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by Published on 2012-08-16 05:16 AM

1.0.4 Class Preview: Wizard, At Least 50 Procs Being Added, Class Previews are Previews, North American Battle.net Account Update

Reminder: Mists of Pandaria Cinematic Release
Don't forget that the Mists of Pandaria Cinematic will be released on August 16, shortly after 14:00 CEST / 8:00 AM EST / 5:00 AM PST! The cinematic will be played and video uploaded for everyone to see shortly after the drumming group performance is complete. The only hint we have received so far is Zarhym's tweet describing it as "Grounded".



Druid Travel Form Update
The new Druid Travel form got a few updates this week, with some animations for dancing, grazing, cowering, sitting, sleeping, a mountspecial, and tweaked walking animation.





North American Battle.net Account Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The following instructions are intended for players on North American servers only. As a precaution following our recent security update, players on North American servers please take a moment to visit Battle.net account management, where you will be prompted to change your security question as well as update your Mobile Authenticator. There you’ll also find helpful tips and an FAQ, as well as instructions on how to add additional layers of security to your account, including the Battle.net Authenticator or the Mobile Authenticator for those that aren’t already using one. Note that only players on North American servers will receive the prompt to change their security question.

Mists of Pandaria Gamescom Trailers
A few new trailers were released at Gamescom today, building up to the release of the cinematic tomorrow!

Dungeons, Raids, and Battlegrounds Trailer



Zones Trailer



Scenarios Trailer



Monk Trailer



Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
A new beta build is going up soon that has damage nerfs for many classes and specs in order to hit our target goals. Predictably, this has led to many posts of what I would generously characterize as light on useful feedback.

Here is how to prevent your posts from falling on deaf developer ears:

  • Tell us how much damage you were doing before.
  • Tell us how much damage you are doing now.
  • Tell us how much damage you think you should be doing.
  • Tell us who is beating you.

Will tanks be encouraged to get to the parry cap for expertise?

Unless there were changes to bosses, while melee DPS classes do not need to hit parry cap, as bosses can't parry from behind, tanks do not have that luxury. While I can appreciate needing hit and expertise (especially when I remember successfully running raids in Wrath of the Lich King with less than 1% hit rating), it seems like a lot of stats to ensure that our active mitigation abilities are able to hit.

Our general philosophy is that you should want hit and expertise to make your resource-generating attacks hit (paladin example: Crusader Strike) but not to have your active mitigation abilities work (paladin example: Shield of the Righteous). Probably the right call is to have the damage portion of SotR miss but always get the defensive benefit in the way Shield Block always works. This one-size-fits-all strategy might not work for every ability, because Death Strike is just such a different model than Shield of the Righteous, but that's out general philosophy.

Do you have an updated list of what you consider tuned or not? That post a few days ago was very useful and after the recent changes it would be nice to see what is considered tuned and what isn't.
I do. The problem is that A) even with this recent build, our changes are still ahead of yours, so what I say may not make sense without the full context of every change, B) it seems like the majority of players (though not all) worried about their damage are basing their concerns on the Simcraft work (typically done by other players) and not actual damage tests from beta. We understand that everyone is very concerned about their own DPS, but at the risk of sounding like a broken record, we can't easily tell if it's the sim or the in-game damage that is off. (Though again, part of the purpose of this thread is to help improve the sims, and the new test dummies should help that process as well.)

Internally, Windwalkers and Frost mages are a little high (though Frost is even more RNG than Fire now so it takes a large sample size to determine this) and Shadow and Unholy (and maybe SMF Fury) may be slightly low. Tank single target is tuned, though AE is not, and healer DPS is not tuned.

Overall, damage in the current beta build (the one most players are discussing) is a little lower than damage in our current beta build, so the good news is that many classes will see buffs next time around.

Current simcraft of all classes. http://simulationcraft.org/504/Raid_T14H.html

Currently maining a shadow priest, and don't see why further nerfs were needed considering we were still only at 108k before these recent nerfs. But that's just my little complaint of the day.

I'll post this and let the topic lie for a bit, because I'm sure everyone is sick of reading it. We can't buff and nerf actual class numbers based on posts like this unless the sims are very accurate. Do you feel comfortable making that claim? If not, is there some contribution you can make to improving the sims?

The latest sims don't look promising: www.simulationcraft.org/504/Raid_T14H
We're just going to delete posts like this going forward. No offense intended, but it's a long thread already and we need to improve the signal to noise ratio.

