spec.
  • Heart Strike weapon damage increased by 20% and additional damage increased by 38%.
  • Rune Strike weapon damage increased by 13%.
  • Vengeance now works off of 2% of the unmitigated damage rather than 5% of the damage taken. Now has a 20 sec duration and no cap on a percentage of your health.

Frost

Unholy
  • Festering Strike weapon damage reduced by 13% and additional damage reduced by 24%.
  • Scourge Strike weapon damage reduced by 16% and additional damage reduced by 29%.
  • Unholy Might now increases your Strength by 15%, down from 25%.

Major Glyphs

Druid (Forums)
  • Cat Form now increases movement speed by 25%, up from 15%.
  • Mangle now does 400% normal damage, down from 420%.
  • Moonfire damage reduced by ~3% and additional damage reduced by ~6%.
  • Starfall damage reduced by 4%.
  • Wrath damage reduced by 1% and SP scaling removed from the tooltip.

Talents
  • Dream of Cenarius now grants 50% (was 40%) damage your next 2 Moonfire or Sunfire casts and 50% (was 30%) increased damage by your next 2 melee abilities.

Balance
  • Celestial Alignment grants you the simultaneous damage benefit of both your Lunar Eclipse and Solar Eclipse, increasing damage done by your Nature and Arcane spells by 15% (was 20%).
  • Starfall damage reduced by 4%.
  • Starfire damage reduced by 4%.
  • Starsurge damage reduced by 4%.
  • Sunfire initial damage reduced by 4% and additional base damage reduced by 8% and SP scaling reduced by 4%.

Feral
  • Shred now does 400% damage plus 62, down from 420% damage plus 62.

Guardian
  • Vengeance now works off of 2% of the unmitigated damage rather than 5% of the damage taken. Now has a 20 sec duration and no cap on a percentage of your health.

Mage (Forums)
Fire

Monk (Forums)

Talents
  • Leg Sweep now has a 45 sec cooldown, up from 25 sec.

Brewmaster

Windwalker

Windwalker & Mistweaver

Paladin (Forums)

Talents

Holy

Protection
  • Vengeance now works off of 2% of the unmitigated damage rather than 5% of the damage taken. Now has a 20 sec duration and no cap on a percentage of your health.

Retribution

Priest (Forums)
  • Several spells had their mana cost reduced by less than 1% of Base Mana.
  • Devouring Plague damage was reduced by 9%.
  • Holy Nova had the zero values in the tooltip fixed.
  • Mind Flay damage reduced by 15%.
  • Mind Sear damage reduced by ~60%.
  • Mind Sear damage reduced by 60%.

Talents
  • Cascade now costs 9% of Base Mana, down from 10%.
  • Halo now costs 13.5% of Base Mana, down from 15%.
  • Power Infusion now only can be cast on yourself. Duration increased to 20 sec, up from 15.
  • Power Word: Solace damage reduced by 25%.

Discipline
  • Inner Focus reduces the mana cost of your next Flash Heal, Greater Heal or Prayer of Healing by 25% (was 100%) and increases its critical effect chance by 100% (was 25%0.
  • Meditation allows 50% of your mana regeneration from Spirit to continue while in combat, up from 40%.

Shadow

Major Glyphs

Rogue (Forums)
Talents
  • Deadly Throw now has a new damage formula, please see the tooltip.

Shaman (Forums)

Restoration

Warlock (Forums)

Talents

Affliction

Demonology

Destruction
  • Fire and Brimstone: Your next Immolate, Incinerate, Conflagrate or Curse will hit all targets within 15 yards of the target and deal 55.8% (was 49.6%) of their normal damage.
  • Havoc now has a 45 sec cooldown, down from 90.
  • Incinerate damage reduced by 2%.

Warrior (Forums)
  • Raging Blow now does 180% weapon damage from both melee weapons, down from 200%.
  • Raging Blow Off-Hand now does 180% weapon damage from both melee weapons, down from 200%.

Arms
  • Seasoned Soldier: While wielding a two-handed melee weapon, your Physical damage dealt is increased by 25%, up from 20%.
  • Sudden Death now has a 20% proc chance, up from 6%.

Fury
  • Bloodthirst base damage reduced by 11% and weapon damage reduced by 21%.
  • Crazed Berserker now increases autoattack damage by 10%, down from 40%.
  • Raging Blow now does 180% weapon damage from both melee weapons, down from 200%.
  • Single-Minded Fury: When you dual-wield one-handed weapons, all damage is increased by 35%, up from 25%.
  • Wild Strike weapon damage reduced by 12% and base damage reduced by 22%.

Protection
  • Vengeance now works off of 2% of the unmitigated damage rather than 5% of the damage taken. Now has a 20 sec duration and no cap on a percentage of your health.

