MMO-Champion - World of Warcraft News and Raiding Strategies

World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2012-08-04 05:44 AM

Update: It appears Accession (US-Stormreaver) was able to kill the Grand Empress Shek'zeer and confirm that a single Sigil of Wisdom dropped. The first person to loot the boss with the quest got it.

Also, don't forget that you could originally get Elementium Gem Cluster from LFR on the Patch 4.3 PTR, which turned out to be a bug. When introducing the Raid Finder, Blizzard said "Also, there are certain items, as well as components for legendary weapons, which will not drop in Raid Finder raids".

Diablo III Hotfixes for August 3rd - Rubberbanding

Legendary Questline Update
After meeting Wrathion and sharing a drink with him, he gives you a quest that requires you to collect Sigil of Power x 10 and Sigil of Wisdom x 10.

When LFR opened for testing tonight, we found that Sigil of Power drops from every boss 100% of the time. It appears as a quest objective in the tooltips for most bosses in Raid Finder difficulty, but drops from all of the bosses that have been killed so far.

Earlier today, we saw that Sigil of Wisdom appeared as a quest objective on Grand Empress Shek'zeer's tooltip in 25 Man Normal Difficulty Heart of Fear. Unfortunately, no one was able to kill her to confirm that it actually drops. Keep in mind that this is beta and things can change in the future and may not be working as intended.

Once 10 of each Sigil has been collected, Warthion sends you into the Terrace of Endless Spring to defeat the Sha of Fear. Before entering the Terrace of Endless Spring, you must have completed the Heart of Fear raid. Upon defeating the Sha of Fear you will loot a Chimera of Fear from him and bring it back to Wrathion.

When the items that you collected are combined, you will be able to choose from a Crystallized Dread, Crystallized Horror, or Crystallized Terror gem. These gems are unique equipped, and go into a Sha-Touched socket in the weapons below. These weapons drop from bosses in Terrace of the Endless Spring and the last boss of Heart of Fear.

Sha-Touched Weapons

Level Type Spec Slot Name Dropped From Dropped In
509Two-handed AxeMeleeTwo HandShin'ka, Execution of DominionSha of FearTerrace of Endless Spring
509GunPhysical DPSRangedTaoren, the Soul BurnerLei ShiTerrace of Endless Spring
509One-handed SwordMeleeOne HandKilrak, Jaws of TerrorSha of FearTerrace of Endless Spring
509One-handed SwordSpell DPSOne HandLoshan, Terror IncarnateTsulongTerrace of Endless Spring
509StaffPhysical DPSTwo HandGao-Rei, Staff of the Legendary ProtectorTsulongTerrace of Endless Spring
509StaffSpell DPSTwo HandJin'ya, Orb of the WaterspeakerLei ShiTerrace of Endless Spring
509DaggerPhysical DPSOne HandSpiritseverLei ShiTerrace of Endless Spring
509One-handed MaceSpell DPSMain HandKri'tak, Imperial Scepter of the SwarmGrand Empress Shek'zeerHeart of Fear
509Fist WeaponPhysical DPSOne HandClaws of Shek'zeerGrand Empress Shek'zeerHeart of Fear
Level Type Spec Slot Name Dropped From Dropped In
496Two-handed AxeMeleeTwo HandShin'ka, Execution of DominionSha of FearTerrace of Endless Spring
496GunPhysical DPSRangedTaoren, the Soul BurnerLei ShiTerrace of Endless Spring
496One-handed SwordMeleeOne HandKilrak, Jaws of TerrorSha of FearTerrace of Endless Spring
496One-handed SwordSpell DPSOne HandLoshan, Terror IncarnateTsulongTerrace of Endless Spring
496StaffPhysical DPSTwo HandGao-Rei, Staff of the Legendary ProtectorTsulongTerrace of Endless Spring
496StaffSpell DPSTwo HandJin'ya, Orb of the WaterspeakerLei ShiTerrace of Endless Spring
496DaggerPhysical DPSOne HandSpiritseverLei ShiTerrace of Endless Spring
496One-handed MaceSpell DPSMain HandKri'tak, Imperial Scepter of the SwarmGrand Empress Shek'zeerHeart of Fear
496Fist WeaponPhysical DPSOne HandClaws of Shek'zeerGrand Empress Shek'zeerHeart of Fear
Level Type Spec Slot Name Dropped From Dropped In
483Two-handed AxeMeleeTwo HandShin'ka, Execution of DominionSha of FearTerrace of Endless Spring
483GunPhysical DPSRangedTaoren, the Soul BurnerLei ShiTerrace of Endless Spring
483One-handed SwordMeleeOne HandKilrak, Jaws of TerrorSha of FearTerrace of Endless Spring
483One-handed SwordSpell DPSOne HandLoshan, Terror IncarnateTsulongTerrace of Endless Spring
483StaffPhysical DPSTwo HandGao-Rei, Staff of the Legendary ProtectorTsulongTerrace of Endless Spring
483StaffSpell DPSTwo HandJin'ya, Orb of the WaterspeakerLei ShiTerrace of Endless Spring
483DaggerPhysical DPSOne HandSpiritseverLei ShiTerrace of Endless Spring
483One-handed MaceSpell DPSMain HandKri'tak, Imperial Scepter of the SwarmGrand Empress Shek'zeerHeart of Fear
483Fist WeaponPhysical DPSOne HandClaws of Shek'zeerGrand Empress Shek'zeerHeart of Fear


Don't forget that this is only part of the questline, as it continues when war comes to Pandaria in Patch 5.1! There are also achievements that hint at the questline continuing in patches that come after 5.1. We also haven't seen a source confirmed yet for Breath of the Black Prince or the legendary icons below.



Icon Name Icon Name Icon Name Icon Name
Legendary Axe Legendary Fist Weapon Legendary Gun Legendary Knife
Legendary Mace Legendary Shield Legendary Staff Legendary Sword

Name Side Points Reward Category
Chapter I: Trial of the Black Prince
Prove your worth to Wrathion and acquire a sha-touched gem upgrade.

25

Pandaria
Chapter II: Wrathion's War
[Coming in Patch 5.1...]

25

Pandaria
Chapter III: Two Princes
[Coming Soon...]

25

Pandaria
Chapter IV: Judgement of the Black Prince
[Coming Soon...]

25

Pandaria


New Character Creation Preview Gear
This build finally finished adding the last of the new character creation gear used in the preview. This is not the gear that your character will get when starting the game, but the gear that is used to show you what a higher level character will look like. Keep in mind that this is beta and things can always change!



Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Pretty much this...for some reason devs think most progression guilds are quite happy to bring an underperforming player to a progression fight (Obviously none of them are in progression oriented guilds).
Actually, several designers have been farming Heroic Madness of Deathwing (some on 25, some on 10), for over 6 months. Some of them are in very performance-intensive guilds too, that definitely adjust raid comp based on individual performance above all else. In any event, you don't make a stronger case for yourself by arguing that the designers must lack your experience. And, as has been stated multiple times, this thread is for discussing numbers and mechanics, not making anecdotal accusations.

The point is this: Would your raiding developers ever bring the MoP Affliction Warlock to a unnerfed Heroic Spine-like fight? Desto and Affliction locks did not have competitive burst. Demo lock was there as the buff bot and actually did pretty decent damage as long as the lifts were no often than every 2 minutes.

Current Affliction damage is fairly stable until execute, with no real spikes or troughs. We still cannot bring competitive burst, unless my sims are incorrect. We will be sat for these encounters or respec, just like we were in Cata. Oh and we will be sat for AoE fights as well since things will be dead before we even get going. Spine left some pretty deep scars I must admit.

Heroic Spine is an extremely skewing fight, as it forced you to value 20-second burst damage every 1:30 to 2:00 over just about everything else. It’s no surprise when that does unfortunate things to class/spec balance. We try to balance different specs to do similar sustained damage, but allow them to have different strengths and weaknesses, such as burst potential. One of the class designers (who also happens to be a raid leader in a 25-player raid progression guild) says that if there were a similar encounter in Mists of Pandaria, he would definitely ask his warlocks to switch to Destruction, given that Destruction’s potential 20-second burst is incredibly high. Warlocks would definitely not be sat in that situation.

It seems that Halo and Divine Star have a DR now... is it at "beyond 6", similar to Sanct/Healing Rain?
Yes; we recently did a pass on making sure that new AoEs were appropriately following our standard AoE capping rules (10 targets for damage, 6 targets for heals). There were a number of Monk AoEs and a few other class level 90 talents affected, I believe.

Death Knight (Forums)
In the current beta build when an unholy death knight uses blood boil (speced into Rolling Blood), blood runes don't turn into death runes (Reaping effect). Just an obvious bug which we can hopefully see fixed in a later build.
Fixed for the next build.

Hunter (Forums)
After some discussion with a fellow hunter, I have been questioning the worth of Focus Fire. In its current state, it seems that casting Focus Fire could actually result in a net DPS loss, based on information gained using Zeherah's sim and personal observations.
We did notice this and have buffed it a bit, but that change didn’t make the build you’re just now getting. I believe the amount of haste it grants your character went up to 6% and we might need to increase it further. It should be a significant DPS increase, not just break even.

Hunter level 90 talents (glaive shot, etc.) appear not to be triggering Marksman mastery. Is that intended?

Murder of crows benefits from BM mastery, but Dire Beast does not. What's the intent here (e.g., presumably Lynx Rush benefits from it)?

The Hunter level 90 talents should trigger Wild Quiver, with the exception that Barrage has 1/6th the normal proc rate (so that it isn’t overwhelmingly dominant for Marksmanship).

The next build will include a new version of Murder of Crows. It’s mostly a mechanic and visual change; the damage should remain roughly the same, including being affected by Master of Beasts. Dire Beast will also be affected by Master of Beasts in the next build (so that the entire talent row is consistently affected by it).

Paladin (Forums)
Latest finds from doing hitting dummies for an hour.
  • Judgment can be dodge/parried from 30 yds away
  • Hammer of the Righteous is really bugged.
  • Nova is doing only 1-2 damage at several AP levels
  • It really only hits for 0 yds.
These are simple bugs, and are fixed for the next build. Also, a clarification on the previous update about Judgment and its interaction with seals: Seal of Truth will affect Judgment (both damage and Censure application). The other seals will not.

Warlock (Forums)
Another bug which may confuse Affliction warlocks in the current beta build is Malefic Grasp’s interaction with spell haste. It is appropriately getting its period reduced by haste, but the channel bar is incorrectly still 4 seconds long. The debuff it applies is the accurate duration. It should not gain additional ticks with additional haste. The channel bar will be fixed in the next build.

Sorry but I am confused. Can you please explain this a little better? Are you saying that the MG ticks benefit from haste but the extra dot damage is still every 1 second? Or are you saying something else?
No, the extra DoT ticks are directly tied to the MG damage ticks. The bug is simply that the channel bar UI is not being affected by haste. The gameplay functionality is correct.