If you have information that will improve the sims, have questions about the sims, or can help demonstrate where the sims do or do not mirror actual numbers on beta, then those are potentially great posts.

Harken back to the very first post in the thread, which says:

First and foremost, as a ground rule let’s keep this one thread free of pleas about ability feedback, DPS being too low or other subjective declarations. This thread should be about information sharing. If you aren’t a theorycrafter, this thread may not be for you.

Hunter (Forums / Skills)
Wasn't Dire beast on a gcd before? I got on the beta and it seems to begin to trigger a gcd when I use it but It cancels the gcd and I am able to use other abilities immediately. Is this intended?
Dire Beast is supposed to be on the GCD. We are seeing the weird self-cancelling GCD bug as well though.

Paladin (Forums / Skills)
Quick question GC. The recent built that nerfed Light of Dawn. Was there a particular reason for that outside of the possibility you guys thought it was too strong? I'm just curious for that nerf to me seemed out of the blue considering it has a potential long ramp up time outside of cd's like Holy Avenger and if it has a faster ramp up time it usualyl costs a hefty amount of mana.
We were seeing a strategy in some heroic raids of Crusader Strike, Holy Shock, Crusader Strike -> Light of Dawn that took almost no mana and was very effective. We want Light of Dawn to be a good button (we didn't like using Holy Radiance and ignoring Light of Dawn when the going got tough) but we want paladins to use cast time heals too. As a consequence of this, we also made Crusader Strike cost much more mana for Holy. Using CS should be an option, not the only viable way to heal.

Class Blue Posts
Originally Posted by Blizzard Entertainment
Druid (Forums / Skills)
Beta Balance Druid Changes
There were two problems. Balance druid DPS was high, not even considering DoC. Second, DoC was too much of a DPS increase. Some players attached themselves to the story that DoC caused them to get nerfed, but that wasn't what happened.

We changed the set bonus to 2 seconds. That means 14 sec without the set bonus and 16 sec with the set bonus. We won't keep offering that set every tier.

You should not be 20K DPS behind mages. We also aren't seeing that.

Before DoC was nerfed, it was the clear choice for that talent "tier". With the current dmg set at 50%, will this bering it down enough to where it won't be the obvious choice over NV.
With the current data, we believe all 3 talents are pretty close. Heart of the Wild is slightly high compared to the others since you can't control the timing. You can use a cooldown exactly when you need it, which means overall it's probably going to let you tune damage better. That's why we left Heart of the Wild a little high.

If you think they aren't the same though, please let us know. (Blue Tracker / Official Forums)

Paladin (Forums / Skills)
Beta Retribution Feedback
now we will be doing 70k dps for 1 min 40 secs then 175k dps for 20 secs (rince and repeat)... that's prety shame
Are these real numbers or just something made up?

That does not follow. All it means is that they'd like a consistent baseline for our tests, and that this is one that everyone can manage without any trouble.
Yes. The PvP gear is on a vendor available for gold.

You guys do your job some of the time right? Pretty sure you should know what the numbers are....Being sarcastic as usual? You must think the DPS is fine, but are you basing our dps around our CDs? The concern is sustained damage.
So if you're concerned about the delta between your burst and sustained damage, why don't you make a post saying "I believe that our sustained damage is X and our burst is Y, so my concern is that our DPS is only Z when our cooldowns are down?"

Maybe you could just come clean and tell us what the numbers you have are. Because I'm sure a lot of us are tired of doing your job for you, we just get called liars anyway
Balancing the game is our responsibility, and is a task which we are comfortable doing. However, we understand that many players want to be able to contribute to the process or at least offer their feedback, so we thought we'd make it easy for you to have a forum where you know we'll see your opinions and concerns. We totally understand that doing rigorous testing is not trivial. We totally understand that many of you may not have the inclination or time to make that kind of commitment. Honestly, we're not asking you to. However, if you are interested in doing so (and historically many players are), here is place to communicate your results. Comparing those to ours is beneficial for us. It does catch bugs and design problems. But we consider it all bonus information -- we're not depending on it to do our jobs.

Don't confuse our providing a spot for conversation with our asking you to design the game for us. It's not responsible for us to make number changes based on hunches or suspicions that your DPS is too low. You're welcome to still make those claims, and we'll investigate them, but if you're still not sold, then the burden of proof is on you to convince us of the fact that something is wrong. It's not going to work out well if we have to convince the community to let us design or balance the game as we see fit.