Racials
Orc
  • Command now grants 2% increased damage from pets, down from 5%.

Professions
Blacksmithing

Enchanting

Engineering
  • Ghost Iron Dragonling Reagents: Ghost Iron Bar (4 Reagents: Windwool Cloth (12), Ghost Iron Bolts (8), High-Explosive Gunpowder. 4).
  • Goblin Flame Thrower, Mark II Reagents: Ghost Iron Bar (2), High-Explosive Gunpowder (8). Bolts (3), High-Explosive Gunpowder (8).
  • Thermal Anvil Reagents: Ghost Iron Bar (6), Ghost Iron Bolts (6). Reagents: High-Explosive Gunpowder (8), Ghost Iron Bolts (6).

Herbalism
  • Lifeblood Uses your skill in Herbalism to absorb energy and nutrients from the earth, instantly healing minor wounds and granting 1,920 haste for 20 sec. 2,880 haste for 20 sec.

Leatherworking

Skinning
  • Master of Anatomy Skinning all those dead animals has broadened your anatomical knowledge, increasing your critical strike by 320. 480.

Tailoring
  • Darkglow Embroidery Embroiders a magical pattern into your cloak, giving you a chance to increase your Spirit by 2,000 3,000 for 15 sec when you cast a spell.

Raid & Dungeon Abilities
  • Arcane Velocity Deals 80,000 Deals 40,000 Arcane damage every 1 second, scaling based on far the target is from the caster.
  • Black Blood of Go'rath Deals 15,600 damage every 1 second. Deals 11,700 damage every 1 second.
  • Black Blood of Go'rath Deals 3,220 damage every 2 seconds. Deals 2,415 damage every 2 seconds.
  • Blazing Heat Inflicts 59,500 Inflicts 50,000 Fire damage every 1 sec.
  • Blistering Heat Inflicts 3,750 Inflicts 2,815 Fire damage and increases damage taken from Blistering Heat by 5%.
  • Degeneration Carves a swath of ruin, dealing 120,000 90,000 Shadow damage to all enemies in front of the caster, and afflicting them with dark energies that deal 9,000 6,750 Shadow damage every 2 sec for 60 sec.
  • Degenerative Bite Inflicts 2,400 Inflicts 1,800 Shadow damage every 1 sec for 10 sec.
  • Digestive Acid Inflicts 69,000 Inflicts 51,750 Nature damage to the enemy target.
  • Disrupting Shadows Deals 69,100 Deals 51,824 Shadow damage and knocks back.
  • Disrupting Shadows Deals 45,512 Deals 34,134 Shadow damage every 2 seconds.
  • Elementium Blast The Elementium Blast inflicts 468,000 351,000 Fire damage to enemies within 200 yards, and an additional 30,000 22,500 Fire damage until the player destroys the Elementium Bolt.
  • Elementium Blast The Elementium Blast inflicts 30,000 22,500 Fire damage to enemies within 200 yards, and an additional 30,000 22,500 Fire damage every 1 sec until the players destroy the Elementium Bolt.
  • Fiery Grip Grips victims with a whip-like cord of plasma, stunning them for up to 30 sec and inflicting 90,000 67,500 Fire damage every 3 sec.
  • Frenzy Increases attack speed by 50% 25% and increases all damage dealt by 25%. 10%.
  • Ice Lance Deals 15,000 Deals 11,250 Frost damage to a 3 yard area around the closest enemy.
  • Lava Wave Inflicts 127,500 Inflicts 95,000 Fire damage and an additional 42,500 30,000 Fire damage every 1 sec.
  • Lightning Storm Deals 17,500 Deals 13,125 Nature damage to all enemies nearby.
  • Molten Seed Inflicts 63,750 Inflicts 50,000 Fire damage to enemies within 6 yards and creates a Molten Seed at the location.
  • Psychic Drain Channels a wave of psychic force in a cone in front of the caster, dealing 180,000 135,000 Shadow damage and returning it to the caster ten fold.
  • Psychic Slice Channels a wave of psychic to an enemy, dealing 57,200 Shadow damage. 42,900 Shadow damage.
  • Raw Energy Inflicts 61,750 Arcane damage. Inflicts 57,000 Arcane damage.
  • Reversal: Arcane Shock An arcane-infused weapon shocks an enemy target, inflicting 75,000 120,000 Fire damage every 2 sec for 35 sec. 50 sec.
  • Reversal: Flaming Spear A fiery spear sears the flesh of an enemy target, inflicting 75,000 120,000 Fire damage every 2 sec for 35 sec. 50 sec.
  • Reversal: Lightning Lash Lightning infused fists zap an enemy target, inflicting 75,000 120,000 Nature damage every 2 sec for 35 sec. 50 sec.
  • Reversal: Shadowburn Burns an enemy target's soul, inflicting 75,000 120,000 Shadow damage every 2 sec for 35 sec. 50 sec.
  • Searing Plasma The thick blood will absorb up to 420,000 healing done to the target and will cause the victim to cough up blood, periodically inflicting 12,000 Physical damage. 9,000 Physical damage.
  • Sha Globe Touching a globe will consume it, inflicting 13,750 16,500 Shadow damage but refilling the player's primary resource over time.
  • Sha Globe Touching a globe will consume it, inflicting 13,750 16,500 Shadow damage but refilling the player's primary resource over time.
  • Shadow Gaze Strikes an enemy with a Shadow Gaze, dealing 22,500 Shadow damage. 16,874 Shadow damage.
  • Shattered Ice Inflicts 100,000 Inflicts 75,000 Frost damage to an enemy and reduces its movement speed for 4 sec.
  • Sonic Ring Inflicts 323,750 Inflicts 138,750 physical damage to all enemies within 6 yards.
  • Superheated Nucleus The core of the Amalgamation becomes critically unstable, causing it to inflict 35,000 26,250 Fire damage to all enemies every 3 sec.
  • Tempest General Pa'valak unleashes a tempest, inflicting 125,000 200,000 Nature damage to all players within 60 yards and negating the next 45,000 points of healing on the target.
  • Tetanus Inflicts 36,000 Inflicts 27,000 Shadow damage every 1 sec for 6 sec.
  • Touch of Nalak'sha Inflicts 16,625 Inflicts 33,250 Arcane damage to all enemies within 30 yards.
  • Twilight Barrage Deals 280,000 Deals 210,000 Shadow damage to players within 5 yards of the point of impact.
  • Twilight Breath Inflicts 125,000 Inflicts 93,750 Shadow damage in a 45 yard cone in front of the caster.
  • Twilight Flames Deals 45,000 Deals 33,750 Shadow damage to all enemies within 7 yards.
  • Twilight Onslaught Deals 3,000,000 Deals 2,250,000 Shadow damage to enemies within a 10 yard radius of the destination, with the damage divided evenly among all enemies.
  • Void Diffusion Deals 807,300 Deals 605,475 Shadow damage split evenly between units.
  • Wildfire Infusion Deals 65,000 Fire damage. Deals 300,000 Fire damage.
  • Wind Step Inflicts 120,000 Inflicts 156,000 damage every 3 secs for 30 sec.
by Published on 2012-08-14 04:06 PM