Blue Posts
Originally Posted by Blizzard Entertainment
World Boss Availability
I understand that Mogushan Vaults is going to be out a week after the xpac drops, but what about the 2 world bosses? Will those be spawning and killable the week of the xpac?
Yes, world bosses will be available on day 1. Oh, the days of trying to down Azuregos. September 25 is going to be epic! (Blue Tracker / Official Forums)

Teleports Rewarded by Gold Medal Challenge Modes
They share a cooldown with each other, but not with the hearthstone or other player spells like shaman Astral Recall or mage Teleport. Whenever you complete a challenge mode, this shared cooldown is reset. (Blue Tracker / Official Forums)

LFR Rewards and Difficulty
While LFR difficulty requires less coordination and organization than normal raids, it still generally takes more effort than completing a heroic. Therefore, shouldn't the rewards be greater?

Also, I think people generally like the normal dungeon>heroic>LFR>normal raid setup. Removing a step would give people less diversity. (Blue Tracker / Official Forums)

Content Difficulty and Consumption Speed
As my son (Lambey) pointed out a number of times, releasing LFR this early into a patch means content gets done on week 2 its out.
personally me AND my son feel the schedule needs to be adjusted to the following:

September 25: MoP launches
October 2: Mogu'shan Vaults (normal) opens
October 7: those who cleared normal Vaults can access heroic mode
October 30: Heart of Fear and Terrace of Endless Spring (normal) open, with Terrace only accessible by clearing Heart. LFR difficulty for Mogu'shan Vaults opens.
November 6: Those who cleared normal Heart can access heroic Heart, same for Terrace.
November 27: Lfr for Heart Opens.
December 11: Lfr for Terrace Opens.

This means that even a month later, the content has NOT been burnt out by the casual gamers. it also allows raiders to feel somewhat superior as they are seeing content others arent, while also providing incentive for players to at least TRY normal mode raids!

If others want to try and burn the content in two weeks through LFR. How is your gaming experience diminished by it? I can't honestly understand what's the big deal on people that isn't you doing something that you don't want to do. I mean, what could you possibly do when someone that is not you storms Mogu'shan Vaults on the LFR...

it also allows raiders to feel somewhat superior as they are seeing content others arent
Perhaps we should just tell the devs that we should close all raids until the Top 10 guilds clear them on heroic, so that they can feel superior to everyone else as they are seeing content that you, the raiders not-as-good-as-them aren't seeing. Does it make sense?

Again you come back to a frankly stupid and absurd statement about locking content till the top 10 guilds kill it....I mean why do you have such a problem with players doing stuff that others cannot?
Do you mean that the argument of locking "casuals" from LFR so that raiders can feel superior because they aren't doing that content is fine, but that same example applied in a higher level is wrong? Both situations are the same, just applied at a different scale.

I don't have a problem with players doing stuff that others cannot, I have a problem with proclaiming that locking others so someone can feel superior is a good thing (and regardless, what I may have problems with is irrelevant to this discussion, is not me who decides what's wrong and what's not).

Have you never looked at a player in full gear beyond your skill levels or content and thought wow I want to look like that someday.
No, never. Back in the old days I remember looking at a T1 geared player, and my reaction was something along the lines of "that armor is cool, I wonder how long it'll take me before getting to reach the place where I can get that". And the only reason that particular player caught my attention was because he was playing the same class than me.

For a lot of people clearing things on a higher difficulty is not content.
The developers consider the Normal-Heroic transition to be part of the raiding progression. Of course, it's your choice to decide if you want to go and deal with Heroic content or not.

What most are advocating in this thread is not to remove content from casuals, it’s to ensure that their content lasts longer and that they will learn and become better from their gaming experience.
I'm quite sure that the "casuals" can handle themselves in what they want and how they want it, and they don't need parenting from "hardcore" players. And what I mean is, the goal, probably, is having fun, right?

If that's the goal, then it's probably best to worry about how you can have fun yourself, and point out the flaws there, point out what doesn't let you have fun, without factoring in what other players do. That's something we can send to the developers. But judging how others should have fun is certainly not going to get us anywhere.

But parently by nerfing is different somehow?
The debuff is a design decission made by the developers based on the data they have. In the other hand, the players that say how the game should be for others only have their opinion. And opinions are great, as long as you don't try to turn them into facts.

Loads of people are trying here, including me, but somehow you seem hellbent on telling me that I play for gear, status and titles.
That you're playing for gear, status and titles is not a bad thing (if that is your case), the issue comes from saying that the only way those things are worth it is preventing others from getting it.

I'm not having fun by the highest tier of raiding being watered down. I'm telling you, since you are our relay to the devs and designers. Please take note of it, since your arguements are based on some kind of assumpion of pride, while it really isn't. In fact, that shows only your personal view of the matter. Take one step back and look at it more objectively.
Hopefully the Cutting Edge FoS will give a reason to you and your guildmates (if they don't share that view with you) to go and tackle the content without any debuffs.

We post because we care (I hope). Just look at how (relatively) civil this 200 page thread still is. People take it serious. Perhaps you should to. Think. Reread, and only then post.
I take it seriously, otherwise I wouldn't be posting here anymore. Actually, from this thread we've gathered useful feedback, and questions, that were forwarded to the developers.

One thing, just as an example, was that some players here pointed out they feel the Power of the Aspects kicked in too early for them. The developers are happy with the point in time at which it was introduced. The timing of each increment of the debuff is completely driven by data. When they see participation and progress declining across the board because of "brick walls" on some bosses, they introduce the nerf to encourage those players to come back and keep trying. And every time they've done it they've seen the participation in Dragon Soul increase exponentially in comparison to previous weeks.

So, with that in mind, it might be an aswer you like or one you don't. But, it is an answer (along with others we've shared) that came due to threads like this (and, as you remarked, its mostly civil tone). (Blue Tracker / Official Forums)

Tabard Reputation Rewards
The point is some people like how their character looks, and gaining rep with x factions forces you to wear different tabards you might not like (if you choose to gain rep via dungeons).
Just as an update, we're going to change the whole tabard system with MoP, so this shouldn't be an issue any longer.
We're fixing this in Mists of Pandaria by removing the whole concept of tabards providing reputation bonuses.

Of course we're still in beta and things can always change... (Blue Tracker / Official Forums)

Spells in PvE vs PvP
I think some of you are making big assumptions about how the spell data work. I realize that the mechanics behind our data can quite obtuse, but you'll just have to trust me that having two sets of numbers is just more risk than one. It is a risk worth taking sometimes, but it is a risk. Set bonuses, talents, tooltips, basically everything that can modify a spell need to modify two spells instead. There are opportunities for bugs to creep in, and long term players know how many strange bugs or quirks show up in character spells already.

(Armchair programmers at thIs point can argue how our data structure *should* be set up, but you'll also just have to trust me that it's probably a more complex problem than you give it credit for.)

In any case, I'm also not convinced at all that even if we could easily manage two different sets of numbers that it would really solve the problem. I think sometimes in players' minds, they say "Man, I just can't kill anyone in PvP. It is a truth universally acknowledged that my dude's PvP damage is too low, but Blizzard can't buff it because I do well in PvE." The shortcoming in that logic of course is that the truth is rarely universally acknowledged, and in the case of PvP there aren't even logs or target dummies to look at. In some cases your damage is just fine and it's not the game rules holding you back. In some cases you lost not because the deck was stacked against you, but because you got outplayed.

I'm not saying there aren't PvP balance issues. There are and there may always be. But I also don't think players would suddenly become much more objective about their own personal skill just because we adjusted more numbers independently. (Blue Tracker / Official Forums)

Class Changes Discussion
I know it may come as a shock, but this forum is not our sole conduit though which to monitor player feedback. The twin strategies of "shh, don't admit we're overpowered" and "shh, don't let them know we're happy" are about as transparent as you would imagine. I would suggest leaving the psychological warfare at home and just be honest about how you feel (and as I said above, backing it up with evidence of some kind is vastly more helpful to us).

We had just been discussing whether it would be better to warn players that some nerfs were coming and let them worry themselves to death, or to just make the changes and have players be surprised. Conveniently, this thread came along.... (Blue Tracker / Official Forums)

Warrior (Forums)
New Enrage Graphic
It was an experiment. We're not crazy about it and the player response has been negative overall, so we're going to revert it. (Blue Tracker / Official Forums)

Pet Battle Blue Posts
Originally Posted by Blizzard Entertainment
Weakened by Capture
We have made a few adjustments to the both the weakened by capture pets and the overall XP curve. Details below!

  • 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.
  • We have dramatically reduced the XP required to level for pets after level 10.

Thanks for all of your feedback on this stuff guys. (Blue Tracker / Official Forums)

Healing Pets is Getting Old
We have reduced the cool down to 10m in the next build. Don't forget you can get single use heals in the Sack of Pet Supplies from the Tamer dailies as an alternative to using the Stable Master or your Revive spell. (Blue Tracker / Official Forums)

Northrend Tamer
When can we expect this achievement to be fixed? as it stands right now, there are still no battle pets in Crystalsong Forest so this achievement is currently unobtainable.
Good catch! This is fixed in the next build. Thanks for the report. (Blue Tracker / Official Forums)

Microscopic crabs.
Is there a specific reason as to why every wild crab that I run into is almost microscopic? I wouldn't mind capturing one, but I would at least like to see the pet that I'm using.
This is fixed in the next build. (Blue Tracker / Official Forums)

Revive Battle Pets Exploit?
This is a good thread, here are a few of our thoughts:

Healing pets to full after every battle is not a change we are interested in making. We want to encourage players to not only win a battle, but to win by taking the least amount of damage or by using pet heals in a smart way. Attrition is a driving part of the gameplay and it won't be going away anytime soon. We do have tunable factors that we will continue to watch though. (Battle Recovery, Revive spell cooldown & pet bandages)

In regards to the Revive Pets spell, we have just reduced the cooldown to 10m for the next build. (Down from 15m) We will keep a close eye on the feedback and continue to monitor how often players are using the Stable Master to heal. The Stable Master should be a fallback, not a requirement. We know the pet bandages are a bit too sparse right now too, we are going to amp that up as well to help fill in the gaps.

Finally, the cool-up's that we added to the heal spells (both the player and stable master) are to deal with exploit cases of players using multiple characters/accounts to avoid cooldowns. We used 3 minutes as a baseline since most players can fly to one in that amount of time from pretty much anywhere on a full speed mount.

Thanks for all the feedback, we are listening! (Blue Tracker / Official Forums)

Curse Weekly Roundup
Pico is back with the Curse Weekly Round Up. She covers Dragons Dogma, SWTOR going free to play, Battlefield, EA, Mists of Pandaria, Minecraft, and our indie highlight Awesomenauts

by Published on 2012-08-02 08:39 PM

Don't miss Mists of Pandaria Beta - Build 15929 from earlier today!

WoW Loses 1.1M Subscribers, Down to 9.1M
Activision Blizzard latest earning call revealed that World of Warcraft lost another 1,100,000 subscribers last quarter, bringing us down to 9.1 million players. Some things they made note of on the call are below.

