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by Published on 2012-06-19 07:26 AM

Diablo 3 - Patch 1.03, Monk Inferno Guide, Legendary Drop Rates, Blue Posts, and Curse Weekly Roundup

Beta Launcher Update
A new launcher version was released tonight that did away with the Mists of Pandaria logo and put the classic logo in its place.



Daily Quest Previews
Today we take a look at some of the daily quests available to you at level 90. Not all quests are included in this preview, as some are still in the earlier stages of testing or are not in game yet. This includes any of the cooking daily quests and the Cloud Serpent quest line.

You can expect roughly 50 daily quests available per day, with many of them rewarding 5 x Valor Points and roughly 20. This means that you can earn at least 150 Valor points and 500 per day, with more being possible as additional quests are implemented.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Daily quests are included as one of the new ways to earn valor in MoP. We don't expect many people will choose to cap their valor just by doing daily quests, but that is an option if you really like them. We expect to have around 50 dailys available from all the factions every day.

Like I mentioned before, those 50 would be randomly chosen from a much larger total pool of quests. This helps keep things feeling fresh for a long time.

Shado-Pan
The shadowy protectors of Pandaria's temples, the Shado-Pan are wrought with mystery. You can find daily quests for them in Townlong Steppes at the Shado-Pan Garrison. Currently they offer 4 quests and one followup quest each day.



Golden Lotus
The Golden Lotus is a mysterious society of Pandaren that intend to solve the Mogu problem once and for all. All of their quests are found in the Vale of Eternal Blossoms at the Golden Pagoda, Mistfall Village, Ruins of Guo-Lai, and Setting Sun Garrison.

At a Friendly level of reputation, you can access the Gold Pagoda quests and one additional area. At Honored you can access three areas and Revered grants access to all four areas. Each area has 4 quests and one followup quest.


The Anglers
The Anglers are a group of Pandaren fisherman that hope to feed their people and grow their knowledge of fishing. The Anglers have a small village off the coast of Krasarang Wilds with three daily quests and the possibility of one more followup quest. These quests do not reward Valor Points, only reputation and gold. As a bonus, you can find certain unique fish to become Nat Pagle's friend, allowing you to purchase Nat's Hat!


August Celestials
The August Celestials are brave Pandaren that defend the temples of Pandaria from the evils of the Sha. These daily quests can be found at the Temple of the Red Crane and Cradle of Chi-Ji in Krasarang Wilds, as well as at the Temple of the White Tiger in Kun-Lai Summit. Currently they offer three or four daily quests which involve fighting single or groups of NPCs.


The Klaxxi
The Klaxxi are Mantid Elders that are untouched by the corruption and insanity that has overtaken the remainder of the Mantid Swarm. They seek to work with the races of Pandaria to restore their Queen to glory. These daily quests can be found at Klaxxi’vess in Dread Wastes.

These quests are currently bugged, but should offer at least two or three per day. Some of the NPCs that you have to kill are more challenging than most mobs, so there are a few buffs that can help.


The Tillers
The Tillers are peaceful and productive pandaren, working with the land to feed the massive appetites of their people. These daily quests are found in the Valley of the Four Winds, in Halfhill. None of these quests are currently implemented in game, so there is no way to tell how the progression will work.


Finding Daily Quests
After reaching level 90, you can visit the many NPCs in the lower outdoor tier of Shrine of Two Moons to be directed to the various daily quest areas and scenarios.