Patch 5.0.4 Release on August 28 and Raid Lockouts
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Please be aware that with the release of the pre-expansion 5.0.4 patch on Tuesday, August 28, all raid lockouts will be reset. This means that you will not be able to extend a raid lockout beyond the week before the patch release.

PvP Season 11 Ending Soon
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Arena and Rated Battleground Season 11 is scheduled to end on Wednesday, August 29. At that point, we will determine who is eligible for the end-of-season rewards, a process that should take approximately one week. It's very important for players who feel that they may be eligible for Arena titles and/or the Cataclysmic Gladiator’s Twilight Drake to refrain from transferring their characters to another realm or faction until after Season 11 ends. The awarding of Season 11 titles and mounts will occur approximately 1 week after the season ends.

At the end of the season, Conquest Points will be converted to Honor Points, possibly exceeding the 4,000 point Honor cap. There will be no cap on Honor until Mists of Pandaria is released on September 25. At that time, any Honor accrued above the 4,000-point cap will be converted into gold at a rate of 35 silver per point.

All Season 11 items will cost Honor Points (equivalent to their previous Conquest Point cost) when the season ends, with the exception of any items with rating requirements attached. These items will no longer be available for purchase.

The next Arena and Rated Battleground season will begin for level-90 players approximately one week after Mists of Pandaria launches. During the break between seasons, all Rated Battleground and Arena matches will be unavailable. Matchmaking (MMR), Team, and Personal Ratings will all be wiped when Season 12 begins.
by Published on 2012-08-14 07:14 AM

Magic Find and its Efficiency, Gamescom 2012 Starts This Week, Curse Weekly Roundup, Poll on the 1.0.4 System Changes, Contest Winners

Mogu'shan Vaults Raid Preview
Tonight we have a preview of the Mogu'shan Vaults raid! If you don't remember what the raid zone looks like, you can take a look at our very early preview. Keep in mind that the zone was very unfinished at that time and that does not represent the final area.





Female Pandaren Customization Preview
Female Pandaren have had more hairstyles and highlights added since the last time we previewed them.







Male Pandaren Customization Preview
Male Pandaren have received some new hairstyle and facial hair options as well!




Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’ve just released not one, but two new previews for Mists of Pandaria!