Notes
  • 16.9 million Battle.net users logged in last month, up from 10 million just 3 months ago.
  • 10 million D3 copies sold, with 1.2 million of those from the Annual Pass. It was the best-selling PC game for the first six months of 2012.
  • Most of the WoW Subscription losses were from the East.
  • Losses are from people playing Diablo 3 and leaving for other things to do until the new expansion.
  • Mists of Pandaria will utilize TV and online ads leading up to the launch.
  • The China launch Mists of Pandaria will launch as soon as possible, not likely in Q3.
  • 4.7 million people watched the event at MLG for Heart of the Swarm.

Slides


Previous Subscription Losses
  • Q1 2011 - 600,000 subscribers lost
  • Q2 2011 - 300,000 subscribers lost
  • Q3 2011 - 800,000 subscribers lost
  • Q4 2011 - 100,000 subscribers lost.
  • Q1 2012 - 0 subscribers lost.
  • Q2 2012 - 1,100,000 subscribers lost.

Originally Posted by Blizzard Entertainment
At June 30, 2012, the worldwide subscriber base for World of Warcraft was 9.1 million, compared to a subscriber base of 10.2 million at March 31, 2012, and 11.1 million at June 30, 2011, with a greater loss of subscribers in the East than in the West for both the 3-month and 12-month periods (in which the “East” includes China, Taiwan, and Korea, and the “West” includes the regions of North America and Europe).

Contributing factors to the lower subscribers were likely the launch of Diablo III in the quarter, which provided consumers with an alternative gaming experience to World of Warcraft (although Diablo III has not yet launched in China), as well as the lack of new content patches in all geographies resulting in less overall game play. Looking forward, Blizzard Entertainment expects to release World of Warcraft: Mists of Pandaria™ on September 25, 2012, which will deliver new game content in all regions that is expected to further appeal to the gaming community (with availability in mainland China to be announced at a later date).
by Published on 2012-08-02 06:39 PM

Mists of Pandaria Beta - Build 15929
A new beta build will be deployed on beta realms soon. We will be updating these notes frequently, so keep checking back!

New Models





New Loading Screens


Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength

Fishing
Professions

Professions
Guild

Scenarios

World Events



Set Bonus Changes
Originally Posted by MMO-Champion
Druid (Forums)

Paladin (Forums)

Priest (Forums)

Warrior (Forums)



Spell Changes
Originally Posted by MMO-Champion
Mounts
Flying

Companions

Guild Perks

Death Knight (Forums)

Druid (Forums)
  • Ravage! now costs 45 Energy, down from 50.
  • Treant Form no longer frees the caster of movement impairing effects.

Talents
  • Dream of Cenarius now works with instant casts. Now increases the damage done by your next 2 Moonfire or Sunfire casts by 100% or by your next 2 melee abilities by 30%, rather than your next damaging spell by 70% or by your next melee ability by 30%.
  • Nature's Swiftness (New) When activated, your next Cyclone, Entangling Roots, Healing Touch, Hibernate, Nourish, Rebirth, or Regrowth becomes instant, free, and castable in all forms. The healing and duration of the spell is increased by 50%. Requires Level 30. Instant. 60 sec cooldown.
  • Soul of the Forest now grants 3 Energy per combo point for Feral, up from 2.

Hunter (Forums)

Talents

Marksmanship
  • Mastery: Wild Quiver now has a 16% proc chance, down from 32%. Additional ranged shot now deals 100% weapon damage, up from 50%.

Mage (Forums)
  • Frost Bomb damage increased by 7%.
  • Ice Lance base damage reduced by 20% and SP scaling reduced by 6%.

Talents

Arcane
  • Arcane Barrage damage increased by 10%. Arcane Barrage's damage is increased by 20% per Arcane Charge, down from 25%.
  • Arcane Blast's damage is increased by 20% per Arcane Charge, down from 25%.
  • Arcane Charge now only grants 20% additional damage per charge, down from 25%.
  • Arcane Missiles' damage is increased by 20% per Arcane Charge, down from 25%.

Fire
  • Inferno Blast now spreads any Pyroblast, Ignite, and Combustion effects to up to 2 nearby enemy targets, down from 5.
  • Pyromaniac (New) Your Nether Tempest, Living Bomb, and Frost Bomb spells now also apply the Pyromaniac effect. Pyromaniac Increases the damage done by your Fireball, Pyroblast, Inferno Blast, and Frostfire Bolt on the target by 10%. Lasts 12 sec. Mage - Fire Spec.

Monk (Forums)
  • Healing Sphere had the tooltip corrected, and now heals for 9,986.
  • Healing Sphere had the tooltip corrected, and now heals for 9,986 with 25% AP scaling.

Mistweaver
  • Renewing Mist had the 10 targets cap removed from the tooltip.
  • Revival base healing increased by 145% and SP scaling increased by 150%.
  • Teachings of the Monastery no longer has a up to 5 limitation for Spinning Crane Kick healing listed in the tooltip.
  • Uplift healing increased by 60%.

Paladin (Forums)
Retribution & Protection

Priest (Forums)
  • Holy Nova (New) Causes an explosion of holy light around the caster, causing 0 Holy damage to all enemy targets within 0 yards and healing up to 5 targets within 10 yards for (2,564 + 24.7% of SP). Healing is divided among the number of targets healed. These effects cause no threat. 2.6% of Base Mana. Instant.

Shaman (Forums)
Elemental
  • Spiritual Insight now also reduces the cooldown of your Earth Shock and Flame Shock spells by 1 sec.

Restoration
  • Earthliving Weapon now is triggered on targets below 35% of maximum health by single-target direct heals and not any heal.

Warlock (Forums)
  • Corruption damage changed to 1,926 + 20.0% of SP, rather than (214 + 20% of Spell Power) * 8.
  • Summon Doomguard damage reduced by 50%.

Talents
  • Harvest Life now generates 10 Demonic Fury per second plus 3 Demonic Fury per second on secondary targets for Demonology.

Affliction
  • Drain Soul now also deals 100% additional damage when the target is at or below 20% health.
  • Malefic Grasp base damage and duration increased by 33%.
  • Unstable Affliction damage changed to 1,498 + 20.0% of SP, rather than (214 + 20% of Spell Power) * 7.

Warrior (Forums)
Talents

Professions
Archeology

Engineering
  • Incindiary Fireworks Launcher Permanently attaches a mounted fireworks launcher to your gloves, allowing a skilled engineer to deal 1,166 Fire damage 238 Fire damage over 3 sec to an enemy at long range.

Fishing

Misc
  • Revive Battle Pets now has a 10 min cooldown, down from 15.
  • Recover Book - "Reading this book will permanently increase your skill in Fishing by 50, up to a max of 600." This Item Begins a Quest

Raid & Dungeon Abilities
  • Amassing Darkness Deals 40,000 Deals 60,000 Shadow damage to the current target.
  • Arcane Blast Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 25% 20% and mana cost of Arcane Blast is increased by 125%.
  • Arcane Velocity Deals 16,250 Deals 20,249 Arcane damage every 1 second, scaling based on far the target is from the caster.
  • Band of Valor Damage increased by 30%. 5%.
  • Breath of Fear Inflicts 255,000 Inflicts 243,750 Shadow damage to all enemies over 1.5 sec.
  • Closed Circuit Arcing Energy applies Closed Circuit, reducing healing taken by 25% 100 yd range. Instant.
  • Coalescing Shadows Inflicts 15,000 Shadow damage. Inflicts 20,000 Shadow damage.
  • Cobalt Mine Blast After a 3 sec arming time, any player within 7 yds will detonate the shard, inflicting 75,000 95,000 Frost damage and rooting all players within 7 yds for 6 sec.
  • Convert 5 30 sec cooldown.
  • Death Blossom Each bolt that strikes an enemy inflicts 25,000 Physical damage. 52,000 Physical damage.
  • Destabilizing Energies (New) Exposure to Total Annihilation causes lasting negative effects, rooting the enemy in place and inflicting 125,000 Arcane damage every 2 seconds until the target is healed to full health. Instant.
  • Devastating Arc Strikes in a hemisphere focused to the left, inflicting 100,000 150,000 Physical damage and reducing armor by 10% for 30 sec.
  • Discharge Inflicts 47,500 Inflicts 14,250 Arcane damage to all enemies.
  • Eerie Skull The Sha throws a skull at a player's location, inflicting 39,000 45,500 Shadow damage to enemies within 0 yards of the impact point.
  • Energizing Smash Deals 200,000 Deals 100,000 Physical damage and knocks targets down.
  • Energy Cascade Inflicts 190,000 Inflicts 71,250 Arcane damage to all enemies within 5 yards.
  • Epicenter Deals 96,000 Deals 115,000 Nature damage, scaling based on how close the target is to the epicenter of the quake.
  • Epicenter Deals 96,000 Deals 115,000 Nature damage, scaling based on how close the target is to the epicenter of the quake.
  • Exhale 15 5 sec cooldown.
  • Force and Verve Inflicts 115,625 Inflicts 138,750 physical damage to all players within 500 yards of the caster.
  • Fright Inflicts 20,000 Inflicts 50,000 Shadow damage and inflicts Fear for 2 sec.
  • Get Away! Lei channels, pushing players away and inflicting 65,000 periodic Frost damage. 58,500 periodic Shadow damage.
  • Get Away! Lei channels, pushing players away and inflicting 65,000 periodic Frost damage. 58,500 periodic Shadow damage.
  • Grasping Energy Tendrils With no targets in melee range, Elegon grabs and pulls all enemies to him, inflicting 47,500 Arcane damage. 213,750 Arcane damage.
  • Jasper Chains This damage increases by 20% 25% each second they remain apart.
  • Jasper Chains This damage increases by 20% 25% each second they remain apart.
  • Maddening Shout Inflicting 10,000 Inflicting 25,000 Shadow damage every 2 sec and causing all enemies to hate each other, players regain their sanity after taking 10,000 damage from another player. 40,000 damage from another player.
  • Massive Attack Inflicts 400,000 Inflicts 1,300,000 Physical damage to enemies within 0 yards in front of the caster, splitting damage among all enemies hit.
  • Nightmares Inflicts 50,000 Inflicts 65,000 Shadow damage and inflicts fear on enemies within 8 yards for 3 sec.
  • Overhand Strike The massive blow from the Overhand Strike inflicts 100,000 150,000 Physical damage to enemies 0 yards in front of the caster.
  • Penetrating Bolt Hurls a bolt of Sha energy at a player's location, inflicting 60,000 55,250 Shadow damage to enemies within 0 yards of the impact point.
  • Pinned Down Inflicts 10,000 Inflicts 19,000 Physical damage every 1 sec until the arrow is removed from the victim.
  • Radiating Energies Inflicts 18,525 Inflicts 7,600 Arcane damage to all players inside the Energy Vortex.
  • Radiating Energies Inflicts 78,375 Inflicts 38,000 Arcane damage to all players outside of the Energy Vortex.
  • Rend Flesh Rends the flesh of the target, causing 42,250 40,625 Physical damage every 1 sec.
  • Sha Globe Touching a globe will consume it, inflicting 10,000 15,000 Shadow damage but refilling the player's primary resource. over time.
  • Sha Globe Touching a globe will consume it, inflicting 10,000 15,000 Shadow damage but refilling the player's primary resource. over time.
  • Shadow Blast Inflicts 70,000 Inflicts 150,000 Shadow damage to enemies within 8 yards.
  • Sonic Ring Inflicts 323,750 physical damage to all enemies within 3 yards. 6 yards.
  • Spirit Bolt Deals 52,000 Deals 115,200 Shadow damage to 3 random targets.
  • Spiritual Grasp Inflicts 18,000 Inflicts 19,800 Shadow damage to the target.
  • Spray Water bursts from the ground at an enemy's feet, inflicting 104,000-218,400 98,718-207,562 Frost damage to all enemies within 2.5 yds and increasing their Frost damage taken by 12% for 15 sec. 11% for 15 sec.
  • Stability Flux Low on health, the Celestial Protector pulses arcane energy, inflicting 47,500 71,250 Arcane damage to all enemies.
  • Sticky Resin Movement Speed Slowed 30% 15,000 50,000 damage inflicted every 1 seconds.
  • Storm Unleashed Inflicts 16,000 Nature damage. Inflicts 20,000 Nature damage.
  • Titan Gas Titan Gas fills the room, dealing 8,000 15,000 Frost damage every 1 seconds to all players and energizing any constructs, increasing damage dealt by 0% and attack speed by 25%.
  • Total Annihilation (New) Instantly kills any enemy affected by Destabilized. Unlimited range. Instant.
  • Undying Shadows Inflicts 15,000 Shadow damage. Inflicts 20,000 Shadow damage.
  • Unstable Energy Inflicts 23,750 Inflicts 13,775 Arcane damage to all enemies.
  • Volley Inflicts 70,000 Inflicts 200,000 Physical damage to enemies in a small cone in front of the caster.
  • Volley Inflicts 50,000 Inflicts 100,000 Physical damage to enemies in a medium cone in front of the caster.
  • Volley Inflicts 25,000 Inflicts 50,000 Physical damage to enemies in a large cone in front of the caster.
  • Volley Inflicts 50,000 Inflicts 100,000 Physical damage to enemies in a medium cone in front of the caster.
  • Volley Inflicts 25,000 Inflicts 50,000 Physical damage to enemies in a large cone in front of the caster.
  • Wildfire Deals 32,500 Fire damage. Deals 50,000 Fire damage.
  • Wildfire Infusion Deals 80,000 Fire damage. Deals 65,000 Fire damage.
  • Wildfire Infusion Deals 20,000 Fire damage. Deals 65,000 Fire damage.
  • Wind Step Inflicts 160,000 Inflicts 120,000 damage every 3 secs for 30 sec.