Level Name Objective Valor Money +Rep
90In Sprite Of EverythingKill the Darkwoods Faerie.1984
250
90Riding the StormUse the Bronze Claws to mount 8 Shan'ze Cloudrunners. Attack them to free them of their corruption.1984
250
90When The Dead SpeakKill the Shan'ze Deathspeaker.1984
250
90Assault Fire Camp Gai-ChoKill 16 Gai-Cho Yaungol, Earthtalkers or Pitchthrowers.1984
250
90Assault Deadtalker's PlateauKill 8 Deadtalker Corpsedefilers and 1 Deadtalker Crusher.1984
250
90Spirit DustReturn 8 spirits to their remains at the Deadtalker Plateau in Townlong Steppes.1984
250
90Uruk!Kill Uruk at Deadtalker's Plateau in Townlong Steppes.1984
250
90The Deadtalker CipherCollect a Scroll of Spiritbinding Rites from the yaungol at Deadtalker's Plateau.1984
250
90The Enemy of My Enemy... Is Still My Enemy!Use Highly Explosive Yauingol Oil Barrels to kill 100 mantid or yaungol on the Gai-Cho Battlefield.1984
250
90Cheng Bo!Kill Cheng-Bo at Fire Camp Gai-Cho in Townlong Steppes1984
250
90The Bigger They Come...Kill any 4 elite mantid at Sra'vess.1984
250
90A Morale VictoryDestroy the Southern, Central, Eastern and Western Idols at Sra'vess.1984
250
90Destroy the Siege Weapons!Destroy the four mantid siege weapons at Sra'vess in Townlong Steppes.1984
250
90FumigationPlant Shado-Pan Gas Bombs within the 9 structures on Sara'vess.1984
250
90Friends, Not Food!Rescue a Shado-Pan Trainee in each of the north, central and south Kunchong feeding pits.1984
250
90Target of Opportunity: Sra'thik SwarmlordKill the Sra'thik Swarmlord at Sra'vess in Townlong Steppes.1984
250
90Target of Opportunity: Sra'thik HivelordDefeat the Sra'thik Hivelord.1984
250
90Sra'vess WetworkKill any 15 non-elite mantid near Sra'vess.1984
250
90The Mogu MenaceKill 12 Shan'ze Serpentbinders or Shan'ze Beastmasters.1984
250
90The Mogu MenaceKill 12 Shan'ze Serpentbinders or Shan'ze Beastmasters.1984
250
90Spiteful SpritesKill 30 Darkwoods Pixies or Darkwoods Charmers.1984
250
90Egg Rescue!Collect 8 Cloudrunner Eggs.1984
250
90Dark ArtsCollect 8 Shan'ze Tablets.1984
250
90Born FreeFree 6 Wild Cloudrunners from their chains.1984
250
90Bronze ClawsCollect 20 Bronze Claws.1984
250
90Illusions Of The PastKill 3 Shan'ze Illusionists.1984
250
90Grave ConsequencesKill 24 Shan'ze Ancestors. Shan'ze Ancestors may be found inside Mogu Burial Urns.1984
250
90The Mogu MenaceKill 12 Shan'ze Serpentbinders or Shan'ze Beastmasters.1984
250
90Little HatchlingsFree 20 Cloudrunner Hatchlings.1984
250
90Onyx HeartsCollect 4 Onyx Hearts.1984
250
Level Name Objective Valor Money +Rep
90Whitepetal LakeSpeak to He Softfoot at Whitepetal Lake.992
25
90Behind Our LinesKill General Temuja.2472
350
90Clearing in the ForestKill10 Shao-Tien mogu in Winterbough Glade.1984
250
90Mogu Make Poor House GuestsKill 12 Shado-Tien attackers in Mistfall Village.1984
250
90The Ruins of Guo-LaiSpeak to Angi Autumnlight at the Ruins of Guo-Lai.992
25
90Mogu within the Ruins of Guo-LaiSpeak to Leven Dawnblade at the Ruins of Guo-Lai.992
25
90The Ruins of Guo-LaiSpeak to Anji Autumnlight at the Ruins of Guo-Lai.992
25
90Setting Sun GarrisonSpeak to Angi Autumnlight at the Setting Sun Training Camp.992
25
90No ReprieveKill 8 Shao-Tien mogu near the Five Sisters.1984
250
90Fiery Tongue, Fragile FeetKill 8 Stillwater Crocodiles.1984
250
90Stick in the MudGather 12 Whitepetal Reeds.1984
250
90Under Watchful EyesKill 6 Shao-Tien Surveyors.1984
250
90A Weighty TaskRecover 8 Mogu Artifacts.1984
250
90Getting your Hands DirtyGather 12 Fresh Whitepetal Worms.1984
250
90Carved in StoneCollect 12 Guo-Lai Runestones.1984
250
90The Soul-GathererKill Shadowmaster Sydow and recover the beads from his corpse.2472
350
90Sprite PlightKill 12 Slateskin Troublemakers.1984
250
90Steer Clear of the Beer HereRecover 10 Stolen Mistfall Kegs.1984
250
90My Town, It's on FirePut out 30 Brazier Fires.1984
250
90Meating ExpectationsRetrieve 10 slabs of Fairlands Gazelle Meat.1984
250
90In Ashen WebsKill 10 Ashweb Spiders.1984
250
90That's Not a Rock!Kill 50 Ashweb Spiderlings. Use Kun's torch to burn them inside their pods.1984
250
90RunelockedRetrieve the Ancient Mogu Artifact.1984
250
90Runes in the RuinsCollect 12 Guo-Lai Runestones.1984
250
90Ferocious FeralmawKill 8 Feralmaw Wolves.1984
250
90Blooming BlossomsCollect 10 Eternal Blossoms.1984
250
90Lushroom RushCollect 12 Lushrooms.1984
250
90Cart RideRide a delivery cart to XXX Village.992
75
90Return to RestHonor 6 Pandaren Gravestones.1984
250
90Lao-Fe the SlavebinderKill the Spirit of Lao-Fe, the Slavebinder.2472
250
90Survival Ring: FlameEnter the Survival Ring and survive for 90 seconds without leaving.1984
250
90Enemy at the GatesUse a Shado-Pan Sky Serpent to kill 60 Krik'thik attackers, 3 Krik'thik War Wagons, and 3 Krik'thik Catapults.2472
350
90Sparkle in the EyeRecover 8 Shining Rubies.1984
250
90Bloodied SkiesKill 30 Krik'thik Swarmers using a Setting Sun Turret.1984
250
90Survival Ring: BladesEnter the Survival Ring and survive for 90 seconds without leaving.1984
250
90Mantid Under FireUse a Shado-Pan Hot Oil Bucket to kill 80 mantid near the Gate of the Setting Sun.1984
250
90The Ashweb MatriarchKill Bloodtip, the Ashweb Matriarch.2472
350
90Blood on the RiseKill 8 Shao-Tien mogu on Ruin's Rise.1984
250
90Wulon, the Granite SentinelKill Wulon, the Granite Sentinel.2472
350
90Burning Away the FilthBurn 6 Shao-Tien Banners.1984
250
90A Smashing ImpressionDestroy the Shao-Tien Ritual Statues.1984
250
90Troubling the TroublemakersKill 8 Stonebark sprites.1984
250
90Pomfruit PickupGather 12 Pomfruit.1984
250
90My Town, It's On Fire AgainUse Mistfall Water Buckets to douse 60 fires.1984
250
90Freeing Mind and BodyFree 6 Dominated Guards by killing their controllers.1984
250
90Stonebound KillersKill 8 Stonebound Quilen.1984
250
90Ruffling Some FeathersGather 120 Silken Feathers.1984
250
90GorejowlKill Gorejowl.2472
350
90VicejawKill Vicejaw and return Ren's Longstaff.2472
350
90Quid Pro QuoDefeat Quid, the Spirit of the Misty Falls.2472
350
90AethaDefeat Aetha, the Spirit of the Golden Winds.2472
350
90Gaohun the Soul-SevererKill Gaohun the Soul-Severer.2472
350
90No Stone UnturnedDestroy 10 Mogu Statues.1984
250
90Offering a Warm WelcomeBurn 6 Mogu Tents in the Ruins of Guo-Lai.1984
250
90The Imperion ThreatKill the Shao-Tien Imperion.2472
350
90Hard as a RockDestroy 6 Mogu Statues.1984
250
90Roll Club: Serpent's SpineComplete the Serpent's Spine roll course.2472
350
90Upon the RampartsKill 10 Krik'thik mantid on top of the Gate of the Setting Sun.1984
250
90High StandardsErect 6 Golden Lotus Standards.860 (or 1984
250
90A Thousand Pointy TeethKill 15 Knifetooth Swarmers.1984
250
90Wu Kao Scouting ReportsRecover 3 Wu Kao Scouting Reports.1984
250
90Backed Into a CornerRescue 6 Cornered Mistfall Villagers.1984
250
90Mogu Make Poor House GuestsKill 6 Shado-Tien attackers in Mistfall Village.1984
250
90Stunning DisplayCollect 12 Stunned Whitepetal Carp.1984
250
90Rude AwakeningsKill 8 Dominated Paleblade Flesheaters.1984
250
90In Enemy HandsBeat 6 Possessed Whitepetal Defenders until they're freed of mogu possession.1984
250
90Small ComfortsRead the Rite of Release at the bodies of 6 Fallen Golden Lotus Defenders.1984
250
90Roll Club: Vale of Eternal BlossomsComplete the Vale of Eternal Blossoms roll course.2472
350
90The ButcherKill Bai-Jin the Butcher.2472
350
90Under the Setting SunKill Kri'chon, the Corpse-Reaver.2472
350
90Survival Ring: ThunderEnter the Survival Ring and survive for 90 seconds without leaving.1984
250
90Vyraxxis, the Krik'thik Swarm-LordKill Vyraxxis, the Krik'thik Swarm-Lord.2472
350
90Painting the Ruins RedKill 12 mogu in the Ruins of Guo-Lai.1984
250
90He Knows What He's DoingLure 8 Guo-Lai mogu into He's Poison Traps.1984
250
90The Battle RingDefeated 20 Shadowpan Trainees in the Battle Ring.1984
250
90The Eternal VigilKill 10 Granite Quilen.1984
250
90Shao-Tien Death MarchKill 8 mogu attackers near the Golden Pagoda.1984
250
90Set in StoneDestroy 6 Mogu Effigies near the Golden Pagoda.1984
250
90Thundering SkiesKill 3 Subjugated Serpents.1984
250
90Given a Second ChanceHeal 6 Wounded Defenders.1984
250
90The Displaced PalebladeKill 8 Paleblade Saurok.1984
250
90LongshotRecover 12 Spent Shado-Pan Arrows.1984
250
90Free SpiritsEnter Soul Vortexes and free 30 pandaren souls inside.1984
250
90Baolai the ImmolatorKill Baolai the Immolator.2472
350
90Setting Sun GarrisonSpeak to Angi Autumnlight at the Setting Sun Garrison.992
25
90Guo-Lai EncampmentSpeak to Leven Dawnblade at the Ruins of Guo-Lai.992
25
90Setting Sun GarrisonSpeak to Anji Autumnlight at the Setting Sun Garrison.992
25
90Mistfall VillageSpeak to Che Wildwalker at Mistfall Village.992
25
90Attack on Mistfall VillageSpeak to Rook Stonetoe at Mistfall Village.992
25
90Setting Sun GarrisonSpeak to Anji Autumnlight at the Setting Sun Garrison.992
25
90The Ruins of Guo-LaiSpeak to Anji Autumnlight at the Ruins of Guo-Lai.992
25
90Mistfall VillageSpeak to Che Wildwalker at Mistfall Village.992
25
90Guo-Lai InfestationSpeak to Anji Autumnlight at the Ruins of Guo-Lai.992
25
90Mistfall VillageSpeak to Che Wildwalker at Mistfall Village.992
25
90Attack on Mistfall VillageSpeak to Sun Tenderheart at Mistfall Village.992
25
90Lost ScoutsRecover 3 Shadowpan Scout reports.1984
250
90Along the Serpent's SpineKill 10 Krik'thik mantid on the Gate of the Setting Sun.1984
250
90The Silent ApproachKill 10 Shao-Tien mogu at Whitepetal Lake.1984
250
90The Pandaren Uprising RelivedKill 8 Ancient Mogu Spirits.1984
250
Level Name Objective Money +Rep
-1Armored CarpUse the Fishing Spear to catch 3 Armored Carp in the waters south of Anglers Wharf.940
250