The new pandaren customization page allows you to explore the vast number of unique looks for your pandaren characters. Check out all the hairstyles, fur colors, faces, beards, and earrings at your disposal either at character creation or in the barber shop to set your own character apart. Pick from any of more than 200,000* possible combinations!

We’ve also released a sneak peek at the Mogu’shan Vaults, one of the high-level raids that await you and your friends in Pandaria. Learn more about the history of this ancient site and discover the secrets that have lain hidden deep within the vaults for centuries... until now.
More Mists of Pandaria previews are coming soon -- stay tuned!

*The authors of these pages make no claim or guarantee that this number is accurate. Dammit Jim, we’re writers, not mathematicians!

New Raid DPS Test Dummies
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As an experiment, in the next beta build, you may find some new kinds of test dummies.

In order to keep them out of way in less travelled areas, they are located in Shattrath. (The Aldor and Scyers miss you!) The dummies have 50 million health, can be killed, and respawn quickly. They are spread out so you don't accidentally cleave or interfere with someone else's test. They won't turn to face you, so you can attack them from behind, if that's how you roll. The dummies also should buff you if you get near them with a full suite of temporary raid buffs, including food and flasks, and debuff themselves. These won't stack with your group buffs or debuffs, so it doesn't matter if you buff yourselves or not. (We're only talking about main raid buffs here, like Battle Shout or Blessing of Kings. If it's an individual buff or debuff, you'll still need to apply it normally.)

We are leaving this thread open if you'd like to post your DPS or link to logs such as World of Logs. It will be very easy to sandbag or cheat in this testing, so understand that we'll have to take all such numbers with a big old grain of salt. However, in order to compare apples to apples, we suggest purchasing a full set of PvP gear, including one on use and one on proc trinket, but no enchants or gems. Reforging is fine. If you use different sets of gear, please state that in your post. Also keep in mind that target dummy DPS is not encounter DPS.

Please keep this thread clear of class feedback -- it's just for numbers.

Again, the main purpose of this experiment is to make it easier for you get consistent DPS testing. It is only for beta and may get turned off at any point if it becomes disruptive.

Blue Posts
Originally Posted by Blizzard Entertainment
Onyixa or Trolls
Would you rather have Onyxia or more trolls? (Blue Tracker / Official Forums)

Warrior (Forums / Skills)
Colossus Smash Feedback
So when abilities work the same in PvE and PvP that's lazy design, and when abilities work differently in PvE and PvP that's lazy design? Got it.

I think GC's point is that the accusation of "lazy game design" is often just a hoity-toity way of saying "you're not doing something I want." I mean, the point might be valid, I don't know anything about PVP and less about warriors, but the rhetorical jab of "lazy game design" is the new "slap in the face."

Yeah, this was really my point. I legitimately wasn't trying to troll anyone. As any long time readers know, I have a very sarcastic sense of humor, but it's not intended to convey disrespect for any of our players. At the same time, I'd recommend a pretty thick skin from anyone attempting to wade into our forums.

We get requests literally every day to have different sets of numbers in PvP and PvE so I found it slightly amusing that the argument here was that it was bad design to do so (which ironically is often an argument I use for why we don't do it more often).

I suspect the OP and other early posters really wanted to say "I want warriors to be more of a force in PvP and having a brutally hard-hitting Colossus Smash is one way to do that." I would have found that a much more solid argument than trying to argue that we had no choice but to buff Colossus Smash because it was somehow aesthetically offensive to have it work differently in PvP. Now, I still would have disagreed with that argument because higher burst damage is almost never a good way to make a spec desirable in PvP. It's usually just less fun for everyone.

Interesting thought experiment, if you're so inclined: compare the armor of a boss to the armor of a player.

You, of all people, should know that each player represents their own opinions, regardless of what other players have said.
I do appreciate that of course, but it's helpful when players recognize that too.

Ninety-nine percent of the time you post something on our forums, you're going to be engaging with other players, not us. We read everything of course, but we can't directly respond to it all. If I were a player, one of the first questions I would ask myself before posting is "How will other players respond to my post?" If you think other players will disagree with you or if you think your point will be controversial, then it's probably worth shoring it up even more carefully. That is often the distinction between a well-crafted argument and something that comes across as just venting. (Blue Tracker / Official Forums)

Beta Class Balance Analysis
For example, according to my sims using pre-raid gear, if I want to increase my dps by 3-5% (depending on the spec) I can simply race change to Orc
The racial discussion is a huge morass, by which I mean that if I wade into it, it's going to dominate all of the discussion in this thread. Suffice to say in this case that we think the world has changed enough that 5% pet damage went from kinda of a big deal to a really big deal, so we reduced it to 2% pet damage. We want Forsaken warlocks to exist.

Let's please try and keep this thread on classes though and not debate EMFH etc.