New Items
For the full list of new items, see WoWDB!

Level Type Spec Slot Name
25Monk GlyphGlyph of Blackout Kick
90JunkGood Fortune
1JunkGoodies from Nomi
90MountReins of the Ashen Pandaren Phoenix
90MountReins of the Emerald Pandaren Phoenix
90MountReins of the Violet Pandaren Phoenix
496MailSpell SpiritHandsKaz'tik's Stormseizer Gauntlets
483MailSpell SpiritHandsKaz'tik's Stormseizer Gauntlets
509MailSpell SpiritHandsKaz'tik's Stormseizer Gauntlets


Strings Changes
Originally Posted by MMO-Champion
  • CHAT_PET_BATTLE_INFO_GET - |Hchannel:PET_BATTLE_INFO|h[Pet Battle]|h:\32
  • DUNGEON_FLOOR_SHRINEOFSEVENSTARS3 - The Emperor's Step
  • DUNGEON_FLOOR_SHRINEOFSEVENSTARS4 - The Imperial Exhcange
  • DUNGEON_FLOOR_SHRINEOFTWOMOONS1 - Hall of the Crescent Moon
  • DUNGEON_FLOOR_SHRINEOFTWOMOONS2 - The Imperial Mercantile
  • ERR_EX_LEVLTOO_LOW_TO_REDEEM_SOR - *TEMP TEXT* Your expansion level is too low to redeem this SoR loadout
  • ERR_PETBATTLE_QUEUE_NOT_WHILE_NEUTRAL - Neutral characters cannot pet battle.
  • HOURS_MINUTES_SECONDS - %.2d:%.2d:%.2d
  • HOURS_MINUTES_SECONDS_MILLISECONDS - %.2d:%.2d:%.2d.%.3d
  • PET_BATTLE_INFO - Pet Battle Info



New Icons
Not all of these are really new, these are just all of the icons included in the patch.




by Published on 2012-08-02 06:49 AM

Community Idea - Positive Monster Affixes, Diablo II Scheduled Maintenance, Blue Posts, Diablo Claymation, Poll

Alliance Pandaria Introduction
The latest beta patch added the Alliance introduction and reopened Jade Forest, now with a new starting quest line for the Horde and Alliance, as well as new and reworked quests throughout the zone. Today we are taking a look at the first few quests in the new Alliance introduction. Don't miss the part starting from 8:55!







Level Name Items Money Objective
86The King's Command98Find Grand Admiral Jes-Tereth in the war room at Stormwind Keep in Stormwind City.
86The Mission9 80Report to Admiral Rogers on The Skyfire.
86Unleash Hell9 80Use a Skyfire Gyrocopter to slay 60 of the Garrosh'ar troops and destroy 8 Garrosh'ar Shredders, and then sink the Bladefist Reaper and Stygian Scar.
86Touching GroundDynamic Rewards 9 80Use a Skyfire Parachute to touch ground in Garrosh'ar Point, then speak to Sully "The Pickle" McLeary.
86No Plan Survives Contact with the Enemy9 80Kill 6 Garrosh'ar Grunts and 6 Garrosh'ar Gear-Greasers.
86Welcome Wagons9 80Use Sully's Flaregun to destroy 5 Horde War Wagons.
86The Right Tool For The JobDynamic Rewards 9 80Use Sully's Flaregun to clear out the barricades and confront Ga'trul at the end of the dock.
86Envoy of the Alliance9 80Find and meet with the leader of Paw'don Village.
86The Cost of War9 80Slay 15 Sha Haunts and 5 Sha Harbingers in Garrosh'ar Point.
86Pillaging Peons9 80Kill 22 Twinspire Taskmasters or Twinspire Peons.
86Priorities9 80Collect 6 Applebloom Cider.
86Koukou's Rampage9 80Kill Koukou.
86Twinspire Keep9 80Slay 15 Horde troops in Twinspire Keep.
86Fractured Forces9 80Slay Dalgan and Bellandra Felstorm.
86Smoke Before Fire9 80Use the Alliance Flare to call in an airstrike on the Pile of Munitions, the Twinspire Demolishers, the Wild Imps, and Xhu'daggab.
86Unfair Trade9 80Free 8 Captive Pandaren Cubs from Twinspire Keep by slaying the demonic eyeballs that watch over them.


Elite and Heroic Elite Items
The latest patch added a few items that were higher item level than the normal items for that difficulty and tagged as Elite. Now we know that they come from doing the Protectors of the Endless encounter in a harder way. You can see the full listing of the Elite items on the Protectors of the Endless page.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
These items are obtained by defeating Protector Kaolan last on the Protectors of the Endless encounter.

Raid Release Schedule
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’ve been keeping a very close eye on the feedback players have shared for both Cataclysm and Mists of Pandaria raiding. We saw a lot of evidence and heard a lot of feedback which indicated that raid content was a little overwhelming at the beginning of Cataclysm. Our goal is to smooth that out a bit in Mists of Pandaria. Keep in mind, Mogu’shan Vaults opens up one week after Mists of Pandaria launches. And with its Heroic mode even the most seasoned raiders should be pretty busy. Once the raid dungeon has been cleared by a group on normal mode they’ll unlock Heroic mode, a definite ramp up in challenge. Also note, similar to Dragon Soul, Raid Finder mode for Mogu’shan Vaults will be available about one week after the normal raid has been opened.

Rather than putting a lot of pressure on players by opening up sixteen raid bosses in three separate difficulties upon release of the expansion, we hope you’ll have a chance to really dig into the lore, the gorgeous new continent, the amazing new quests, and all of the other goodies that are far too numerable to mention. Our intention here is not to artificially extend the life of the 5.0 content, but rather to pace it better than we have in previous releases. This is why we noted that a few weeks after Mogu’shan Vaults opens, raid instances Heart of Fear and Terrace of Endless Spring will become available. These dungeons will still very much be hot on the heels of Mogu’shan Vaults, particularly for the large majority of players progressing through Pandaria.

Here’s a basic breakdown of the pattern we’d like to follow for all upcoming raids: Dungeon opens on normal difficulty —> Heroic mode is unlocked once normal mode is completed —> the Raid Finder version becomes available about one week after the raid’s initial opening. To review all of the latest Mists raid release details, everyone is encouraged to check out our latest blog, Blizzard Insider #45 – Mists of Pandaria – Raid Preview, which has a wealth of exciting new information.

On a final note, thank you to everyone who has been testing the new content, sharing your feedback, and helping us bring you the most epic game possible! It cannot be said enough, but we genuinely appreciate it.

Just curious, why is raid finder being released a week after normal version?
This is a matter of striking a balance between preserving the feeling of guild progression and making the content accessible to players outside of organized guilds. We definitely want to see everyone have a chance to experience Mists of Pandaria raid content, so holding Raid Finder mode for a week feels like a reasonable window of time to accommodate players of all stripes.

For everything that thinks this is a good idea: Get ready to wait months for the second set of raids.
We thought our intent was made pretty clear in the Blizzard Insider article, as well as in my original post. But, if it’ll ease your concern, I’ll be more specific!

Raid dungeons Heart of Fear and Terrace of Endless Spring are scheduled to be released on normal difficulty four weeks after Mogu'shan Vaults has been opened.

So to be clear, the full schedule for US realms is:

September 25: MoP launches
October 2: Mogu'shan Vaults (normal) opens
October 7: Mogu'shan Vaults (LFR) opens, those who cleared normal Vaults can access heroic mode
October 30: Heart of Fear and Terrace of Endless Spring (normal) open, with Terrace only accessible by clearing Heart
November 6: Heart of Fear and Terrace of Endless Spring (LFR) open; queuing for Terrace requires clearing Heart. Those who cleared normal Heart can access heroic Heart, same for Terrace.


Yup, this is the plan! Barring there aren't any 1s where there should be a 0, you've done your math well.

The reality? The raids won't be completed for September 25th, and they're giving themselves an extra month to actually finish them.
This is 100% untrue. All 16 bosses are on the beta right now and have been tested. To be absolutely clear about why what you said has no basis in reality, once Mists is released we won’t need to apply a patch to the game before we can activate Heart of Fear and Terrace. This means we won’t have an extra month to continue working on these raids, as you’ve suggested.