-1SnapclawKill Snapclaw in a cave at the bottom of Narsong Trench and return with his claw as proof.940
250
-1Viseclaw SoupKill Viseclaw Fishers on the beach and return with 16 eyes to make some yummy soup.940
250
-1Huff & PuffUse the Fishing Spear to kill 3 Prickly Puffer fish in Sarjun Depths and return with their spines.1140
250
-1Like Bombing Fish In A BarrelUse the Goblin Fishing Bombs to kill 3 Sting Rays and bring back their stingers to Fiznix. The Rays can be found in the shallows west of Anglers Wharf.940
250
-1Scavenger HuntUse the Goblin Fishing Raft to fish up 15 Rusty Shipwreck Parts out of the floating debris near the shipwrecks.940
250
-1Who Knew Fish Liked Eggs?Collect a Pristine Egg from the Narsong Spires and use it to catch a Silver Goby.940
250
-1Shocking!Fish up 7 Dojani Eels from the Dojani River in Krasarang Wilds.1984
250
-1What Lurks BelowFind an Ancient Fishing Pool at Krasari Falls to the northwest and fish in it to lure the beast out of hiding.940
250
-1Jagged AbaloneHarvest 9 Jagged Abalone Meat from the Jagged Abalone in Narsong Trench to the west.1984
250
-1Fishing for a BruisingKill 8 Riverblade Beach Raiders at Anglers Expedition, just west of Anglers Wharf.940
250
-1Jumping the SharkKill a frenzied reef shark with your bare hands.940
250
-1Bright BaitCollect 7 Suncrawlers in the forest north of Anglers Wharf.1140
250
-1Piranha!Fish up 5 Wolf Piranha from the Krasarang River in Krasarang Wilds.940
250
-1Flying Tiger GouramiBring the Flying Tiger Gourami to Nat Pagle at Anglers Wharf.940
350
-1Spinefish AlphaBring the Spinefish Alpha to Nat Pagle at Anglers Wharf.940
350
-1Mimic OctopusBring the Mimic Ocotpus to Nat Pagle at Anglers Wharf.940
350
Level Name Objective Valor Money +Rep
90Round 4: Master WindfurDefeat Master Windfur.1984
250
90Paying TributeObtain 6 stores of Niuzao Food. Your Niuzao Strongarm will carry the food for you.1984
250
90The Siege SwellsDefeat 25 Sra'thik attackers at Niuzao Temple.2472
350
90The Overwhelming SwarmDefeat 4 Sra'thik Kunchong.1984
250
90The Unending SiegeDefeat 12 Sra'thik attackers at Niuzao Temple.2472
350
90Fallen SentinelsHeal 8 Wounded Niuzao Sentinels above 50% health. You may use the Yak's Milk Flasks or your own healing spells and abilities.1984
250
90A Blade is a BladeObtain 10 Sra'thik Weapons.1984
250
90In Battle's ShadowThrow 10 Loose Stones up to Niuzao Stonemasons.1984
250
90The Big GunsDestroy 3 Sra'thik War Wagons.1984
250
90Chasing HopeTouch 3 Spirits of the Crane.1984
250
90Gifts of the Great CraneObtain 10 Gifts of the Great Crane.1984
250
90Students of Chi-JiDuel 10 Students of Chi-Ji.1984
250
90Huck WheelbarrowDefeat Huck Wheelbarrow.2472
350
90Ellia RavenmaneDefeat Ellia Ravenmane at the Angkhal Pavilion.2472
350
90Minh Do-TanDefeat Minh Do-Tan.2472
350
90Ellia Ravenmane: RematchDefeat Ellia Ravenmane near the base of the Pedestal of Hope.2472
350
90Fat Long-FatDefeat Fat Long-Fat at the top of Angkhal Pavilion.2472
350
90Julia BatesDefeat Julia Bates.2472
350
90Dextrous IzisshaDefeat Dextrous Izissha.2472
350
90Kuo-Na QuillpawDefeat Kuo-Na Quillpaw.2472
350
90Ellia Ravenmane: RevengeDefeat Ellia Ravenmane at Dome Balrissa.2472
350
90Tukka-TukDefeat Tukka-Tuk.2472
350
90Mindel SunspeakerDefeat Mindel Sunspeaker.2472
350
90Yan QuillpawDefeat Yan Quillpaw at the Pedestal of Hope.2472
350
90Fat Long-Fat: RematchDefeat Fat Long-Fat atop Dome Belrissa.2472
350
90TheloniusDefeat Thelonius.2472
350
90Ellia Ravenmane: RedemptionDefeat Ellia Ravenmane atop the Pedestal of Hope.2472
350
90Champion of Chi-JiDefeat a Champion of Chi-Ji.2472
350
90The Torch of StrengthCarry the Torch of Strength to the gates of the Temple of the White Tiger without it extinguishing.1984
250
90Contending With BulliesDefeat the Unwelcome Challenger.1984
250
90Round 1: Brewmaster ChaniDefeat Brewmaster Chani.1984
250
90Round 1: The StreetfighterDefeat the Streetfighter.1984
250
90Round 2: Clever Ashyo & Ken-KenDefeat Clever Ashyo and Ken-Ken.1984
250
90Round 2: Kang BramblestaffDefeat Kang Bramblestaff.1984
250
90Round 3: Master Boom BoomDefeat Master Boom Boom.1984
250
90Round 3: The WrestlerDefeat The Wrestler.1984
250
Level Name Objective Valor Money +Rep
90The Warlord's AshesBring the Ashes of Warlord Gurthan to Kil'ruk the Wind-Reaver at Klaxxi'vess.2472
350
90Kunchong TreatsCollect 4 Meaty Turtle Haunches.1984
250
90Culling the SwarmSlay 40 Shek'zeer Swarmborn in the Clutches of Shek'zeer. Speak with Kil'ruk the Wind-Reaver for an air-drop.1984
250
90Eradicating the Zan'thikKill 6 Zan'thik Impalers and 6 Zan'thik Manipulators in Zan'vess.2472
250
90Dark SkiesKill 500 Mantid and 5 Kunchong or Dread Behemoths while flying with Xaril the Poisoned Mind.1984
250
90An Ancient EmpireCollect 8 Gurthani Tablets.1984
250
90Sap TappingCollect 6 Amber Sap.1984
250
90Dreadspinner ExterminationSlay 12 Dreadspinners in Gurthani Terrace. Speak with Kil'ruk the Wind-Reaver for an air-drop.1984
250
90Mistblade DestructionKill 6 Mistblade Rippers.1984
250
90A Little Brain WorkCollect 3 Amber-Encrusted Brains from Ik'thik Amberstingers.1984
250
90The Scale-LordKill the Mistblade Scale-Lord.1984
250
90The Fight Against FearKill 15 Horrorscale Scorpid.1984
250
90Bad GenesKill 3 Ik'thik Genemancers and 6 Ik'thik Egg-Drones.1984
250
90InfectionKill 6 infected wildlife. Infected wildlife may include Bonedust Moths, Bluehide Mushan, and Mutating Scorpions.1984
250
90Sampling the Empire's FinestUse the Sap Jar at Imperial Feeders outside the Heart of Fear 4 times to fill it.1984
250
90Wing ClipCollect 24 Needler Wings from Shek'zeer Needlers in the Clutches of Shek'zeer.1984
250
90Shortcut to RuinKill Vess-Guard Na'kal outside the Heart of Fear.1984
250
90Ordnance DisposalDisable 8 Pheromone Mines around the Clutches of Shek'zeer and the Heart of Fear.1984
250
90Vess-Guard DutyKill Vess-Guard Vik'az in Zan'vess.2472
250
90Sonic DisruptionKill 4 Dread Kunchong and 6 Shek'zeer Manipulators in the Clutches of Shek'zeer. The Sonic Disruption Fork will weaken and confuse the kunchong.1984
250
90Free From Her ClutchesBreak open Kunchong Cages to release 8 Kunchong Hatchlings in the Clutches of Shek'zeer.1984
250
90Shackles of ManipulationCollect 6 Zan'thik Shackles from Thought-Bound Miners and Thought-Bound Brutes in Zan'vess.1984
250
90MeltdownSlay 6 Zan'thik Venomstings in Zan'vess. Use Korven's Experimental Grenade to counter their armor plating.1984
250
90Specimen RequestCollect 6 Kyparite Shards from Muck Tunnelers in The Briny Muck.1984
250
90Fear Takes RootDestroy 25 Dreadspore Bulbs in Zan'vess and The Briny Muck.1984
250
90Quiet NowInteract with the Zan'thik Resonating Crystal at the Whispering Stones in Zan'vess to incite Adjunct Sek'ot, then slay him.1984
250
90Kypa'rak's CoreBring the Massive Kyparite Core to Ambersmith Zikk at Klaxxi'vess.2472
350
90The Matriarch's MawBring the Enormous Kunchong Mandibles to Ambersmith Zikk at Klaxxi'vess.2472
350
90Putting An Eye OutUse the Klaxxi Amberknife on Mire Beast corpses to collect 8 Mire Beast Eyes. 1984
250
90Nope Nope NopeUse the Shado-Pan Dragon Gun to destroy 20 Dreadspinner Eggs in Gurthani Terrace.1984
250
90Debugging the TerraceStomp out 6 Eyes of the Empress around Gurthani Terrace. Killing anything will grant you Pheromone Tracking, helping you detect them.1984
250
90Brain FoodBring 6 Mushan Tongues to Kaz'tik the Manipulator at Klaxxi'vess.1984
250
Level Name Objective Money +Rep
90The White Turnip TreatmentPlant a White Turnip in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.992
350
90The Pink Turnip ChallengePlant a Pink Turnip in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.992
350
90Red Blossom Leeks, You Make the Croc-in' World Go DownPlant a Red Blossom Leek in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.992
350
90A Pumpkin-y PerfumePlant a Mogu Pumpkin in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.992
350
90Why Not Scallions?Plant a Scallion in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.992
350
90That Dangling CarrotPlant a Juicycrunch Carrot in Sunsong Ranch. You can purchase seeds from Merchant Greentill in the Halfhill Market.992
350
90The Cabbage TestPlant a Green Cabbage in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.992
350
90The Kunzen Hunter-ChiefSlay the Kunzen Hunter-Chief.1984
500
90Simian SabotageUse the Barrel of Fireworks near the Pile of Stolen Weapons, the Pile of Stolen Tools, the Pile of Stolen Beer, and the Pile of Stolen Grain.1984
500
90Water, Water EverywhereSpeak with Wing Nga to borrow a kite, then throw water onto 35 Dusty Spots in the Heartland.1984
250
90Chasing the ChickenPick up Hillpaw's Chickens until you find his Prize-Winning Chicken.1984
250
90Pest ProblemsSpeak with Wika-Wika, then stomp on 25 Black-Nose Marmots.1984
250
90Not in Chee-Chee's BackyardKill 8 members of the Kunzen tribe in the Kunzen Village.1984
250
90Weed War IISpeak to Gai Lan, then pick 100 Weeds on his farm. You can pick Weeds while mounted.1984
250
90Money MattersObtain Spicemaster Jin Jao's Payment, Trader Jambeezi's Payment, Innkeeper Lei Lan's Payment, and Lolo Lio's payment.1984
250
90They Don't Even Wear ThemObtain a Stolen Circlet, a Ransacked Ring, and a Burglarized Bracelet.1984
250
90Where It CountsThrow 8 Kunzen Ritual Candles, kick 4 Blazing Embers, and slay 1 Kunzen Ritualist.1984
250
90The Kunzen Legend-ChiefObtain a Kunzen Legend-Book from a Kunzen Legend-Chief.1984
250
90You Have to Burn the RopesBurn 6 Kunzen Ropes.1984
250
90The Lesser of Two EvilsSlay the Springtail Warren-Mother.1984
500
90Stealing is Bad... Re-Stealing is OKRe-steal 16 Stolen Vegetables.1984
500
90Stalling the RavageSlay 12 Kunzen Hozen.1984
500