Warrior (Forums / Skills)
Is Sudden Death from the arms warrior talent tree working as intended?I did about 5 min worth of attacking on a target dummy and i was literally getting proc after proc after proc with maybe 2 or 3 seconds in between on attacking? not saying it needs a nerf but maybe the % proc chance is wrong atm?
As I suggested in a recent thread, we are going to try the implementation of Sudden Death as 20% on white attacks instead of 6% on white and yellow attacks.

Won't this end up dramatically reducing the vengeance gain from magic damage? In general it's probably not a big deal, except in the case of certain mobs (e.g. Gandling and Lei Shi) who do magic damage exclusively.
We're actually giving 5% of damage that isn't mitigated by armor (i.e. bleeds and magic damage) to solve this problem. (Blue Tracker / Official Forums)

LFR Feedback
It would not be a problem if it rewarded 378 gear and doesnt include any set bonuses.
Even if it does have upgrades for you, realistically, how long will you run it (assuming your guild does normal and heroic as well) before an upgrade for a particular slot drops? I mean, I'm sure there're unlucky examples, but in my case, for instance, I was done with it in 3 weeks (for my primary spec), to fill some voids on my gear. After that, I kept visiting it with my off-spec to gear that one up.

Also, keep in mind that LFR in Mists of Pandaria is going to work differently: personal loot, 1 week delay in relation to the release of the normal version of the raid (at which time, if your guild is sufficiently skilled, they'll be jumping into Heroics)... It'll be a completely different situation, not just because of the timing on its release, but also because there'll be much more content available than LFR and raids, which will probably help battling the "burn out" if you still want to run it over and over for that piece of gear that just refuses to drop (we've all had one of those!). (Blue Tracker / Official Forums)

Leveling Difficulty
The whole make lvling harder I agree with but that should be on all servers.
Although it's not really related to the thread, the developers agree that the low level experience (for levels 1-20) is a bit easy at times. And that comes from the fact they don't want to scare new players off.

However, they feel there needs to be some fear of death, and they've been working to increase the presence of creatures and try to make the world feel more dangerous in several places (particularly in that level 1-20 range), as well as in the level 85-90 zones.

While the developers don't want to make it frustrating, you should notice (and if you've been in the beta you've probably experienced it already) that the 85-90 zones require much more attention regarding where your character is, what's surrounding you and how many mobs you can take at the same time. (Blue Tracker / Official Forums)

Reasoning for Separate PvP and PvE Gear
The reason is to give people something to grind until their eyes start bleeding...I have to agree, because I cant see any other real argument - now you have to spend double time to get both gears. It pushes players away from PvP, so PvP is deserted in all aspects.
How about some of the other arguments you've seen in this thread, such as the fact that PvPers were miffed about raiders stepping into a battleground in their top tier PvE gear and flattening their opposition? If I remember correctly, PvPers didn't want to have to raid to get the best gear for PvP. (Blue Tracker / Official Forums)

Bring Back Skirmishes in MoP
We are well aware that there are some players out there who would love to see Skirmishes brought back into the game, the key word in that sentence being "some". When Skirmishes were in the game, they were used by an incredibly small percentage of the playerbase. So if you consider that the development and design support that is required for this system is in no way trivial, it’s very unlikely that Skirmishes will ever be brought back. (Blue Tracker / Official Forums)

Nostalgia for Classic WoW
I like the memories which those days gave me. Signing on to my first big guild. Spending a whole night gathering the mats for my first head enchant. Being taught the Grim Guzzler stealth run. Looking for hours for a group to Strath/Scholo.

However, I am not sure I'd enjoy it as much now - having seen how the game (and others) have developed, and how they offer a much wider range of game elements now.

I started in April '05 and have plenty of memories from those days. My first dungeon run (Deadmines), those long evenings on BRD, UBRS, Baron runs, MC... And as fun as they were, and as much as I enjoy remembering that experience, I agree with that sentiment. It's been 7 years, we've moved on, and I'd rather look to what the future holds. What was right back in 2005 just wouldn't work today (much like what was right in 1998 wouldn't have worked in 2005).

I still remember the reaction when we (the players) were told that 40 man raiding was being downsized to 25 man raids. Some people complained because they felt that 40-man raids were barely epic (in their opinion) already, as considered that the truly epic were 72-man raids that other games had. However, these days everyone is defending that 25-man raiding is more epic than 10-man and arguing that 40-man was just too big...

I'd even dare to say that what makes those memories so great is the simple fact that you can't relive them easily. Sure, I can pick up my copy of X classic game from the 90's, plug it in and replay the game. But that sense of mistery and going blindly into something that is entirely new is just not going to come back on that particular case.

That's one of the reasons why I'm so looking forward to Mists of Pandaria and all the new features that will come along. Pandaria (the continent) itself is just gorgeous and there's plenty of content to explore and discover.