Blue Posts
Originally Posted by Blizzard Entertainment
Upcoming Damage Reductions
You are soon going to see damage go down for several classes and specs in cases where we overshot our targets or fixed bugs that required adjustments. Hunters are likely among these.

I am mentioning this because what inevitably happens is a host of posts across the Internet saying that x is now gutted, won't get a raid slot, needs to reroof, was middle of the pack at best, and so on. It is most helpful to us if you want to argue that your DPS is too low (or high if you are being unusually honest) that you are specific about what situations you are talking about, against who you are comparing numbers and what those numbers are. If the Windwalker is doing 300,000 DPS in your challenge run, chances are that is not our new target.

(As I told my team recently, had I better access to a PC at the moment (I'm a long way from home as you can probably guess by the posting times), I would make a new version of the Ned Stark brace yourself meme image.) (Blue Tracker / Official Forums)

Content Difficulty and Consumption Speed
They are adding a FoS for killing heroic bosses in MoP without the nerf. One can only hope that this FoS will disappear once the next tier comes out, otherwise it's a pretty pointless feat of strength.
Yes, those feats of strentgh you mention are the "Cutting Edge" achievements that you may have seen already in some fansites. The idea the developers have right now is that these won't be available once a new raid tier is introduced.

And currently the intention of the developers is to stick with these for future raid tiers.

I have always wondered why on earth blizzard releases % based nerfs that lower the difficulty of a fight through a buff or debuff. I mean by the time the nerfs are released ppl are hardly even geared in normal gear. Wouldn’t a better way to nerf content be to up the drop chance of items in the normal version? After all items are just another way of giving players a buff. Items are supposed to be the hidden in game nerfing that happens all the time jet it seems to hold no weight anymore.

When the time comes where blizzard says ok we have to nerf a raid zone now, they could increase the drop chance of loot in normal to maybe double of what usually drops(or more) then you will gear people faster and they will then be able to enter heroics. This way you are not making normal mode irrelevant to players, your actually making it more relevant.

You buffs/nerfs will be player/guild based and more importantly it will not feel like blizzard is stepping in and dumbing down the fights for you. You still killed the fight unnerfed just like the best guilds, it just took a bit longer.

The decision to implement the debuff is driven by the data the devs have access to. They can see participation and progression and how the numbers change every week in regards to completion rate.

And that data showed them that a large number of raiders was stuck at some point in their progression for multiple weeks and participation was declining.

The developers are aware that not everyone will agree with them (which is something I'll touch a bit later on this reply), but it's important to point out that they're making informed decisions based on comprehensive stats. And those stats tend to validate their reasoning for implementing the debuff/increasing it.

As I've mentioned on this thread in the past, the most advanced raiders that either rarely encounter something they can consider a true block in their progression or can work on them for weeks perceive the debuff as a nerf to content that is already doable (which it certainly is, for them), but it's not reasonable to ask the same from the majority of casual raiding guilds that would like to progress. Those players can't really wipe for weeks or months on a given boss without eventually giving up.

The developers feel it's better, overall, to make those goals in your progression feel more attainable over time before that discouragement to keep raiding comes into play.

Simple answer is of course that they don't know. All that stuff about devs and data is nothing but smoke and mirrors. The planned debuffs are well proclaimed months in advance for one reason only. To keep the majority of the player base subscribed through yet another carrot on a stick.

Boss too hard? "Don't worry lads and lasses it gets nerfed in two weeks time". Ah thats alright then, back to faceroll.

You ask for answers, you get them. And since you don't like them, you just conclude that it's a diversion and that you know what's truly going on. I wonder, why are you replying to the thread, then? I mean, I have the feeling that then, no matter what we say, it's a lost argument unless we say what you want to read. It certainly feels that way.

1.Will there be an achievement or are they planning an achievement for clearing all bosses of the raid on heroic without nerfs? (Cutting the Edge Heroic: for example).

2. Will the be any title rewards from these FoS achievements or are there any plans?

Both questions have the same answer, there're no plans right now. (Blue Tracker / Official Forums)

Attunements and Daily Quest Cap
Did I miss something? The daily cap is being increased from 25 to at least 48? Is that just the pandaria quests, or does that also include the non-pandaria dailies?
Not increased, removed. And the "around 48 quests available on any given day" means just for Pandaria dailies. Basically, in MoP you decide how many dailies you want to do, it's totally up to you.

How about the attunements for SSC and TK that became Guild wide? Why not implement such attunements?
The developers don't have any plans at this point to bring attunements back. (Blue Tracker / Official Forums)

What Purpose Does LFR Have?
Raiders complain they have to raid LFR to get the improvements.
They don't, really. The set bonuses are there in normal and heroic as well, and the item level is even higher.

Actually, in Mists of Pandaria, each new LFR tier will have an increased minimum ilevel requirement, so there'll be a natural progression path as the expansion goes on. This means that players will start running Heroic dungeons in order to gear up to hit the minimum ilevel for the first tier of LFR, then get gear from this first LFR tier to access the second, and so on.

However, it won't be mandatory to go through the LFR system if you're raiding normal or Heroic raids.

And since you'll probably ask, I'll answer pre-emptively, at this moment the developers are not ready to talk about possible 5-man Heroic dungeons with higher requirements that might come in future Mists of Pandaria patches. (Blue Tracker / Official Forums)

Mana Bandages
I'd have to agree with the earlier observation that mana is simply a resource, whereas health is essential, and the existing bandages can be a last minute life-saver.

A few questions that popped into my mind: Why should mana users get another way to regenerate their resource on top of all the regen abilities and potions they already have available? Isn't the ability to conserve mana and use it wisely part of the challenge of the game? Wouldn't it give mana users an unfair advantage over the classes that don't use mana? Are you suggesting all classes have a bandage-esque way to regenerate their resource? What about classes that regenerate their resource differently, wouldn't this new method be either practically useless or very overpowered? (Blue Tracker / Official Forums)

Beta Class Balance Analysis
it's[healer dps] ignored for the sake of game balancing.
It's not ignored. It's just not as big a priority. We know that if choosing e.g. a Resto shaman instead of a Resto druid increases group dps on fights where grasping for every point of damage is relevant, then it could be a stacking issue. You just have to keep these things in perspective. There haven't been historically many fights where stacking healers for their DPS benefit was relevant, and even if we're talking about 10k DPS you might get the same benefit by having your actual DPS characters step up their game by a teeny bit.

Now the original post about whether Enhance has a no-brainer talent tier is of more concern. It's less of a concern if Resto's spell damage is comparable to Enhancement's spell damage, given that the latter has a lot more going on.

Shaman (Forums)
As an Enhancement Shaman, I'm much more concerned about whether Windfury is supposed to activate off special attacks or not (far as I can tell we haven't gotten an answer about that yet).
We’ve just fixed it for the next build to proc off Primal Strike, Stormstrike, and Lava Lash.

Is it intended that stormblast isn't included in that list? Please tell me it was simply an oversight.
Stormblast is included; it should trigger everything that Stormstrike does. (Blue Tracker / Official Forums)

Shaman (Forums)
Telluric Currents
As I said in the other thread, the intent of Telluric Currents is for free Lightning Bolts. If the trivial amount of mana gain interests you, that doesn't offend us. We don't believe or intend for it to be a mandatory glyph.

To clear up th history of the mechanic, it was originally intended to be a way for Resto shaman to feel like they could contribute DPS when they didn't need to heal. It wasn't intended as a mana regen mechanic. It absolutely became one when mana pools became high. We try not to make changes just because the design ends up being something not originally intended, as long as we think the gameplay is acceptable. It was reasonably acceptable in say 4.2 and got to the point where we didn't like it in 4.3, but still not worth chnging -- we try to reserve changes for expansions and not patches unless we think they are important. In 5.0 it is time to return the mechanic back to an optional way to contribute some damage for Resto. A glyph isn't the right way to deliver active mana return for a healer. It's not fair to shaman to have to take the glyph or to other healers who don't have that option. (Blue Tracker / Official Forums)

Monk (Forums)
Upcoming Windwalker Monk Changes
In an upcoming build we’re essentially doubling the healing (healing only, not damage) of Expel Harm. We’re also increasing the healing done by Chi Wave, Zen Sphere, and Chi Burst. We want the level 30 talents to be an interesting choice for all monks, but they should not become DPS rotational abilities in PvE for Windwalker monks, as it would complicate their rotations to a degree we aren’t comfortable with. Our vision for PvE Windwalkers in regards to Chi Wave, Zen Sphere, and Chi Burst is that you’ll use them rotationally or in replacement of Blackout Kick in situations where your survival is more important than DPS (say, in situations like Chimeron).

That said, Zen Sphere (and that talent tier) was never intended to be analogous to Recuperate, more so Word of Glory. Some mild to moderate self-healing is acceptable for the Windwalker in PvP, but it isn’t intended to be their forte. Their forte is intended to be their strong mobility and the fact that their damage is mostly upfront and instant, as they have very little to no periodic damage. (Blue Tracker / Official Forums)

Monk Mistweaver Feedback
Spinning Crane Kick does not proc Eminence!
It is a bug that Zen Sphere, Chi Burst or Chi Wave don’t proc Eminence. This has been fixed internally. We also put an AOE cap on Zen Sphere’s detonate. Chi Burst not generating Mana Tea stacks has also been fixed.

We’ve also changed Eminence to be able to proc Gift of the Serpent (Mastery). (Blue Tracker / Official Forums)

Cutting Edge Achievements
One of the blue posts tonight mentioned the new Cutting Edge achievements, which are awarded from doing an encounter without a debuff similar to the on active in Dragon Soul. These will be unavailable after a new tier of raids is introduced, and new achievements for the new raid tier will be added.

Name Category
Cutting Edge: Grand Empress Shek'zeer
Defeat Grand Empress Shek'zeer in Heart of Fear on Heroic difficulty, with Klaxxi Resonance inactive or disabled.
Feats of Strength
Cutting Edge: Sha of Fear
Defeat the Sha of Fear in Terrace of Endless Spring on Heroic difficulty, with the Ritual of Purification inactive or disabled.
Feats of Strength
Cutting Edge: Will of the Emperor
Defeat the Will of the Emperor in Mogu'shan Vaults on Heroic difficulty, with the Dampening Field inactive or disabled.
Feats of Strength


The Daily Blink - Don’t Make Me Count to 90
The Daily Blink tells us about another one the new rules of Mists of Pandaria!

Don't worry, elitists, I'm sure you'll find something to feel superior about until you can raid. It's only a week, after all. Here, we've provided you a tip jar below the strip. Show everyone just how much more you can donate than anyone else. Go for the world first. Top that donation meter. It's just like WoW, only you actually *can* pay to win!
by Published on 2012-08-01 07:24 AM

Character Profiles Possibly Coming Soon, Critical Mass Wizard Build, South Korea Gets a Server Upgrade, "Evil's Truck", Poll

Disc of the Red Flying Cloud
We finally know that the Disc of the Red Flying Cloud mount comes from being Exalted with the Lorewalkers!