Blue Posts
Originally Posted by Blizzard Entertainment
Rogue (Forums)
Assassination Idle Time
That seems like too much idle time for Assassination. We'll investigate. It could very well be a bug (in the game or the sim). (Blue Tracker / Official Forums)

Rogue Class Design
I disagree. Simulation and formulation need to be debugged, yes, but if you don't like looking at math, what would constitute as evidence? Math can, has been, and will be improperly constructed, but without some logical/rational evidence qualitative data means nothing. It's just hearsay.
We like looking at math. You wouldn't last very long in this gig if you didn't.

I know it seems like a Catch 22, but really I think it just illustrates that estimating DPS is not at all straightforward. If it was even moderately easy to do, everyone (including us) would know exactly what all of the targets were and how far everyone deviates from those targets.

There are two problems with simulations. One is that we just don't know if they are accurate. We could determine if they are accurate, but that takes a lot of our time (which is what I meant by debugging). In my experience, they tend to be as accurate as the dedication of the the group of players working on them. What this tends to mean is that certain specs are modeled very well and others... less so. That changes over time as the commitment of key players waxes and wanes. Several systems designers got their start in the theorycrafting community. It is one we are familiar with.

The second problem with simulations is they assume perfect gameplay on a static boss. Now on the one hand it makes more sense to do that than it does to compare DPS on every boss. It's often hard, even for the community, to decide when a fight has a gimmick versus being a legit comparison fight. On live, Ultraxion is the closest thing to a one-target fight with no movement, but even then it sprays the warriors with rage and the length of any fight has relevance because of how many times everyone's cooldowns are available. On the other hand, players tend to care more about how they can actually perform on a fight, not how they could theoretically perform on a boss that doesn't exist (unless you are in Naxxramas perhaps). As an aside, it's fun to go back and compare some of the predicted simulations for various tiers with actual parses.

I mentioned already the problem with comparing parses. They are reasonably good for comparing say rogues to mages, but terrible at comparing the various specs of rogues. The reason is because of the sampling bias, where all of the good rogues (and many of the not-so-good ones) swap specs to whatever spec the highest DPS parses use. There are some problems with this. Some of the highest DPS rotations are challenging to execute. Just because the best rogue in the world hit those numbers doesn't mean you ever can. It also doesn't mean that your DPS will go up by a certain percent just because you used his spec. Some fights just work out really well for some specs, because of adds or movement or burn phases or fight duration. Are these gimmicks that should be tossed out? At some point, you're tossing out every fight. Now to be fair, I'm not saying that Subtlety is secretly the highest DPS fight on Ultraxion and nobody knows about it. However, the delta between Sub and Combat is probably smaller than most people think. The sample size for Sub is much smaller and presumably its numbers are diluted by a lot of uninformed or lesser geared or skilled players or other people just messing around.

The best test I can come up with is to do a fight as one spec and then do the fight as another spec, trying to keep all other factors equal, and see how you do. That might be feasible in Dragon Soul today where you're likely looking for something to spice things up a bit. On the other hand, your guild leader might not want to hear on cutting-edge content "Hey, mind if I try an experiment?"

As I said, it's hard. I have used the thermometer analogy before. If you want to know the temperature outside, you can use a thermometer (or more realistically, a phone app) and be pretty confident that the number you see is reasonable (72 degrees F / 22 C in SoCal at the moment, as it very often is.) There isn't a thermometer for rogue DPS. There are a lot of stats and a lot of estimations that when taken collectively can give you some idea of where things lie.

Nevertheless, if you have any numbers from beta that suggest one spec is below the others, please share them with us. We are comfortable with our testing mechanics, but they have been wrong before, and reconciling them with the numbers from other people is never a bad idea. It's really not possible to have useless data, as long as you take everything relevant into consideration as part of the analysis.

Do you think you could answer whether combat rogues are intended to viably dual wield 2.6 weapons in MoP? I've heard it may be possible, but I've yet to see it conclusively proven that we can drop our daggers for a sword or axe without losing significant DPS.
We made some changes such that Combat with a pair of 2.6 weapons will be much closer to someone wielding a fast offhand than they are today. Last I looked, I believe wielding a fast offhand was still theoretically slightly better. Hopefully it is in the realm where you can use whatever drops.

So... you think there's a place for damage vs utility, you just don't think Blizzard can pull it off? It's an incredibly difficult design balance, exacerbated by any variables in which a player can interact with a target or variances that a target makes towards the player and the playable environment.

It is very difficult. I'm also not sure it would be very fun even if we did pull it off. In the theoretical example where you were choosing between a DPS cooldown and a healing cooldown, the pressure would often be to take the DPS cooldown and ask the healers to step it up a bit or just trust to random chance that you won't take that much damage. If the utility were group utility and not survival, then it gets even worse, because you'd always want the other guy to be the buff er... monkey so you can choose the DPS cooldown.
(Blue Tracker / Official Forums)

Paladin (Forums)
Holy Paladin Issues and Concerns
A few things:

It's hard just to compare heal costs and numbers without looking at the whole package. Paladin heals tend to be expensive because so much of their healing costs no mana. Likewise, we don't balance around perfect Beacon transference, but you can't ignore it either.