Seems like most of these parses are around the 40-50 k range. Which isnt much better than live.
Well, you're comparing ungemmed and unenchanted PvP gear to (I presume) final tier heroic raid gear. We recommended that particular gear setup because it was easy to acquire, not because we think it's representative of what players will actually have.

You need a lot of combat ratings to make up for the drop that occurs every time you level up. Once you start getting raiding gear again, your DPS will be much higher than it is today. Furthermore, a level 85 player after the 4.0 patch should also not see their DPS decline, provided they modify their rotations to account for design changes. (Blue Tracker / Official Forums)

Beta Retribution Changes Feedback
Yeah, too bad they stripped another 15%wpn off Crusader Strike in this build. Do the developers even play this game? Never mind Ret at this point, we'll be sitting. I wonder if Prot will even be able to hold aggro by the time they're done.
If you want us to take anything from this thread, tell us how much damage you were doing before, how much damage you're doing now, and how much damage you think you should be doing. Making a "I don't like it when my number goes down" post isn't super helpful to anyone.

We will continue to lock or delete threads that just come across as whining. There are plenty of other places on the internet to do that.
(Blue Tracker / Official Forums)

Priest (Forums / Skills)
Shadow Priest Feedback
I'm done trying to bring attention to the issues with Shadow in a PvE setting with yet another round of nerfs. I guess I need to pick a new main for Mists as I have provided evidence of the issues with Shadow and the numbers we are putting out. I would like to know why we continue to get nerfed over and over again.

How can you justify yourselves? Why are you constantly nerfing us? Have you changed around how a Spriest is supposed to play and feel so much that you completely forgot what to do with us? You say bring the player not the class correct? How do you expect me to take comfort in this motto you want to live up to when the class is imbalanced? How can we enjoy ourselves if we are so lackluster?

So far, since priests are just garbage class now, I'll turn my legendary raider into a farmer and Rper. So sad to see this but, he's not raid worthy when 5.0 comes out.
These are not helpful posts. Every time we have to read posts like this is time we are not spending working on the game. Please don't use this forum to vent. (Blue Tracker / Official Forums)

Spirit Shell
The biggest challenge Disc has currently is learning how to use Spirit Shell effectively. You can simply use it on CD on some fights, or use it on CD and pad a tank. SShell will shine particularly after we learn the fights and understand the damage patterns. Its the same as prepping a raid/group with POH/DAs prior to big damage coming out. (or PWS Spam in the WOTLK days). You just get to do it via cast/SShell and its ALL absorb. Learn the fight. Prepare for damage. Mitigate. --- that is Disc. It is arguably the most proactive>reactive healer in the game.
Well said. (Blue Tracker / Official Forums)

Warrior (Forums / Skills)
Second Wind Feedback
Second Wind is really powerful in duels. We don't balance all of our PvP around duels however. Outside of duels, it feels like a coordinated team should have no trouble overcoming the heal, especially considering that many execute abilities also come into play during the time Second Wind is beneficial. It is one of those abilities that is really hard to put a number on, compared to an ability with a duration of X and a cooldown of Y. In a contrived situation, Second Wind could account for 300% of your total health in healing. Who wouldn't take that talent? But it's more likely to be far less.

What will be most telling is if every PvP warrior ends up taking Second Wind. Then we'll know it's too good, or at least too good relative to other talent points on that tier.

IMO, this topic is best served discussing Second Wind, not "I wish my execute hit harder."

This. Second Wind has few counters other than raw damage, so we are free to state that our supposed counters to it are weak.
You're free to state anything you want (within forum guidelines). You're also free to ignore my opinions. Understand however that that strategy is less likely to get us to change our minds.

The reason I believe that steering a discussion of Second Wind towards your own executes is counterproductive is that we believe the counter for a player being tough to kill in PvP should be to coordinate with your teammates, not that you can individually hit so hard that you blow them up no matter what. (Blue Tracker / Official Forums)

Execute Feedback
Someone made a post on EJ asking about warriors switching to SMF for Execute phases. This is a valid concern since it just requires weapon swapping now. I personally like the idea (I like abuseable stuff), but I can see it's not intended. Maybe turn SMF and TG into a out of combat toggle mode or something like that?
We are going to use the same solution we did for Frost DKs, which is that a weapon swap will prevent the passive bonus for applying for 30 sec or so. In this case, if you switched to SMF for Execute, you wouldn't benefit from the SMF bonus for a long enough time that it's probably not worth it. There are very few legitimate cases where a warrior would want to switch from TG to SMF in the middle of an encounter.