And since all the way to level 90 we'll have to use ground mounts, it will be even easier to notice those small details that add to the gameplay experience to make it even better. (Blue Tracker / Official Forums)

Battle.net World Championship Series Tickets Coming Soon
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The Battle.net World Championship event -- the culmination of the over 30 StarCraft II World Championship Series (WCS) tournaments, and home to the upcoming World of Warcraft Arena global finals -- will take place November 17 and 18 in Shanghai, China. With so many talented players competing to be crowned 2012’s world champion, we want to see faces from all over the world live, in the crowd, and cheering on their hometown heroes.

In the near future we’ll open up tickets sales for the event. Keep in mind, however, since we will be offering tickets through our Chinese website, some western payments may not be supported. If you’re determined to make the trip to Shanghai for the ultimate StarCraft II event, though, we want to help you out. We’ve given several of our eSports partners, as well as StarCraft II and World of Warcraft fansites a collection of tickets.

In the coming days you’ll find information on the following websites about how to claim tickets of your own. We’ll be sure to update this post as well when individual website ticket promotions are live.

We hope to see you in China!

As we get closer to the Battle.net World Championship event we’ll have more details on what events and activities will be featured, where and when streams will be available, player and shoutcaster lineups, and more!

WCS Events Overview
Blizzard eSports Events Page
Battle.net World Championship Site
WCS Liquipedia Page
WCS Live Stream on twitch.tv

Stay tuned to StarCraft2.com and WorldofWarcraft.com for additional event coverage, player interviews, and recaps.

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


by Published on 2012-08-12 08:13 PM

Sweeping Winds Weapon Swap, Online Calculator, Poison Summoner Build, and Diablokemon

Priest Challenge Mode Armor Preview
Priests recently got a new set of Challenge Mode Armor! You can see the old set in our last recap.



Hunter Challenge Mode Armor Preview
Hunters recently got a new set of Challenge Mode Armor! You can see the old set in our last recap.



Challenge Mode Armor Sets Recap
These should be close to the final sets that we see upon release. All of the images now show the final color chosen for the set. You can see all of the previews and actual armor set items on the Challenge Mode Armor Sets page.

The Druid, Hunter, Mage, Monk, and Priest sets have new videos due to some changes that were made to the sets since the original preview videos.

Class Male Female Video
Death Knight Male Female Video
Druid Male Female Video
Hunter Male Female Video
Mage Male Female Video
Monk Male Female Video
Paladin Male Female Video
Priest Male Female Video
Rogue Male Female Video
Shaman Male Female Video
Warlock Male Female Video
Warrior Male Female Video



Lorewalker Story: What is Worth Fighting For
In Mists of Pandaria there are several extra lore related achievements to go with the regular zone exploration achievements.

Once you have found all of the objects for an achievement, Lorewalker Cho will send you mail that asks you to meet him at the Seat of Knowledge. Once there he will narrate a small story that gives you some more information about Pandaria lore.

In the video below, the What is Worth Fighting For story is told to you.



Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Confirmed that other abilities, like Light's Hammer is not affected by PVP Power -- but Eternal Flame is. Still would like a confirmation on whether this is a bug or not.
It sounds like a bug, but to be clear, PvP Power should do nothing for your healing in a dungeon or raid. When healing someone in a BG, Arena or in the outdoor world, PvP Power should increase your healing. The only exceptions are percent based heals, which does not include Eternal Flame or Light of Dawn. Eternal Flame should work almost exactly like Word of Glory, and I'm not sure what could account for a difference.

Hunter (Forums / Skills)
I have been working on some modeling of my own for Hunters and I would like clarification something GC posted earlier. If I remember correctly, he stated that pets should always have 25% more Focus Regen than the Hunter due to scaling from the same effects and starting at 5 Fps rather than 4 Fps.

While my experience overall agrees with this, I will say that it is not completely accurate. Specifically, Focus Fire for the BM Hunter is a full 40% Haste, giving Focus Regen. It does not appear to affect the Pet however, particularly as the Pet's listed Swing speed goes back to its base value (2/1.1/(1+Hunter's Base Haste %age)). Is the design intention that Pets follow GC's earlier post, or should GC's earlier post be taken as a general design intent that specific abilities can break. I assume the latter, but I would ask the question.

Yeah, allow me to clarify. The pet inherits 125% of the hunter’s focus regen, which is based on ranged haste. It also inherits your melee haste, which increases its attack speed. So, odd as it may be, a buff like Focus Fire or Rapid Fire (yeah, need to correct the tooltip there) which gives ranged gaste only will increase the pet’s focus regen, but not its attack speed.

Paladin (Forums / Skills)
Also, is it intended that Glyph of Protector of the Innocent (shouldn't it be Glyph of the Protector of the Innocent?) not work with Eternal Flame? Shouldn't it work with the initial heal at the very least?
Also a bug.