If you look at how much paladins actually heal in a fight though, it should be pretty competitive with the other healers. I know that's not easy to look at right now on beta, but it will get easier once A) raids are open, B) we enable mods again, C) more theorycrafters conclude that we aren't fiddling with numbers so much so that their time isn't being wasted. (We aren't fiddling with numbers nearly so much, so maybe that will encourage some theorycrafters).

Remember though, that each healer is different. Example: Resto shaman look great on fights where everyone can cluster for Healing Rain and Chain Heal and any time everyone stays very wounded for very long.

Because paladins have so many mana-free heals, they actually can't subsist on fumes as long as other healers. If every healer decided just to cast their Holy Light equivalent and nothing else, paladins would go out of mana faster. Now there shouldn't be any situations where you really heal like that.

Two concerns that I think warrant us looking at further are the healing of Holy Radiance and the crit chance of Holy Shock. We nerfed Holy Radiance so that Light of Dawn can be stronger -- it feels weird when the "finisher" is puny compared to the "builder." On the other hand, healers don't always have the luxury to wait for the finisher before doing some heavy healing. We've heard a lot of feedback that Holy Radiance is a little weak, so we'll take a look at it.

As far as Holy Shock goes, it did suffer from the pruning of many of the passive talents and glyphs that gave it such a high crit rate. In a vacuum, it doesn't need a high crit chance. It is an instant, relatively cheap heal that delivers on Holy Power. You're going to want to push it. But we agree that Infusion of Light is intended to help mix up what heals you cast and that it needs to proc at a reasonable rate. (Blue Tracker / Official Forums)

Curse Weekly Roundup
Pico is back with news on WoW Tournaments, Curse client updates for Minecraft, the new Secret World Beta Event, Terab Online Trial, and an Indie highlight on Krater.

by Published on 2012-06-17 11:05 PM

Diablo 3 - Ranged Barbarian Build, Witch Doctor Inferno Guide, Demon Hunter DPS Calculator Spreadsheet, Unidentified Items and Patch 1.1

Valor Point Item Upgrades
In Mists of Pandaria, Valor Points can be used to upgrade your gear. This feature is not in the game yet and not intended to be previewed at this time. All of the numbers used here are fake (except the item level 375 requirement) and for demonstration purposes only.

  • The minimum item level to upgrade gear is 375.
  • The left side shows the gear item level (500) and the player's item level (489).
  • The right side shows the increase in item level, and the new item level (525) and player's item level (491).
  • Right now all stats are upgraded, you can see the increase in individual stats on the right side (+35) and the new stat amount (255).
  • This example only shows one stat, but in the final product all of the stats on an item will be increased.
  • Each item has a limited number of times it can be upgraded, which is shown at the top right (2/3), with the upgrade cost directly above it (300).



Mists of Pandaria Music Update
The previous beta build added even more music!



South Korea Bans Botting
The South Korean Ministry of Culture, Sports and Tourism is preparing a new law that will outlaw virtual item trades and farming items for commercial use in games. This new law is supposed to encourage students to avoid wasting time and improve the environment of games. The law prohibits players from using software that allows characters to farm items in a game without the need for a human to be playing.

The article in The Korea Times doesn't make it very clear, but this ban may also impact Arcade games that sell something you have to physically go and purchase to redeem for an item in game.

The Ministry claims that the "main purpose of the games is for entertainment and should be used for academic and other good purposes", which doesn't include farming items for money! They also mentioned that virtual item trades contribute to many problems in society, including teenage crime. The police department is supposed to enforce this law which has a maximum punishment of a $43,000 USD fine and up to five years in prison.



Blue Posts
Originally Posted by Blizzard Entertainment
Forced Cross Realm PVP
When we go live, cross realm zones won't put PvP and PvE realms together.

During beta testing, you're going to see a lot of crazy stuff. Please keep in mind that beta is not a demo of the game. It is a testing environment in which we can get feedback from players but also in which we can test out many of our new features, some of which, like this one, are quite technically complex.

If you find yourself overly frustrated by the chaotic nature of beta, whether it's from cross-realm testing, broken quests or class bugs, my suggestion would be to wait until we launch. It's not worth getting frustrated over. You'll have plenty of opportunities to explore Pandaria. (Blue Tracker / Official Forums)

Rogue (Forums)
Rogue Feedback
He hasn't answere anything about the Prep/Step issue.
Again, I feel like we have made plenty of responses to the topic. I think it's one of those deals where because some players don't like the answer, they say the topic has not been addressed.

For the record, as many players will tell you, Sub is nearly impossible to balance with both Preparation and Shadowstep. On the other hand, having two talents that are both so good that you want them both and have to think long and hard about which one to take and perhaps even swap back and forth from time to time is pretty much exactly what we are trying to deliver with the new talent system. Are rogues doomed in PvP without both? I doubt that. Is it hard t o choose? Of course, and that's the point. If we conclude that it's just too cruel to ask rogues to choose between them, we'd likely just cut Prep from the game and perhaps lower a few cooldowns slightly. I really hope though that we aren't in a space where every cool talent has to become mandatory or deleted.

Leeching and paralytic locking each other out
Again, asked and answered. We said that we understand that very optimized rogues won't want both talents because you can only use one at a time. That depends a very great deal on how often you'd use the competing talents. If you find yourself using leeching poison then swapping to paralytic often, you may be better off just keeping both talents than constantly swapping. A Disc priest (on live) doesn't necessarily drop the Atonement talent evey time they think they might not Smite, though very min/max players probably do.

We're going to be underfunded for the first patch of MoP

Do you have any evidence of this? Even anecdotes are better than nothing (though not much better). The classes on beta are getting pretty well balanced at this point at both level 85 and 90 (modulo the occasional bug that creeps in), so if you think you're seeing something we're not, please let us know.

As an aside, I'm not a huge fan of simulations as evidence, because it requires us to debug them first. I used to spend more effort doing that, but it's a chore, and my time is probably better spent elsewhere. Sims are fantastic for suggesting to you that you might want to try a different rotation or stat allocation. They aren't great for "Hey Bliz, my dps is low. Please buff."

Dirty Tricks just sounds like a bug. I don't have our bug database in front of me, but it's hard to make assumptions about neglect based on when a bug gets fixed, so long as it does before launch. It could be that the developer is waiting on a code change to fix the bug. It could be that he or she is pondering how to fix it or if a redesign in the functionality (not the base design) is warranted.

I've been doing this a long time, and one of the truths I have uncovered is that apparently easy bugs are often the hardest to fix and things you predict would take weeks of programming time can be done in a few lines. It's hard to diagnose from the outside.

If you see bugs, report them in the bug forum. Once you have done so, stop worrying about it until we get close to launch.
(Blue Tracker / Official Forums)

MMO-Report
The MMO Report is back with a special E3 episode!

by Published on 2012-06-16 06:39 AM

Diablo 3 - Patch 1.0.3 Unofficial Changes

Heroic Siege of Niuzao Temple Video Guide
Siege of Niuzao Temple is a four boss heroic instance in Townlong Steppes. You can see the loot, maps, and quests associated with the dungeon on WoWDB!


Originally Posted by MMO-Champion
Siege of Niuzao Temple
Niuzao Temple extends across two fortified islands far beyond a towering wall called the Serpent's Spine. For years, tenacious pandaren defenders have protected the narrow bridges connecting the isles, staving off any would-be invaders. Yet recently, the mantid created their own bridge--a massive tree root--and seized one of the islands by surprise. Now, these brutal insectoids are poised to assault Niuzao's remaining guardians.

Achievements

Vizier Jin'bak
  • Sap Puddle - The Sap Puddle grows over time, inflicting 8,000 Nature damage over 1 sec to enemies who touch it. Touching the Sap Puddle also causes it to shrink in size.
    • Sap Residue - When a player touches the Sap Puddle, it causes the Residue to attach to them. Sap Residue inflicts 8,000 Nature damage over 1 sec. The effect stacks.
  • Summon Sap Globule - Vizier Jin'bak summons three Sap Globules from the tree.
    • Sap Globule - Sap Globules try to congeal with the Sap Puddle, increasing its size.
  • Detonate - The Resin Harvester attempts to detonate the Sap Puddle, inflicting damage based on the size of the Sap Puddle.
  • Heroic Difficulty - Siege of Niuzao Temple is only available on Heroic Difficulty.