All three of those recent Execute parses have a very high crit rate. I assume you were just getting lucky (or unlucky as it were if you're trying to demonstrate that Execute does too much damage) or had popped Recklessness.

In any case, we don't think it's a problem. I haven't seen a compelling argument for why it's bad design to do a lot more damage during Execute. It's still around 10-12% of total damage even for the very lucky parses, so it's not like Execute accounts for half your damage. Even a warrior who forgot to Execute would do decent damage. Once in awhile we do a boss that stops fighting at 10% health or something, but we also do bosses that start wounded.

Warriors (some at least) want smaller executes and paladins and priests want larger ones. We like the classes being different. We think that's ultimately better for the game. (Blue Tracker / Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
Pandaren Race Changes
Quick question, will people be able to race change to Pandarians Day 1 or will it be a few weeks later?
You'll be able to change on day one. (Twitter)

Pet Battle Healing Changes
A few updates:
  • The bandage drop rate from Battle Pet Tamer quests has been increased significantly.
  • The number of bandages dropped has been doubled.
  • The stack limit has been increased to 10.
  • We have reduced the cooldown on Revive Battle Pets to 8m.

We will be watching the cooldown feedback at this new value but we think that combined with the bandage drop rates, most players will be happy with the results. The increased chance at bandages are a great way to supplement any extra healing you may need while the heal is on cooldown. (Blue Tracker / Official Forums)

Greater Pet Family Ability Diversity Needed
We will be adding more diversity as we progress through the patches, it's something we know about it. You have to remember that most of the critters in the world were animals. We added as many new pets as we could without disrupting the general feel of the world. There is a unique pet in almost every zone in the game now. We took care to try and make these pets fit in the different family's. (undead, dragonkin, aquatic, elemental etc.)

This is just the beginning, we will be supporting the system with new updates every single patch. (Blue Tracker / Official Forums)

Duplicate Pet Restrictions
The only pets that are flagged as unique are in the categories listed below. This can of course change at any time, but this is what we are looking at for MoP release currently.

  • Achievement Pets
  • Blizzard Pet Store Pets
  • Promotional Pets
  • Guild Pets

Everything else will be allowed up to 3x of the same pet. (Blue Tracker / Official Forums)

LFR Feedback
I was forced to run it 12 times for my 4th set piece that never wanted to drop on 10 man Hagara. I hated every second of it.
Forced by who?

Note that for heroic progress, this tier, we needed to get our tanks the four set bonuses to be even remotely able to compete with other guilds at our levels - getting extra raid cooldowns without altering our setups, that's just impossible to pass up. But if we were unlucky and never saw that fourth protector token for our warrior? Yea, screwed. If we'd had a blood Dk and a feral druid tank, we'd have needed *two* sets of vanq tokens.
Right, and would you have felt better if those guilds you were competing against progressed over you, just because the "RNG gods" decided to not give you those items missing to complete the 4 piece bonus?

In that case you would just accept that the other guild is more skilled than you and deserving of the higher realm rank because their loot was there before yours?

I keep reading all these downsides about LFR, yet I don't see many posts about the positives it brings.

A CM who doesn't understand peer pressure.

You want to stay in your high end guild? You do that soul draining LFR, week after week. You don't want to it? *kicked for someone who will* That, is forced.

Just a crazy thought: How about leaving that guild if you don't like that pressure, and join one that suits better your playstyle?

The main point here I believe was, whether you get lucky or not, you are still forced to run the LFR in hopes of better loot. Because doing it gives you the better chance of getting lucky than not doing it.
Have you never run heroics when you were raiding in hopes of upgrading that lingering green/blue item to something better? Once you were raid ready but having greens/blues you stopped entering Heroic dungeons? Because in that perspective, I think LFR would be positive as it gives you just another venue to try and upgrade those items while you wait for the one you truly want to drop, right?

Yes yes, the fights are easier, the gear is crappier, but I don't care. LFR does for me exactly what I want it to.
Then you might be interested in knowing that in Mists of Pandaria, the initial raids will be divided in 5 for the LFR: 2 sections for Mogu'shan Vaults, another 2 for Heart of Fear, and a single one for Terrace of Endless Spring. That will probably help you deciding which ones you need/want to hit first once they're all available.

There should be no incentive for heroic level players to run LFR, since LFR is not aimed at this demographic. And as mentioned above your post, the chances of you winning something in LFR increases slightly if you actually are present in that LFR, so you have to run it.
And since LFR and Heroic will be opening at the same time, it's likely that those Heroic level players will prefer to run Heroic for the progression rather than LFR where, due to personal loot, they might get just inferior items to what they have. Remember, there's a new loot system coming to the Raid Finder in Mists of Pandaria, so the "gaming" that was done on the LFR by the hardcore guilds after the release of Dragon Soul is not going to happen.