Lorewalkers Quartermaster
The Lorewalkers also offer some other nice rewards at their Quartermaster. You can get Restored Artifacts by completing archaeology items or purchasing one for a Spirit of Harmony.

Level Type Slot Name Cost Required Rep
60MountDisc of the Red Flying Cloud600 Exalted
90Jewelcrafting RecipeDesign: Jade Panther200 Revered
90Blacksmithing RecipePlans: Living Steel Belt Buckle50 Exalted
90Tailoring RecipePattern: Greater Cerulean Spellthread25 None
1MiscellaneousTabardLorewalkers Tabard10 Exalted
1JunkLorewalker's Lodestone Restored Artifact Exalted
1JunkLorewalker's Map Restored ArtifactExalted


Mists of Pandaria Beta Addons on Curse
If you are in the Beta and need some function addons, check out the new listing on Curse. Curse Client is also able to update your addons for the Mists of Pandaria Beta.



Blue Posts
Originally Posted by Blizzard Entertainment
Different Rules for Spells in PvP and PvE
Is there a reason damage spells can't effect players differently?
We do this already. Look at abilities such as Colossus Smash and even the concept of PvP CC durations, which has been in the game for a long time.

It's not our option of first resort because it's not intuitive for players and it means anytime we want to make balance adjustments, we must change two sets of numbers. (Blue Tracker / Official Forums)

Content Difficulty and Consumption Speed
That way, maybe some of the prestige of killing bosses pre-nerf, or on lower levels of nerf stay.
Other than world firsts, was there ever any prestige to killing a boss? (outside the guild itself achieving that kill)

Heck, even people following the race don't care who killed a boss 2nd in the world, much less 20th...

No, but they care on their own servers, even if they don't raid themselves. It's a bit like Britain's surprise medal in the gymnastics yesterday; I don't like gymnastics so don't care about that at all. However, if one of those gymnasts lived on my street, I would be interested.
Sure, realm firsts might also have some prestige on the realm level, you're absolutely right. But as before, other than that... (and perhaps the first faction kill on the realm, as well).

Sounds like you are admitting that realm communities have been killed. By LFD and LFR.
You're reading too much into that post.

Actually, challenge dungeons will help bring back that realm community feeling that might be missing for some of you, as groups for those dungeons have to be manually formed.

This comment alone, shows that you have no idea what is going on on realms regarding raiding.
You didn't understand my post at all. I said it very clear, outside the guild itself (which is what you mention in your post), not many players really care about who killed a boss other than world first and perhaps their realm first.

Any reason as to why we're not seeing a developer respond in this thread to some of the proposals made to revive aspects that should already be there.., but aren't due to some clear direct "features", one would think they could squeeze in a few minutes considering they have all the time in the world to reply on us forums?
These forums are for you, the players, to interact between you and discuss almost anything you want. And we're taking care of noting the feedback we can find, as in this thread, and sending it to them (which we're doing not just with this thread, also others).

It is abundantly clear to even the slowest of individuals that you have absolutely no clue as to what drives players Draztal which is quite astounding after 185 pages, and even more clear that you only serve a purpose of ridiculing what people here say.
I understand it, I honestly do. I'm a raider myself and I share some of those desires you have expressed here. But there must be a reason for it that can be based on something else than "taking something away from others" or "prestige", etc. And there've been individuals here that have spoken clearly about those reasons, and we've noted them and we've sent feedback to the devs with the most common points here.

The response quoted and the fact that you claim challenge dungeons will bring some realm community back is testament to incompetence at the highest level for reasons already highlighted many times over the past 100 pages, but I'll happily point one out for you. If challenge modes aren't completed to a gold medal standard by a sufficient amount of characters we will see "balancing" (normal people would call it nerfs) so that you can ride the high horse claiming success just as is the case with lfr / lfd.
You're making assumptions, and judging my posts based on those assumptions. You're also forgetting that on challenge dungeons you're actually competing against the clock, and you'll be able to prove that you've been faster than everyone else.

I also feel my comment was ignored. Just as the people above me stated, i dont see any facts you base your comment on regarding almost no one caring beyond world firsts, apart from a very broad and ( in my opinion ) unjustified generalization.
Well, in that case, I guess it won't take you long to show me a forum post cheering someone for the world 36th kill of Heroic Hagara, right?

I think it's actually you that does not understand how much people care about those. The more I read your posts the more I think you absolutely have no clue.
Ah, but that's the thing. And that's why I'm still posting on this thread. I understand why people care so much about those. But I can't find an objective reason to back it up (I'm speaking about arguments like only a minority should see the content, etc, not the whole thread). Some concerns did have objective reasonings to back them up, and that was great. Some others can only really relate to nostalgia (wanting TBC back without mentioning the downsides it had) or wishing to retain exclusivity/prestige in a way that is demeaning to others.

Are you kidding me? When i tried to give an idea, i was ignored. By Draztal too, he said world firsts matter only. That was the reply to my idea of a design change. Now, thats how much they care, in my experience.
I can't comment on your ideas. But I've certainly haven't said that world firsts are the only thing that matter. What I've said is that for the community at large, it's usually just that what's mentioned. And you can check that by yourself visiting the most popular fansites out there. You won't see them mention that X guild has been 10th in the world killing a boss.

Both of them care immensely about what position they are inside their faction, realm and world.
Read my post again, that's not what I meant (and I even specified it on that post). Of course your guild cares about its position. People outside your guild, though, probably don't (unless they're looking for a guild to apply to) unless you're world first/realm first/country first/etc. Hopefully now what I was trying to get through makes sense? It's not about how your guildmates feel about your position.

The fact that people mention TBC has little to do with nostalgia, it has to do with the idea that there was a lot more content available back then. TBC had a certain policy when it came to progression and that policy was changed in WotLK.
A policy that had side effects that have been discussed in this thread at length. Those are the downsides that noone has really mentioned during this discussion.

There should always be ongoing competition in WoW, and something for people to aim towards, as soon as there isn't there won't be any drive to improve yourself as a player.
You tell us that we can't speak for an entire population, alright, but then don't doing it yourself telling us what we do and don't care about.

If you look at popular community tools such as wowprogress, there're always new kills being made every day, so to me that looks as ongoing competition.

Not gonna quote the rest of your post, but it's a spot on explanation of how gamers think and act. We are competitive by nature and we do care of our own performances, even if its no 134 in the world.
Of course, but not everyone is interested in the raid race and just want to experience the encounters at the pace they can.

I get what you mean, but people do care if they pass another guild that was faster than them on the last tier. So your point is not entirely true. If you pass another guild they do care that someone else did that, if it makes them fall behind in the race of killing bosses first in their realm. It does work the other way around aswell, when we manage to kill something people rush fast to see if others managed to do that on the same night.
I agree with this. My post was talking about the prestige perspective specifically, which is a different one than this. Of course, if your guild advances over another in the realm rank, you'll cheer about it, and the other guild most likely will try to advance as quickly as possible to retake that position.

You're not serious about being in a raiding guild yourself are you?
I am, as I said, I've been raiding since 2005, still do, and have no intention of stopping in Mists of Pandaria.

Do you honestly believe those sites would have such high hit numbers when people really don't care as much as you suggest? The numbers prove you wrong. Last tier though, even wowprogress was more for "who got it fastest" (on our realm) then who is furthest, which is directly reflecting on the main concern, too little content for the expected amount of time and the dilution of raiding as a whole.
Of course they care about their own progress and how they compare against them. But once you leave that specific case, people in your realm that is raiding at a different pace most likely don't really care about what your guild is doing (and care about theirs, obviously) and care about what's happening to the guilds around their same place.

I'm quite frankly stunned at how it seems to be acceptable to demand nerfs and easier, simplified gameplay, but asking for a challenge is tantamount to sacrilege.
Asking for a challenge is right, and the answer is that you have that challenge there. You can turn the debuff off at any time and face those bosses without the Power of the Aspects. But that's an answer some of you don't like. And while it's fine that you don't like the answer, it's not right to say that there's no way to have content that you feel is challenging for you today.

Okay. Nobody cares what guild killed Heroic Ragnaros heroic 4th, but they will care about AoE fest speed runs? What is the point of Blizzard adding Challenge mode dungeons when competition does not matter?
You're mixing competition with prestige... (Blue Tracker / Official Forums)

The Purpose of LFR
However, LFR does make a person get sick and bored of DS extremely quickly... running it lfr and normal on multiple chars each week has removed alot of peoples passion for raiding DS
If you are running LFR and normal every week on multiple chars, I don't think it should be a surprise you eventually lose the passion for raiding the place... After so much of doing the same, you'll get tired, be it LFR, HC raiding, dailies... anything, really.

Yes i could skip LFR altogether, but the tier bonuses are something most players want and are needed to become competitive.
You get the same tier bonuses (and higher item level) from Normal and Heroic DS.

and yet, you guys have made running older tiers obsolete, with forcing (by gear i mean) to chain run the latests tier raid.. feels kind of silly, yes?
You can run older tiers whenever you want. Not just for experiencing the content these days, also for the gear for transmogrification (if you like a particular tier set that you're missing), achievements and so on.

Any game that cannot pose even a slight challenge before completion is pretty messed up development wise.
And even with the 30% debuff on DS, the game poses a challenge (perhaps not to you, but certainly to others).

appease people who think that paying for a game entitles you to see all the content
And why are they wrong on that thought? On which basis should someone think that he can not see the content even if he's willing to pay the subscription for it?

Why not just mail everyone the BiS items and rarest mounts?
Is that what the players are demanding? I'm yet to see someone ask for that (that is not trolling, either). (Blue Tracker / Official Forums)

Priest (Forums)
PW: Solace change?
We think it is possible to balance active vs passive regen. The key is in how healers use mana. Nobody needs infinite regen. You just need enough to heal a fight. If you consider a fight where you never have to heal, then Solace will crush any other mana return because you have so many free GCDs in which to spam it. However, you also don't need that mana for healing in the contrived fight with no healing. As fight intensity increases, the need for mana increases BUT the time available for Solace decreases. Solace will work best on fights where there is very intensive healing followed by quiet periods in which you can nuke. But depending on the timing, Mindbender might work for those fights just as well.

We don't like Solace with a cooldown because then you feel like you must use it on cooldown. With no cooldown, then is there is a continuum between fights where you have free time but need mana and fights where every cast time must be spent on a heal. The choice becomes the priest's.

I'm still seeing a lot of "I need to spam Solace so make it more spamable" responses. You're not going to convince us with that argument. Let us know in what specific situations you are struggling with mana and what types of spells you are trying to cast. That is the actual issue in our minds.

I am also still seeing a lot of "we have provided you with the evidence." I wouldn't be asking if you had. There are maybe 3 links to parses and a couple more with any kinds of numbers at all. If you feel it is that easy to make your case, then make it.

As an aside, the only thing we didn't like about Telluric Currents as active mana generation was that it scaled too well with gear (in 4.3) and would have been a mandaory glyph (in 5.0).