Commander Vo'jak
  • The Escaped Prisoners - The mantid captured these three Pandaren during the initial attack on Niuzao Temple, but the prisoners were able to break free of their bindings and fight back. Now they stand ready to do whatever it takes to end the siege.
    • Caustic Tar - Escaped prisoners, Li and Lo Chu, will position and prepare mantid tar kegs for use in the battle. Players can throw the kegs of Caustic Tar onto the battlefield. Caustic Tar inflicts on any unit standing within the tar 23,750 Nature damage, reduces movement speed by 50%, and increases damage taken by 10%. This effect stacks. The Caustic Tar also removes any effect from the target that increases movement or attack speed.
  • Stage One: Bring It! - Commander Vo'jak orders his forces to attack the players.
    • Sik'thik Swarmer - Lightly armored and well trained, the Sik'thik Swarmers are a key part of the Vo'jak's forces.
    • Sik'thik Amberwing - The Sik'thik Amberwing flies to the top of the platform and bombards the players.
      • Bombard - The Sik'thik Amberwing fires a volley of explosives at random enemy locations every 1.5 sec. for 15 sec. Bombard inflicts 90,000 Fire damage to all creatures within 5 yards of the targeted location.
    • Sik'thik Demolisher - Quick and volatile, these mantid carry explosive charges.
      • Unstable Blast - The Sik'thik Demolisher carries unstable explosives and explodes when damaged or killed, inflicting 42,750 to all targets within 16 yards.
    • Sik'thik Warrior - Sik'thik Warriors slowly advance on the enemy position.
  • Stage Two: Your Defenses Did Not Stop Me! - Commander Vo'jak's enters the battle as his forces near defeat at the hands of the players.
    • Rising Speed - Commander Vo'jak focuses his will and determination, increasing his attack speed by 15% every 2 sec. This effect stacks.
    • Dashing Strike - Commander Vo'jak charges a random enemy player, inflicting 71,250 Physical damage to all enemies passed through. The Strike also knocks back his current target, inflicting an additional 190,000 Physical damage.
    • Thousand Blades - Immediately after using Dashing Strike, Commander Vo'jak begins to spin around and send blades outward, inflicting Physical damage to all targets within 8 yards. Thousand Blades also removes the Caustic Tar effect.
  • Heroic Difficulty - Siege of Niuzao Temple is only available on Heroic Difficulty.

General Pa'valak
  • Blade Rush - General Pa'valak throws his sword at a random player's location, inflicting 150,000 Physical damage to all players within 4 yards on impact. Once the sword lands General Pa'valak then charges to it, inflicting 300,000 Physical damage to all players within 4 yards and knocking them back.
  • Tempest - General Pa'valak unleashes a tempest, inflicting 90,000 Nature damage to all players within 60 yards and negating the next 45,000 points of healing on the target.
  • Call Reinforcements - When General Pa'valak reaches 65% and 35% remaining health, he shields himself in a Bulwark and summons reinforcements.
    • Bulwark - General Pa'valak surrounds himself in a shield, absorbing 1,500,000 damage.
    • Aerial Bombardment - General Pa'valak summons Sik'thik Amber-Sappers to bomb players.
      • Siege Explosive - Sik'thik Amber-Sappers drop Siege Explosives that arm themselves after 3 seconds. Then after an additional 3 seconds pass they explode for 300,000 Fire damage in a 7 yard radius. The explosion causes players to take 5% additional damage for 15 sec. This effect stacks.
      • Throw Explosive - Players may attempt to throw Siege Explosives back at enemy Mantid before they arm. Thrown Explosives inflict 300,000 Fire damage to all Mantid within 7 yards of the targeted area and increase their damage taken by 5% for 1.5 min. This effect stacks.
    • Ground Assault - General Pa'valak summons waves of Sik'thik Soldiers to defend him in battle.
      • Sik'thik Soldier
        • Serrated Blade - Sik'thik Soldiers slice a player, inflicting 7,500 Physical damage every 3 seconds for 12 sec. This effect stacks.
  • Heroic Difficulty - Siege of Niuzao Temple is only available on Heroic Difficulty.

Wing Leader Ner'onok
  • Hurl Brick - Ner'onok throws rubble from the damaged bridge at his target, inflicting Physical damage equal to 100% of his weapon damage.
  • Caustic Pitch - Ner'onok throws a glob of Caustic Pitch at a random location. The glob inficts 40,000 Nature damage every 1 sec. and reduces the movement speed of players touching it by 50%.
  • Quick-Dry Resin - Ner'onok sprays a target with heated resin. As the resin hardens it inflicts 7,500 Fire damage every 1 sec. If this process completes the target becomes encased in resin and cannot move or act for 6 sec. Jumping counteracts this effect and if the target breaks free they become Invigorated, increasing casting and movement speeds by 15% for 30 sec.
  • Treacherous Winds - Twice during the fight Nero'nok lifts off and flies to the other end of the bridge. Upon landing he periodically channels Gusting Winds until interrupted.
    • Gusting Winds - Ner'onok beats his wings fiercely, creating a powerful gale that pushes enemies away from him at high speed.
  • Heroic Difficulty - Siege of Niuzao Temple is only available on Heroic Difficulty.



Faction Description Updates
Several of the NPCs which have friendship levels got new descriptions in this patch.
Originally Posted by MMO-Champion
  • Jogu the Drunk - Jogu's easy to find - gazing into the bottom of a bottle of the cheapest Stormstout Brewery has to offer.
  • Ella - Ella aspires to be a great brewer, but she has a long road ahead of her!
  • Old Hillpaw - Old Hillpaw is the canniest chicken raiser around.
  • Chee Chee - If you've ever had a question about sheep, Chee Chee will know the answer.
  • Sho - A stout, proud defender of the farmlands, Sho is always there when you need a strong fist.
  • Haohan Mudclaw - The respected leader of the Tillers, Haohan Mudclaw is swamped with responsibilities.
  • Tina Mudclaw - Tina Mudclaw is fond of the delicate things in life.
  • Gina Mudclaw - Managing the Halfhill Market makes Gina Mudclaw one stressed lady!
  • Fish Fellreed - Fish Fellreed's found out more about the history of this land than the rest of the town's forgotten.



More Pet Battle Music
The latest beta patch added some more pet battle music!



New Pet Battle Skills
The past few beta patches have added a few new pet abilities as well!

Name Type Power Cooldown Duration Accuracy
BlitzHumanoid850%
Build TurretMechanical04 rounds100%
CloneMagic0100 rounds100%
DamnedUndead11 round100%
FailsafeMechanical251 round100%
GM ReviveHumanoid10020 rounds100%
GM UnkillableHumanoid0100%
Mudslide [NYI]Critter03 rounds100%
RailgunElemental2090%
RecoveryHumanoid51 round100%
Slippery IceElemental00%
TurretMechanical190%


Blue Posts
Originally Posted by Blizzard Entertainment
Troll Moonkin Model
Why did they change our Moonkin form's antlers to horns like Tauren Moonkin?
Antlers are back. (Blue Tracker / Official Forums)

Rogue (Forums)
Rogue Class Design
Ghostcrawler, I know you probably won't make your way this deep in the thread, but I just wanted to say thanks for all of this great information and feedback. I really appreciate the openness you've shared with us in these posts. Kudos.
We read everything. We just can't always respond to it all. But if you make good points, I promise we will consider them.

GC, I’d say thanks for the posts you’ve made, but they confuse me. Not the content of the posts, but that you take the trouble to post them yet the content of them is generally dismissive.
I understand your point of view and I sympathize, but it is something of a no win scenario for us. If we agreed with any particular feedback and there weren't compelling reasons to not make a change, then we would do it. Everyone is happy. That happens sometimes. More often, we disagree or we agree but there is some other reason we aren't going to make a change. The way this comes across to players more often than not is that ideas were suggested and ignored or dismissed. They are never ignored or dismissed.

It would be great if it was possible for us to debate those issues every time they come up, but I don't know a reasonable way to do that. Sometimes I find a bit of spare time to make a forum post or a blog to try and explain our design intent so that at least you have some frame of reference, and the other developers and the community team do likewise.

As I said in one these recent posts, it often feels like the only kind of post from us that is going to be acceptable to some players is "Yes! You are spot on! Buffs and / or changes incoming!" But imagine what the game would be like if we did that every time a suggestion came up. Yes, we should only make the good changes and not the bad ones, but we have yet to find a litmus test to easily detect good from bad. (Let us know if you know of one!) Instead we use our judgment, which is a mix of gut instinct, experience and feedback.