With LFR, this can be bumped up to completing every single tier set for your entire raid in a single week, if you take 25 alts, clear the entire LFR, and then bring in one main and clear it again - only the main will be eligible for loot now.
This won't be possible with personal loot. You can't trade the items you get... (as it was explained on the blog some time ago).

Reward comes after effort. When reward is guaranteed, its no longer a game. Its a chore with an added bonus of waiting a while to beat the other 24 players on the loot roll.
You're not getting any rewards if the boss doesn't die, so, the reward isn't guaranteed. Sure, you may feel the chance of failure is much lower than in a normal raid, but still, it's a possibility and sometimes it does happen.

World first guild just took all RNG out of the equation by doing LFR like 100 times first week,
thats totaly a good solution isnt it?

It won't be possible on Mists of Pandaria, as I've mentioned before.

However the problem everyone is talking about isnt so much the fact that it gives loot to people who arent willing/can play alot, it is the fact that the people who do wanna play on a high lvl are forced (by their guilds and themselves) to do EVERYTHING POSIBLE to be as good as they can be.
Aren't those players supposed to do everything possible to perform at the highest level? Those players will actually even pick professions and items from those professions that net them a dps increase, even if it's incredibly marginal (saronite bombs during Wrath of the Lich King come to mind).

That's because there aren't very many positives, and the cons of this feature far and away outweighs the pros, imo.
I'm talking about raiders here, not the "casual" crowd (as that seems to be the label used on this thread), and there're benefits from running the LFR:
-More chances at loot that may increase your raid performance -> benefit for your raid team.
-More raid content to do outside your weekly lock, if so you wish.
-Raid content where you can actually test your off-spec or bring an alt knowing that you won't be dragging the rest of your guildmates, and even try to perfect your rotations in a real raiding environment.

Did it not occur to you I like this guild, and I'm in this guild because I enjoy doing heroic modes competitively, not because I enjoy doing LFR? I'm supposed to leave it because of LFR? Wow!

You consistently remove things from the game that force raiders to go for upgrades in channels they wouldn't usually. 25 mans doing 10 mans for example. Now you are completely bending this the other way for no real logical reason, saying raiders should do more.

So, you enjoy playing competitively, yet you won't use every possible resource available to get an edge over your competition?

They might not get disregarded, but they are met with a cocky attitude on the forums by the representative. That's what's making it so hard to have a normal conversation...Like the "leave your guild" ludicrous remark.
I don't see how the "leave your guild" remark is any different in this context than when it is said to casual players that say the debuff is useful for them because they can't progress without it, and they're replied with a "leave your guild and join a better one"...

Why is that argument valid only in one direction?

Yeah..kinda a low blow to just flat out say leave your guild if you don't like it. I have to wonder whether the blues actually play the game. Maybe they just say they do because them saying "I don't play" looks bad.
We do, and in my book I have this note that says: "Don't do something you don't enjoy". I'm just that weird.

It's an aggressive non respectful way of posting, which quite frankly I've not seen in all these years yet. The only one that came close was Aeus, and usually there was just a hint of cynicism in there.
I'm just typing text. It's up to the reader to put the tone and intention of my words. But one thing is for certain: I'm neither aggressive nor disrespectful on my vocabulary. If we start interpreting in which tone the words of particular posters (be it blue, green or white) are written, then there's no way the discussion is going to get anywhere, as there'll be the assumption that this particular individual is writing from *this* perspective (which in my case is certainly not true).

Pros:
  • New content to do outside of raid lockouts.
  • Introduces new players to raid content, allowing them to experience it.
  • Raid content where you can actually test your off-spec or bring an alt knowing that you won't be dragging the rest of your guildmates.

Cons:
  • Content is a watered down version of its superior normal and hc modes.
  • The LFR content causes players to be burned out and sick of the raids before even getting into normals/heroics due to having to farm gear.
  • LFR is part of the progression curve, forcing players to run the same raid three times over in the same progression cycle.
  • Does not force players to improve in order to succeed.
  • New players/casual players will not experience the content as its best quality.
  • Very undertuned raid instance where a lot of tactics can be completely ignored, resulting in a steamroll tactic for almost every boss, with the exclusion of tanks needing to babysit everyone else.

This is the kind of post that is actually useful for everyone.