It's a very common thing that when people feel they aren't being listened to they complain louder and more frequently.
I have been in this business for 15 years, so I can say with certainty that that strategy does not work. You run the risk of your entire point being dismissed if you come across as too uninformed to make an argument with some substance to back up the sweeping claims. If you are trying to convince anyone in a situation where you can't just order them to do something, whether that person is a boss, teacher, co-worker or government official, you'll do better with logic and reason than insults and hyperbole.

We appreciate the passion -- just channel it into something productive. (Blue Tracker / Official Forums)

Beta Class Balance Analysis
Paladin (Forums)
Judgement is once again a melee attack that has a 30-yard range. (Yes, re-read that to make sure you didn’t misread it...)

Edit: Judgement is also spelled Judgment now. The developers are playing nasty tricks on me to make sure I'm awake.

It's a PvP nerf. Now it'll trigger Frost Armor and Nature's Grasp again.
Correct. This is the primary purpose of the change.

Warlock (Forums)
As a result of the change to Malefic Grasp's mechanics, Agony now takes twice as long to ramp up, since the ticks are no longer faster under MG's channel. Is this additional nerf intended?
No, this should be fixed in the next build. (Blue Tracker / Official Forums)

SWTOR Will Soon be Free to Play
Starting in November, SWTOR will have a limited free to play mode. During the EA earnings call today, we were reminded that the game needs 500,000 subscribers to break even. Subscription numbers have declined below one million now, making a free to play option a good way to allow players turned off by the subscription fee to continue playing. The game's price will be reduced to $15 and it will still come with one free month of gametime, allowing anyone who purchases the game to experience the full version before deciding which level of play they would like. You can find more information in the Free-To-Play FAQ.

The free version of the game allows players to experience all of the class stories through level 50, but free players will have no access to Operations. Free players are also limited in the number of character customizations they can access, as well as the number of Warzones, Flashpoints, Space Missions, and auctions that can be posted. You can see a quick rundown of the limitations in this chart.

Players who continue to pay will also gain Cartel Coins, a new currency that will allow purchase of character customization, faster leveling, and other conveniences. Some restrictions can also be "unlocked" with Cartel Coins. Current players will get a number of bonus coins and Fan's Choice item for being active before July 31, 2012. Players who want more Cartel Coins will be able to purchase them from the SWTOR website in the future.


Originally Posted by SWTOR
Starting this fall, there will be two different ways to play Star Wars: The Old Republic:

Subscription — A service designed for players who want unrestricted access to all the game features via ongoing subscription or by redeeming a Game Time Card. In addition to gaining access to all game content as our current subscribers do now, subscribers will receive ongoing monthly grants of Cartel Coins, the new virtual currency that will be introduced later this fall. Cartel Coins can be used to purchase valuable in-game items including customizable gear and convenience features that will enhance the game play experience.

Free-To-Play — The first 50 levels will be Free-to-Play, with restrictions on access to new content and advanced player features. Some restrictions can be "unlocked" with Cartel Coins.

As the first step towards adding the new Free-to-Play option this fall, Star Wars: The Old Republic will go on sale in August for $14.99 USD, including one-month of free subscription.

Current and former players will also find additional benefits as part of this program. BioWare will be increasing the frequency of game content updates, with the first of many new releases coming in August. In addition, current subscribers will receive Cartel Coin grants and qualify for access to special in-game items. Even former players who re-activate now will qualify for special benefits. To learn more about these rewards, please visit www.StarWarstheOldRepublic.com/FREE.
by Published on 2012-07-31 07:24 AM

Inferno Item Booster Pack Winners, Blue Geared Barbarian - Inferno Diablo Kill, Scheduled Maintenance, Security Update: Dial-In Authenticators

Don't miss the Blizzard Insider #45 – Mists of Pandaria – Raid Preview posted earlier today which talks about raid availability upon MoP release!

Mists of Pandaria Beta Launcher Updated
The launcher received yet another graphical update tonight, making it the third version so far.



Brewfest Delayed One Week
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We are aware that many of you are concerned about not having enough time to level up and such, which is a concern we fully acknowledge, as we know that many of you would like to enjoy and experience the new areas and content at your own pace, and not feel like you have to rush through things and level up as fast as possible just to have a go at the Brewfest dungeon boss.

Therefore, In order to make sure you guys have some more time to prepare for this year's Brewfest, we have pushed the whole event forward by just over a week, stopping short of overlapping with the Hallow’s End event.

Horde Pandaria Introduction Quest Line
The latest beta patch updated the Horde introduction yet again and reopened Jade Forest, now with a new starting quest line for the Horde and Alliance, as well as new and reworked quests throughout the zone. Today we are taking a look at the first few quests in the new Horde Introduction.




Level Name Items Money Objective
86All Aboard!98Speak to General Nazgrim aboard Hellscream's Fist.
86Into the Mists98Speak to General Nazgrim on Hellscream's Fist.
86Paint it Red!Dynamic Rewards 980Use a Gunship Turret to kill 80 Thunder Hold troops and destroy 9 Thunder Hold cannons.
86Touching Ground980Use a Rappelling Rope to reach the ground.
86Finish Them!980Slay 15 Thunder Hold troops.
86Fire Is Always the Answer980Destroy 10 Stacks of Thunder Hold Munitions.
86The Final Blow!980Slay Captain Doren in Thunder Hold.
86Face to Face With Consequence980Kill 20 Sha Haunts and 7 Sha Harbingers.
86You're Either With Us Or...980Attempt to enlist the help of Mayor Honeydew in Honeydew Village.
86Higher GroundDynamic Rewards 980Rescue Shademaster Kiryn, Rivett Clutchpop, Shokia, and Sergeant Gorrok from Honeydew Glade.


Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Rather than quoting several additional questions and issues, we'll just do a lightning round of out of context replies. As always, just because I did not respond directly to an issue does NOT mean that it is being ignored. Please try to be reasonable about the "I'm going to keep posting until I get an answer" posts. Those never end well.

- Hurricane being stronger than Astral Storm is intended.
- Blacksmithing having a stronger profession perk is something we’re investigating.
- We’re investigating some bugs on Tranquility and Wild Growth under extreme haste (e.g. Soul of the Forest).
- Eternal Flame being on the GCD for Protection is unintended. The hot not benefitting from mastery is intended, or that talent might feel mandatory for Prot.
- Battle Healer costing mana is a bug.
- Force of Nature should scale with your crit and haste.

We're just not seeing healing priests falling behind on HPM or HPS in the current raid or challenge mode testing. I don't want to dismiss the concerns though, and we will keep an eye on it. Lack of "raid utility" is a very slippery beast. In my experience, healers always think their particular character lacks it. We believe however that all of the healers will continue to see plenty of PvE use, as they did in Cataclysm, and we want to get more of them competitive in PvP.

Warlocks, we want to mention that one thing inflating Demonology on beta currently is a bug with Decimation, which is making it trigger from Shadow Bolts on targets at any health % a majority of the time. That’s going to significantly influence target dummy comparisons. That’ll be fixed in the next build. (This isn’t to say that Demonology isn’t higher than Affliction/Destruction, but it's a discrepancy worth noting.)

Druid (Forums)
Is it intended that Bonus Armor is affected by Guardian Mastery? For example the Mantid Elixir which provides +2250 Armor is multiplied by the Guardian Mastery for a bonus of 2475 armor (before gear and buffs).
Yes, this is intended. Guardian Mastery should be a final multiplier on all armor.

Bloom's nerf now puts its mastery buffed healing per Shroom at 9.25k (LvL 90, full PvP gear, no gems/enchants/buffs).

For a 25man that number is somewhat acceptable if you manage to heal 10+ people with all 3 Shrooms for a total of only 277.5k healing done (without DR or AoE cap). After at least 3 GCDs of set up that just does not make it that attractive of a spell.

Bloom is not intended to be worth using rotationally. It should be worth planting the ‘Shooms when you have downtime, or lulls in healing requirements, and then Bloom them later on when you need burst healing (since Bloom is off the GCD). The numbers do appear off a bit for that design so we will adjust.

Hunter (Forums)
One concern about the latest changes to marksmanship hunters- the new mastery proc rate seems problematic to me. If I'm doing the math correctly, this puts a 7200 mastery rating hard cap on MM hunters, since that seems to be the amount of mastery rating at which you have a 100% proc rate on wild quiver.
A valid concern. Mastery being capped is not something we were intending with that change, and so are going to bring mastery back to 2% chance to trigger Wild Quiver per point, and double Wild Quiver’s damage back to 100% weapon damage (normalized).

Paladin (Forums)
Sanctity of Battle and Spell Haste
The intent is that Sanctity of Battle is based on melee haste instead of spell haste but we are waiting on a code change for that.

Shaman (Forums)
Purification + Water Totem Healing
It should work as the tooltip of Purification says; it not working is just a bug, and is fixed for the next build.

Warlock (Forums)
Haste scaling was nerfed significantly through this.
- Under the old model, the scaling of the extra dots was linear with the scaling of haste on additional dot ticks during the duration. In other words, as I go from six to seven ticks of my corruption, for a full MG channel I go from 12, to 14 ticks total.
- Under the new model, as I go from 9 to 10 ticks on my corruption, malefic grasp isn't giving me any extra ticks on the MG channel, and I'm therefore not getting any extra ticks on corruption. I do realize MG will eventually gain another tick, but not nearly as fast as my dots will...in other words the linear scaling will no longer apply.

With the new form of MG, it does indeed smooth out haste’s breakpoints. But that doesn’t mean that haste as a whole is worse, just that you don’t care as much about specific breakpoints of haste. MG ticks will accelerate with haste just as fast as DoT ticks will.

The spec is now bound to MG's ticks rather than MG's channel. - Under the new model, the haste effect of the Dot is tied to a discreet amount of MG channeling, i.e. 1 second. .9 secs of channeling gives me nothing. 1.9 secs of channeling isn't any better than 1 second of channeling. This brings latency and the need to move into the spec in a way that's hugely detrimental to a huge chunk of our damage. The old MG didn't have this issue, every instant spent channeling was beneficial to our DPS. This is hard to model in a simulation and easy to ignore, but this will matter and makes the spec significantly harder to manage for the average player. It's true that not waiting for a tick of MG before "hurt" your dps, but the effect was miniscule compared to the effect under the new design.
This is the problem we were trying to solve with the change to MG: What you describe here is how you thought it worked, but it didn’t actually work that way. The precise timing of which MG was applied and when it faded was actually very important, in very unintuitive ways. You would expect that if you had 71.3% MG uptime (just making up a number), you would get 71.3% more DoT ticks (and I believe were simulating it something like that). You wouldn’t. You’d actually get somewhere between 50% and 90% more DoT ticks, depending upon where the MG applications/fades lined up with natural DoT ticks.

We liked the design of MG before, but it was something our combat engine was just going to struggle with. We didn't want it to feel buggy. We hope the new form of MG is more reliable. When it ticks, you get an extra tick.

The community simulation results of this new build that I’ve seen so far are showing Affliction and Destruction very close (and we hope to make them even closer before release), with Demonology significantly ahead. We’re also seeing that internally, though not quite as extreme. We’re investigating that, to see what discrepancy there is there, and how much of an adjustment is in order.