Realize that some of the time we choose to post nothing at all it's because we want to avoid the "But you just dismissed all of our concerns" responses. It's a bummer for players to read a post that says "We disagree" or even worse, "we agree but we have a good reason not to make the change." I get that. (Blue Tracker / Official Forums)

Blizzard Games News Update
Pico is back with an update on the news in WoW, SC2, and D3!

by Published on 2012-06-15 05:18 AM

Diablo 3 - Demon Hunter - Inferno Diablo Build, Legendary Buffs, More Hotfixes, EU Account Security Alert: Riot Games, Blue Posts, Digital Strategy Guide

Pandaren Language
Even if you haven't listened to a Pandaren speak Pandaren, it might be familiar to you...



Beta PvP Gear Vendors
If you are one of the lucky players in Beta, you can now purchase ilevel 483 Gladiator's gear from the PvP vendors on top of the Gate of the Setting Sun! For a full lit of the PvP gear, including the Monk PvP gear, check out WoWDB! Wand spellpower values are accurate compared to what is displayed in game, but the value is very unlikely to be final.



Female Pandaren Hair Updates
Female Pandaren got some new hair options in the latest beta build, along with some earrings! You can see a larger amount of the color in the new textures.







Account Security Alert: Riot Games / League of Legends
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As some of you may know, Riot Games recently announced that certain League of Legends player account information in European databases was compromised by an illegal and unauthorized intrusion into their network: http://eu.leagueoflegends.com/news/l...security-alert

The data accessed included email addresses and encrypted account passwords, and they have determined that more than half of the passwords were simple enough to be at risk of easy cracking.

If you are a League of Legends player and happen to use the same password for your League of Legends account and your Battle.net account, we strongly encourage you to reset your Battle.net password at this time. To complete a password reset, go to Account Management > Settings > Change Password. You can also visit this page if you've forgotten or lost your Battle.net password: https://eu.battle.net/account/suppor...ord-reset.html

Additionally, if you used your Battle.net email address to sign up with League of Legends, you may also wish to update your Battle.net email address via Account Management as a general security precaution. To update your Battle.net email address, go to Account Management > Settings > Change Email Address.

If you are unable to update your password or email address and believe your account might be compromised, please contact our customer support staff by using the Account Recovery Form: https://eu.battle.net/account/suppor...-recovery.html

For additional security tips and suggestions, be sure to check out the Account Security Awareness guide at http://eu.battle.net/en/security/

Blue Posts
Originally Posted by Blizzard Entertainment
Rogue (Forums)
Rogue Class Design
What annoying things have we had to deal with that you're fixing?
I'll just use one example because in our opinion it's the biggest. Layered ramping mechanics were the single biggest weakness rogues have in Cataclysm (and have had for some time). Some ramping is desirable, but too much can really hurt target switching, prohibit fast burst damage, etc. (Don't take this to extremes -- we don't need posts from every class pointing out situations in which they can't go from 0 to 60 when target switching and therefore arguing how they need to be redesigned.)

In Mists, we want combo points to be the ramping mechanic. Deadly Poison doesn't need to be a ramping mechanic. Bandit's Guile doesn't need to be a ramping mechanic. We changed the way both of those work.

You may not have thought it was a problem, but we did, and we heard about it a lot from rogue players, so we fixed it.

I sincerely want to know by what measure and according to what data you conclude rogues are "fine" in PvP right now.
What I meant was that we didn't see any crippling design flaws in rogues that needed overhauling in Mists. Sub rogues probably are too good in Cataclysm PvP, or at least 3v3 Arenas, which many players use as synonymous with PvP. It's hard to tell if Assassination and Combat are really weak, or if Sub is so strong that any sensible rogue just plays Sub. It's also entirely possible that it isn't even Sub that is too powerful but just Prep and Shadowstep. In any case, my comment was addressed towards the group of players that believe rogues have this giant list of issues that must be addressed, and at another (perhaps overlapping) group of players that just want us to change things up for the rogue because they're getting bored. Sorry for any confusion.

The combo points issue is a symbolic one, though. This is something a large number of rogues have wanted for a very long time, and the issue gets consistently ignored. I often feel as if there's no point in giving feedback at all when the devs can't even see eye-to-eye with players on how our resources should work.
The feedback doesn't get ignored. We just disagree, which we have to be allowed to do if we're actually going to design the game rather than just letting players vote on how every mechanic should work. We like the way combo points work (meaning on the target). I also suspect you're being a bit presumptuous assuming that all rogues want combo points on the rogue. Yes, rogues would be easier to play if you didn't have to worry about which target your combo points were on. Do rogues need to be easier to play? If so, are combo points the right change? We could eliminate combo points and just give Eviscerate a cooldown. Would that be easier? Would it be more fun? I'm not trying to be dismissive -- I think those questions are legitimately hard to answer.

A lot of people say killing spree is poorly designed because it doesn't work on those fights, but I firmly believe those situations are a failure of encounter design, not class design. Killing spree and backstab are fine; Blizz needs to learn to take them into account when they design bosses.
We do. But it is not our design intent that every spec can perform the exact same rotation on every fight. I'm certain that if we solved the backstab issue then the next complaint to come up (from some class) would be that every boss fight needs to have 3 targets, because multi-dotting works the best with 3 targets and their DPS will be lower when there is only one target. What do you think the DPS difference is among the 3 rogue specs on Ultraxion? (You can't just look at posted logs to answer that question, because mostly what those logs tell you are that most rogues (and presumably many of the best ones) go Combat for that fight.) What is an acceptable difference? 5%? 1%? 0%?

Obviously I don't have the numbers Blizzard does, but we do know that at least before the legendary daggers rogue was one of the least active classes. No matter if that remains true or not I think it says something when one of the, if not the best designed classes is also one of the least popular. It says that maybe it works great from a design standpoint, but how is that translating to the players?
We look at those numbers of course, but it's really hard to determine cause and effect there. Paladins are nearly always the most played class, but there are just as many paladin players demanding change as there are rogue players (actually, given the population sizes, probably more). So why are some classes more popular than others? It's probably a mix of need, power, kit, flexibility, visuals and a host of other objective and subjective criteria. The hybrid vs. pure issue plays into that a little bit, but it's not the whole answer by a long shot. I definitely don't think it's as simple as if we make a bunch of changes to rogue rotations, now more players will play rogues (consider for starters that we'd almost certainly lose some rogues as well).

I agree that this is how the design should be, but this raises the question of whether or not our finishers are powerful enough to warrant this design decision. Compared to the power we lost by having the crit bonuses of our primary abilities taken away, they just don't feel like they're as strong as they should be right now. There are fewer combo points flowing in due to generating talents being taken away, so the gaps between finishers feel unrewarding because the finishers themselves feel unrewarding.
I think it's safe to say that if we find we need to buff rogue damage for any of the specs that we'd look to finishers as a place to increase damage.

My big problem right now is that I feel very similar to feral druids and Windwalker monks, without the added benefit of being able to radically change my gameplay on a spec switch. I don't need that radical change, I suppose, being a pure DPS. In PvP it's not a problem as I feel very much like a rogue there, but it's hard to translate into PvE and I end up feeling like a warrior in leather that attacks a bit faster.
I hope Windwalkers feel different. Cat druids were designed from the outset to play like rogues, the same way Bears were designed to play just like warriors. We've eroded that a bit over time, but the bones of it remain.

As far as the pure vs. hybrid thing goes, that is a really tricky problem to solve. We could turn all classes into hybrids of course, though I'm also not sure every player would rejoice at such a change. It has been very challenging to make pure specs play fundamentally differently. If the Mists warlocks work out well, then they may feel pretty different (of course they also run the risk I mentioned before of feeling like 3 separate classes and not like warlocks). Some players in this thread mentioned that mages play totally differently, but I think to be fair they feel more different than they really play because fire vs. frost vs. arcane is such a strong theme. It's harder for "I'm an assassination" to have a completely different feel from "I'm a swasbuckler" or "I'm a sneaky guy." We've had the same challenge with hunters. Presumably Marksman hunters are great at using ranged weapons. Okay, what does that mean for Survival? They use traps? Melee? Poison?