Prot paladin DPS relative to other tanks should be examined. Most changes to ret, and some changes to holy, affect Protection Paladins directly. EDIT: The bugfix to Eternal Flame make it somewhat unattractive to Protection. I'm a little concerned prot is going to gravitate towards Sacred Shield exclusively, especially because we have better ways to spend our Holy Power.
Prot paladin DPS is in a good place for us internally. The Ret nerfs didn't seem to drop Prot down below other tanks. Eternal Flame should feel like a slightly better Word of Glory for Prot, which is definitely a spell you do want to use. You should be able to figure out if the absorb over time from Sacred Shield provides as much defensive benefit as the hot from Eternal Flame.

Warlock (Forums / Skills)
It's being reported that the .5 ticks from Malefic Grasp & Drain Soul are benefiting from Grimoire of Sacrifice. Is this intended or a bug?
Definitely intended. That’s how we managed to get Grimoire of Sacrifice strong enough for Affliction without making it some absurd number like +200% Malefic Grasp damage. It should be updating the tooltips of Malefic Grasp and Drain Soul to reflect that their extra triggered ticks deal 75% and 150% of normal damage, respectively.

Blue Posts
Originally Posted by Blizzard Entertainment
Visual Overload for Melee During Raids
It's a very valid concern.

IIRC we just turned on the Emphasize my Spell Effects option on by default. There is probably still a way for mods to hook into it if it really offends you. But ultimately the difference is pretty subtle, probably too subtle.

Furthermore, the main emphasis on that option is chilling out impact effects on targets. At the time spells like Moonfire and Incinerate did very over the top visuals relative to how important it was to convey that information to the group. But much of what you're seeing now are also the effects a player has when they are casting or under the effect of a buff or the ground effects created by a lot of spells. They all make you look cool when solo, but the combined noise is just too much for large group encounters.

This has something I've been working on personally off and on with our technical director and artists. We need to revisit it and come up with some smarter solutions. I agree that we have an obligation to make this experience better.

We could certainly offer players options to tune effects up and down, and this is understandably a solution players often suggest, but we view options as the last resort. What I mean by that is that the game should play well without players having to go find the options.

Another feature we have been trying to get in forever (and are making progress, though probably not in time for 5.0 launch) is treating a target for purposes of spell impacts as the entire model and not just a point in space. Instead of all of your missiles converging on the same point, some could hit the dragon's wing or the ettin's heads. This would just be eye candy. It would have no effect on combat numbers.

If any of you want to contribute to fixing this, it would be helpful to list out specific class abilities that can be chilled out (either when other players are viewing them or sometimes even your own spell). Some visuals should be loud because they convey important information (say a priest's Sanctuary or a palafin's Divine Shield). Others are just loud.

You can list them in this thread if you'd like. (Blue Tracker / Official Forums)

Raid Tuning and Increased Item Drops
Just to touch briefly on the perceived 10 vs. 25 tuning: 10-player testing happened first. In many cases, in response to what we saw there, we increased the difficulty of the encounter overall, in both 10-player and 25-player mode. So now you're seeing 25-player versions that reflect buffs to mechanics that weren't in place when the 10-player versions were tested. (Edit: For a specific example, the current 10H damage of Force and Verve is precisely identical to the 25-Heroic numbers you saw today. We buffed the mechanic after 10H testing.)

The intent is for the difficulty to be comparable. While not directly relevant to difficulty or tuning, it may also be worth noting that 25-player bosses drop 6 items in both Normal and Heroic difficulty now, instead of just in Heroic, and that the 25-player versions will drop 3 set tokens, instead of the 2 seen in Dragon Soul.

Now, none of this is to say that our numbers aren't simply off the mark in many cases, but we're continuing to iterate on those numbers. For example, the melee damage dealt to tanks in the 25-player versions of many encounters was excessive, and we've been making adjustments there and will continue to do so. Specific feedback is always helpful.

After we finish with the remaining 25-player Heroic encounters that still need to be tested, we're going to go back and do a second testing pass on a number of encounters, both in 10- and 25-player mode, and in Normal and Heroic difficulty, where we feel that more data and feedback would be of use. (Blue Tracker / Official Forums)

Minimum Item Level for First MoP Dungeons
You need an average item level of at least 358 to queue for the Normal mode of Temple of the Jade Serpent. In general, questing through a given zone should amply provide the item level you need to queue for that zone's dungeon. (Blue Tracker / Official Forums)

PvP Feedback
Totally agree with the second point. If damage is too high, then there is no strategy other than blow all your cooldowns and try and kill someone in 10 sec. If healing is too high, then nobody dies and you have an endless stalemate. The challenge is to keep tuning somewhere in the middle where a well orchestrated kill can overcome the healer but folks aren't just dying faster than anyone can respond. Our hope is that the addition of PvP Power and its benefit on healing will keep healing in PvP scaling with damage being done and mitigated.