I mean, whatever gives insight into what you're thinking that goes beyond "X doesn't deserve this" or "I don't like this" is good. Not just for us as something that can be used as feedback, but also for that other part of the community that may not understand what doesn't sit right with you.

There is no progression of play within LFR. You blast through all of the content in a week and are done with it regardless of how much time you have or the amount of skill you have.
For normal/Heroic raiders this is most likely true. However, for MoP, casual raiders will face a different prospect. First, because Mogu'shan Vaults has a lower item level requirement than Heart of Fear and Terrace of Endless Spring, and second, because those players will need that LFR gear to jump into the next. So unless they're extremely lucky and get *everything* they need in a single reset, they'll have a reason (the same reason than raiders do once they've beaten the content) to go back and keep running it.

That may be a niave point of view, but at the moment, LFR is little more than loot pinatas in which you go in, kill the boss and then loot roll with the emphasis being on the loot roll rather than the killing of the boss. And it doesnt give any incentive to become a 'better player' or progress futher with their game.
There're two things to consider there:
-What may be extremely simple for experienced raiders may actually be difficult to adapt to for a completely new player that gets into raiding.
-Perhaps those players don't have the will to progress further and become "better raiders", and they just want to be able to experience that content without investing additional time in becoming "better".

If I'm in a somewhat competitive guild at the moment, with players I have known for years and that I truly enjoy playing with I have 2 options:
1) Run LFR, something I really hate doing.
2) Leave the guild and leave behind the players I have known for years and truly enjoy playing with.

There's a third: Skip LFR and run the raid without that gear. It's not required for you to progress through it. Dragon Soul was not balanced around the assumption of players being LFR geared.

You may feel set bonuses are too important to pass on, but if you're progressing slowly through normal mode, it's likely you'll complete at least the most important ones before hitting Heroic, right?

In LFR you barely speak to eachother, last LFR I played I saw one word and that was at hagara, "RESS".
You can run LFR with your friends if you wish to. Actually, that makes for quite an enjoyable experience as it's usually a good time for jokes and a more relaxed environment than during progression nights. Not pretending that it's the perfect solution, but hey, it may help if you definitely need to visit LFR and hate the lack of communication with others. (Blue Tracker / Official Forums)

Raid DPS Test Dummies
As many of you have discovered, we were able to get most of this working without a new beta build.

We (and you) found a few bugs:

  • The dummies can parry from behind. This may require a server restart to fix.
  • The Windwalker food buff should now give you Agi instead of Int. This may require a server restart to fix.
  • Dropping combat (e.g. Vanish) should no longer cause them to regen health. You may need to kill a wounded dummy in order to get a fresh one. This may require a server restart to fix.
  • The buffs they give you should no longer break stealth. This may require a server restart to fix.
  • The buffs and debuffs seem to be working, but you can't see them. This will require a new build to fix.

The dummies appear to despawn whenever a new build is pushed. They should be back up now and we will try to keep them active.(Blue Tracker / Official Forums)

Bring Back Skirmishes in Mists of Pandaria
It's like the blue post made a(n) (almost final) statement-but doesn't wanna discuss it further.
The comment "it’s very unlikely that Skirmishes will ever be brought back" is not us saying it is never going to happen; it’s just a statement that it is highly unlikely. Also, don't take my lack of additional responses as this discussion being dead and over. My lack of responses to the questions and comments here is because at this moment, we don’t have the answers on hand, but will provide a response as soon as is possible. (Blue Tracker / Official Forums)

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

DM: The boss at the end brings everyone together.

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


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

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

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

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

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


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

Q: What’s coming next for this system?

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

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

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

Achievement Changes
Originally Posted by MMO-Champion
Collect
Pet Battles

Feats of Strength

General
Guild

Reputation

Guild

Wrath of the Lich King
Reputation



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

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



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

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


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



Spell Changes
Originally Posted by MMO-Champion
Mounts
Flying

Ground

Companions

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

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

Frost

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

Major Glyphs

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

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

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

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

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

Mage (Forums)
Fire

Monk (Forums)

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

Brewmaster

Windwalker

Windwalker & Mistweaver

Paladin (Forums)

Talents

Holy

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

Retribution

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

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

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

Shadow

Major Glyphs

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

Shaman (Forums)

Restoration

Warlock (Forums)

Talents

Affliction

Demonology

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

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

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

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

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

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

Professions
Blacksmithing

Enchanting

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

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

Leatherworking

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

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

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

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

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

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

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

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

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