Also, for anyone, note that if you feel your damage is lacking, please let us know in what situations and compared to whom. It's not sufficient to say "my damage felt fine before and I don't like being nerfed." Nobody likes being nerfed, and stating that doesn't give us much to go on.

Affliction's best stat is now mastery, by far, with haste being down where crit is, but our dark soul grants haste. Point for point we gain the least from our dark soul. Now the numbers are very okay at the moment, so it would be iffy to cause Dark Soul to grant the "highest" stat rather than the stat favored by the spec that you decide on, it just really bothers me that our main cd is worth (stat weights included) 33% less than the other two.
We’d like to hear more about why SimulationCraft (or any other community theorycraft) is seeing haste drop in value due to this patch. With the same amount of haste, you should see the same number of ticks of each DoT, before and after this last patch, after accounting for the reduced period on UA and Corr. It’s possible that we’re missing something.
The tooltip for Nightfall says that it's now a 5% chance instead of the previous 10% chance. Since Nightfall was actually a stacking 2% chance, is there any change to it's internal mechanics? Do extra ticks caused by Malefic Grasp and Drain Soul cause Nightfall procs? Finally, is the Soul Shard generation component of Soul Harvest actually removed, or was it just moved off of the tooltip?

edit: Also, the tooltip for Malefic Grasp is a bit confusing. It says that it causes your DoTs to instantly do 50% normal periodic damage every 1 second when MG does damage. Does that instant damage count as periodic damage for related effects (Nightfall for Corruption, trinket effects related to DoT ticks, etc)? Does that instant damage happen every 1 second regardless of haste or does it happen when MG does damage?

My previous post answered most of this, but to answer the other parts… Nightfall is a 0.5% stacking proc chance now (averaging out to a 5.7% proc chance over time). That’s not intended to be a nerf to the frequency that Nightfall procs because you’re getting roughly twice as many chances per second to proc Nightfall as before.

The extra DoT ticks happen whenever MG ticks, not just every 1 sec. It still scales just as well with haste as before. These extra DoT ticks will show up differently than the regular DoT ticks in the combat log, but will have all the same benefits as the regular ones; same things it can proc, same chances, same damage (other than the 0.5x dmg multiplier from MG), everything.

Mannoroth's Fury
This is actually a rather interesting talent, because the feedback has been negative for many forum posters, yet many of the guilds in our heroic raid testing have been using Mannoroth’s Fury for most encounters because it is so strong. We’re totally open to the idea that it’s an unattractive talent and should be changed, but so far we’re only seeing the perception of that, not it actually being that.

Before a dozen Warlocks jump down my throat for telling you that Mannoroth’s Fury is awesome, I’d encourage you to check out how it’s being used in many of the raid encounters and PvP.

Blue Posts
Originally Posted by Blizzard Entertainment
Active Challenge Modes?
None is currently open. We'll open up a couple more challenge modes for testing next build. (Blue Tracker / Official Forums)

Missing Achievements?
I've noticed that there is no "Cataclysm Safari" achievement, and that Cataclysm pets are not included in either the "Eastern Kingdoms Safari" or the "Kalimdor Safari" achievements.
Cataclysm pets are included in the EK and Kalimdor achievements. (Blue Tracker / Official Forums)

Account Wide PvP Mounts
All arena mount rewards and their associated FoS are unique per character. This might be bugged in the current build though. (Blue Tracker / Official Forums)

Transmogrification Rules
I just spent quite an amount of gold for making a weapon and gemming it. I reached level 83, eagerly awaiting to transmog it to a weapon that fits my brownish warrior theme very well. But it won't allow that! This goes against the stated transmog rules...
The issue is indeed being fixed in Mists, as you said. Sorry you can't enjoy wielding it for the time being.

However, there are two schools of thought regarding class-only items. Some people really like having items that only their class can use, it makes them all the more unique, special and rare.

Having said that, if anyone still wants it, there's still some time to get it! (Blue Tracker / Official Forums)

Legendaries Are Too Common?
So on a somewhat related topic, how do you all feel about the argument to be able to transmogrify legendaries? I assume most of you would say no to that, considering you feel legendaries should be 'rare'. (Blue Tracker / Official Forums)

Horde and Alliance Faction Differences
Yeah, things do feel a little cosy between the Horde and Alliance at the moment. I wonder how that's going to work out... (Blue Tracker / Official Forums)

Priest (Forums)
PW: Solace Change
Solace is intended to be a choice. Those of you saying you *have* to have a fast cast time because you *have* to spam Solace or you'll have no mana are arguing for the wrong thing, because I hope it's obvious that isn't the intent.

I know some of you are worried about your priest (and before that it was shaman and before that it was paladin and I probably missed druid in there somewhere) but we also have to rectify that with the performance and opinions of the players we see tackling the content on beta. If you want to be as helpful as possible, try to be very explicit with the situations and cases you feel your priest can't handle. The more detailed, the better. What spells are you casting? Which encounters? What feels different from Catclysm, remembering that you are no longer in end level gear? (Blue Tracker / Official Forums)

Warlock (Forums)
Beta Warlock Changes
As some of you may have noticed, there's already some notes about the latest beta build out there.
You have also a few posts (#1, #2, #3, #4) with information from development regarding warlocks and the latest changes.

Here's a short summary if you don't want to read all those threads:
  • The Everlasting Affliction glyph was providing a huge DPS increase, but we don’t want huge DPS increases to come from glyphs.
    Instead of simply nerfing the glyph, we baked the benefits that the glyph provided into the entire class via Pandemic, a level 90 passive ability, and changed the glyph to something completely different.
  • Drain Soul still deals double damage under 20%. It being missing from the new tooltip is just a tooltip error and has been corrected for the next build.
  • The 25% nerf to most Affliction-specific abilities should amount to a ~20% nerf. This is indeed a rather extreme amount, because they really were that extremely overpowered.
  • The Malefic Grasp mechanic change should not be a nerf at all.
  • The community simulation results of this new build are showing Affliction and Destruction very close with Demonology significantly ahead. We’re also seeing that internally, though not quite as extreme. We’re investigating to see what discrepancy there is there, and how much of an adjustment is in order.
  • Nightfall is a 0.5% stacking proc chance now (~5.7% proc chance over time).
    That’s not intended to be a nerf to the frequency that Nightfall procs because you’re getting roughly twice as many chances per second to proc Nightfall as before.

These changes come after devs realized some numbers were simply off. The game is still in beta, it is expected and completely normal for this to happen and it's usually in the latest stages of development that this kind of fine-tuning gets more attention.
While we take players feedback very seriously, it's important to understand that these changes are not a direct consequence of any complaints about warlocks being overpowered. Changes are done to the game only after getting everything thoroughly checked out and verified internally. External data helps us a lot with directing our attention to subjects that possibly otherwise we could miss or be slower at fixing, but never work as a basis for a direct change.

The discussion on this kind of threads can easily get derailed, so as always, please keep your posts on-topic and continue providing us with constructive criticism and opinions about MoP here, if possible, backed up by real data and in the case of bug reports, please clearly describe a way for us to replicate any issue you may encounter over on the bug report forum and be sure to read the guidelines before posting.

Talks about numbers. Ignores the Instant Spammable 8 second fears elephant in the room.
I understand and share your concerns with giving warlocks another instant fear, but on the other hand MoP adds and changes a lot of abilities to all the other classes, and we can't think of any new spell independently from everything else. I wouldn’t dare to claim that this is unbalanced until I actually experience it in a good testing environment, and that means playing vs all classes with players that are already experienced with all of the new MoP abilities.
You can be sure devs are paying very close attention to both the PvE and PvP side of MoP, we’re still a long time away from the final version, and there’s still enough time to change anything related to tuning.

Also, making fear instant or castable matters little for PvE, while for PvP it makes a huge difference. So you can be sure that on a spell that is clearly directed at PvP, developers will make sure it feels balanced, and they do take a lot of the feedback from the community when deciding this type of changes, so if you guys actually provide good, sensible reasons, if possible backed up by data, as to why do you think an instant fear with 10 sec cd in the environment of MoP, considering all the new variables that MoP's content brings in, every new kind of synergy that will exist between classes, etc… and after that you still think the ability is overpowered, then I’m sure you’ll get their attention and if it turns out they agree with you, I’m sure a new patch will come fixing the issue.

We're all free to speculate about how every new change in the beta affects PvP Balance, but I'd wait a bit more before jumping into conclusions about how some class will be OP in the final version, there's still a long way to go, and if you want to help us out, we really do appreciate it if you could stop by the beta feedback forum and gives us your constructive input. (Blue Tracker / Official Forums)

Raid Testing Schedule - August 1
Originally Posted by Blizzard (Blue Tracker / Official Forums)
25-player Normal testing will continue on Wednesday. The testing schedule for remaining Normal modes will be somewhat accelerated, since the encounters are already familiar to many testers and we are just verifying functionality and tuning.

Each encounter should be available at approximately the listed times below for all Beta Test Realms, regardless of suggested geographical region.

Gara'jal the Spiritbinder (Mogu'shan Vaults) - 25 Player Normal
10:30 PDT (13:30 EDT, 19:30 CEST)

Wind Lord Mel'jarak (Heart of Fear) - 25 Player Normal
12:00 PDT (15:00 EDT, 21:00 CEST)

Lei Shi (Terrace of Endless Spring) - 25 Player Normal
13:30 PDT (16:30 EDT, 22:30 CEST)

The Spirit Kings (Mogu'shan Vaults) - 25 Player Normal
15:00 PDT (18:00 EDT, 24:00 CEST)

Amber-Shaper Un'sok (Heart of Fear) - 25 Player Normal
16:30 PDT (19:30 EDT, 01:30 CEST)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session or cancel it entirely, due to bugs, builds, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Security Update: Dial-In Authenticators
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Please note that we have removed the Dial-in Authenticator from our Battle.net security options. If you’re currently using the Dial-in Authenticator, it will continue to work normally until August 15, 2012, at which point we’ll be removing it from any accounts that have it attached.

If you’re not already taking advantage of one of the Battle.net security measures listed below, we strongly encourage you to select the option most convenient to you:


We also offer Battle.net SMS Protect, which can be used alone or stacked with one of the options above for an even greater level of protection.

If you’re currently using the Dial-in Authenticator and want to add any of these security options before August 15, you’ll first need to remove the Dial-In Authenticator from your account by following the instructions listed here.

We’re fully committed to account security, but please keep in mind that it’s ultimately a team effort. While making use of the available security options can go a long way in helping to protect your characters and items, it’s also important to be aware of the other things you can do to help ensure your account is as secure as possible. Review our Account and Computer Security article for more information on email security, web browsing safety, critical software updates, and more.

Curse Weekly Roundup
Evan is here this week with news on the Minecraft 1.3 update, Borderlands 2 Premium package, run down on the 'Four Pillars' Guild Wars 2 videos, and some further video content on World Of Warcraft: Mists of Pandaria.


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