For the first question, this was the result of a fix to make Charge and similar abilities harder to cheese. Before, Charge always took you to the place where the target was when you began the Charge, so that even by jumping or dismounting you could place your character away from the charger. The warrior (or whoever else) would have spent the Charge, but not actually benefited from it because you were clever enough to hit your space bar. That felt cheap and frustrating. We implemented a fix so that instead of targeting a position in the world, Charge always hits its target. Rather than freezing you in midair (which would look weird) or teleporting the charger to wherever the target ends up (which would look weird, but more importantly might give charger an exploit to move longer distances than intended) we rubber-band the target back to their location.

You have to think about this from the point of view of a server-client game. For the charger, he executes the Charge on his client, then the server acknowledges it and resolves the command. The problem is meanwhile on your client, you have Disengaged. In order to feel responsive, that happens immediately. However, a very short time later the server says "No, wait a sec. You were charged. That means you can't have Disengaged." And it moves you back in time a moment. (If it's not obvious, we have to let the server be the final arbiter of combat because clients can be hacked or go offline or whatever else.)

We understand the frustration though and it's possible we could try to make a distinction between long cooldown abilities like Disengage jumps and simply hitting the space bar. We would still likely have to teleport the charger to your final destination or retroactively cancel the charge, both of which are also going to feel weird. (Blue Tracker / Official Forums)

Warrior (Forums / Skills)
Potential Sudden Death Changes
There are so many suggestions here on the last couple pages that it would be hard to comment on them all. One that caught my eye is changing Sudden Death to white attacks only and increasing the percent chance. I can't think of a downside to that one and it would help improve the value of haste. We'll discuss it. (Blue Tracker / Official Forums)

Jade Spirit Enchant Concerns
That's compelling math. We'll check it out. I know we tweaked some enchants lately, and it's possible Jade Spirit was included. (Blue Tracker / Official Forums)

Paladin (Forums / Skills)
Recent Retribution Changes Feedback
Specifically, why take paladins of all classes and turn them into bursty glass cannons? We're heavily armored champions of the light, capable of healing ourselves and crafting nigh-impenetrable barriers out of our raw will, and yet our mechanical strengths and weaknesses mostly encourage us to sort of hide behind a rock two-thirds of the time waiting for our cooldowns to tick away in the hopes that once they do we can murder the crap out of someone before they have a chance to fight back.
I think glass cannon is debatable for a class with as many cooldowns as paladins. Warriors and rogues can be bursty as well. Anyone can be bursty who lines up a lot of cooldowns and has a full bar of resources, and warriors with Heroic Strike off the GCD and rogues with a 1 sec GCD are just two classes good at delivering on that.

If your question was more about why paladins aren't designed to be high defense, low offense, we just found that it wasn't a very fun model for our game (and tanks rather than specific classes sort of fill it already).

That's why we don't understand why our DPS CDs keep getting buffed while consistent damage goes down when the developers have to know at this point how utterly Ret Paladins can be countered by CC.
Is there a specific CD buff you're referring to? We tried to take damage down across the board, which will include attacks both during CDs like AW and without. If you're referring to buffing Holy Avenger, we just needed to that so that mathematically it was a competitive choice.

There are also a lot of requests in here to increase the damage of Hammer of Wrath, which would still just increase bursts during short windows, even if you only consider execute range and not wings.

HoW does so little damage its not even worth using in the rotation when wings are up.
I would be surprised if that was the case. How about this though: if we find that we need to increase Ret's damage, we'll definitely look at HoW as an avenue for that.

I've enjoyed playing Ret in the beta, not because it's been "OP" but because it feels more fluid. This is a sharp contrast to prot which feels much clunkier with our main attacks going to haste scaling rather than a fixed 3-second cooldown.
Can you explain why Sanctity of Battle works for Ret but not Prot?

I feel all of this retribution "Balancing" has been leaking into Protection Dps specifically threat generation but they're being relatively neglected because there are fewer Protection Paladins than Ret and even fewer of us that have a voice.
I recently mentioned that was a possibility since we had been focusing on Ret, but there were plenty of knobs to bring Prot DPS back up. Since then we tested it and found that Prot's DPS was pretty much exactly where it should be. There were situations, such as AE, where warrior DPS was much too high, but they should all be closer next patch.

I'm also noticing that Glyph of Inquisition is increasing my Crit by 10%, which isn't stated in the Glyph itself but is in the character screen and buff duration.
Inquisition itself increases crit now. Is the glyph doing it as well? (Blue Tracker / Official Forums)

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