Also, a lot of our skills are kind of boring and could use just an aesthetic change. Edit: Oh, the actual question is: Is updating rogue animations and making them more unique especially across specs on the table?
I think that's a totally fair criticism, especially of rogues and to a lesser extent warriors. Melee classes just have fewer opportunities for very showy visuals. We could add them anyway, but then the classes feel like they're casting spells and aren't doing melee attacks with weapons. That said, we have tried to give rogues a few great-looking visual effects in Mists. Longer term (meaning it's unlikely for Mists) we'd like to do more with character animation so that all rogue attacks aren't using the same one-handed stab motion (Mutilate at least has its own animation). Historically, player animations have taken us a very long time, and that time only gets worse as we add races. However, for Mists we have some new techniques that let the animators apply the animation from one model more easily to another. It still takes a great amount of time -- just less than it did before. It is most easy to see the benefits of this advance in all of the new animations for the monk class. It's too early to call that technique a success, but assuming it is, we could do the same thing for rogues and warriors and have a lot more variety in the attack animations. (Animation in this sense has a very specific jargony term, which is the movement of the model itself. All of the spell effects are a different system generally handled by a different team of artists.)

Then why did you make changes to rogue rotations? This is what people are complaining about. Go play Assassination on live and then go play it on beta at 85, then come back and tell us that Assassination is more fun without Puncturing Wounds and Ruthlessness.
Puncturing Wounds is just crit. We can add more crit if we need too (like we recently did for warriors), but it also risks making crit unattractive at high gear levels. "Why did those stupid designers put crit on rogue gear? Don't they know we don't value it?"

Puncturing Wounds (through Seal Fate) and Ruthlessness can deliver more CPs, but also contribute a lot to getting stuck at 4 CPs, which is something rogues have complained to us about, because it means you need to do a weak finisher or risk overflowing CPs on your next Mutilate. In Mists, Assassination does fewer finishers, but at the same time we introduced the Blindside proc to help the rotation from feeling too static.

To use one of my soon to be patented bad analogies; I feel like every expansion is kind of like Winterveil (to not alienate anyone) and all the classes are opening their gifts to see what this expansion is going to bring them. Some are getting entire new mechanics, some are getting new flashy spells and skills, but rogues are getting Auntie Maven's sweater for the 5th time. Sure it's gonna keep you warm and get you by, but you kinda knew you were going to get it and it's certainly not flashy or exciting.
I honestly believe this is one of those grass is greener deals though. As someone who receives class feedback from both barrels (not that I'm complaining), nearly every class argues that they got a lump of coal and the other guy got something awesome. You'll see a few players saying some new ability or talent is awesome, though they'll do so quietly for fear that we think they are content. In fact, I would challenge you to name those classes and specs (not counting monk) that you think got a really good deal in Mists. They'll be here in a second defending their argument that a new spell might appear flashy or sexy but it has Serious Issues or the Real Issues Have Not Been Addressed.

That probably sounds cynical, and I'm honestly not a cynical guy, but it's also what we've come to expect. (Blue Tracker / Official Forums)

SWTOR Going Free to Play?
It definitely isn't set in stone yet, but SWTOR might be going free to play in the future! After announcing that the game will be free to play until level 15 and allowing free server transfers, lead designer Emmanuel Lusinchi had some interesting things to say in an interview!

Originally Posted by SWTOR
I think it’s more than the free-to-play model – it’s more that there is a lot of competitive offers. If it was just free-to-play games and they weren’t very good it wouldn’t even be a question but there are definitely good games out there and good games coming out, so of course all of this competition impacts your plan with what you want to do.

Asked whether it would be feasible to adapt The Old Republic to a free-to-play model, Lusinchi coyly suggests that the wheels may be in motion for a drastic change.
The MMO market is very dynamic and we need to be dynamic as well. Unless people are happy with what they have, they are constantly demanding updates, new modes and situations. So we are looking at free-to-play but I can’t tell you in much detail. We have to be flexible and adapt to what is going on.
by Published on 2012-06-14 06:52 AM

Diablo 3 - EU RMAH Not Released, Enrage Timers, RMAH, Blue Posts, J!NX, Fan Art

Black Market Auction House Update
During the past few beta builds, unknown items appeared on the BMAH that turned out to be epic quality ilvl 509 Heroic items. It also seems that some items are sold on the BMAH that are available from trainers currently, such as the Pattern: Royal Satchel for the new 24 slot bag.



New Epic Items
The latest update tonight brought us some new epic items, along with several other items that were missing from our database. For the full list of over 600 new items, check out WoWDB!

Level Type Slot Name
476One-handed AxeMeleeOne HandInelava, Spirit of Inebriation
476One-handed MaceSpell SpiritMain HandJe'lyu, Spirit of the Serpent
509StaffSpell DPSTwo HandJin'ya, Orb of the Waterspeaker
509ArmorSpell DPSBackCloak of Overwhelming Corruption
509ArmorMeleeTrinketDarkmist Vortex
509ArmorPhysical DPSTrinketTerror in the Mists
509ArmorTankFingerVizier's Ruby Signet
502ArmorSpell SpiritNeckZian's Choker of Coalesced Shadow
500ClothSpell SpiritChestRobe of Eternal Rule
500ClothSpell SpiritChestLegacy of the Emperor
476ClothSpell SpiritChestRobes of Creation
509ClothSpell SpiritWaistHealer's Belt of Final Winter
509ClothSpell SpiritWristsCuffs of the Corrupted Waters
476ClothSpell SpiritHandsGloves of Creation
500ClothSpell SpiritHandsImperial Silk Gloves
500ClothSpell SpiritHandsTouch of the Light
509ClothSpell DPSHeadHood of the Burning Scroll
509ClothSpell DPSShouldersMantle of the Burning Scroll
509ClothSpell DPSChestRobes of the Burning Scroll
476ClothSpell DPSChestSpelltwister's Grand Robe
509ClothSpell DPSWaistSorcerer's Belt of Final Winter
509ClothSpell DPSLegsLeggings of the Burning Scroll
509ClothSpell DPSWristsAttenuating Bracers
476ClothSpell DPSHandsSpelltwister's Gloves
509ClothSpell DPSHandsGloves of the Burning Scroll
509LeatherMeleeWristsSmooth Beetle Wristbands
476LeatherSpell SpiritChestNightfire Robe
476LeatherSpell SpiritChestWildblood Vest
476LeatherSpell SpiritHandsLiferuned Leather Gloves
476LeatherSpell SpiritHandsWildblood Gloves
476LeatherPhysical DPSChestChestguard of Nemeses
476LeatherPhysical DPSChestGreyshadow Chestguard
476LeatherPhysical DPSHandsGreyshadow Gloves
476LeatherPhysical DPSHandsMurderer's Gloves
509MailMeleeWaistRanger's Chain of Unending Summer
476MailSpell SpiritChestLifekeeper's Robe
509MailSpell SpiritFeetLightning Prisoner's Boots
509MailSpell SpiritWristsLuminescent Firefly Wristguards
476MailSpell SpiritHandsLifekeeper's Gloves
476MailPhysical DPSChestChestguard of Earthen Harmony
476MailPhysical DPSChestRaiment of Blood and Bone
476MailPhysical DPSHandsRaven Lord's Gloves
476MailPhysical DPSHandsGloves of Earthen Harmony
476MailSpell DPSChestStormbreaker Chestguard
476MailSpell DPSHandsFists of Lightning
509PlateTankWristsSerrated Wasp Bracers
476PlateMeleeChestBreastplate of Ancient Steel
476PlateSpell SpiritChestLiving Steel Breastplate
476PlateSpell SpiritHandsLiving Steel Gauntlets


Blue Posts
Originally Posted by Blizzard Entertainment
Why is the Dragon Soul Entrance in the Caverns of Time?
Why is Dragon Soul in the Caverns of Time when the raid takes place at Wyrmrest Temple?
It's not quite as much for story reasons as it is for logistical ones. The raid starts in present day Dragonblight, heads over the Great Seas, and ends at the Maelstrom. The issue is that, unlike most raid instances, these are locations players can go visit in the world at any time. So we had to create instanced versions of them as settings for the raid. Because of this, we needed to put an instance portal somewhere. And due to the fact that the Caverns of Time locale fits with the rest of the story of the patch 4.3 dungeons, it seemed appropriate to put all the portals in the same place. (Blue Tracker / Official Forums)

Regular Dungeons at Level 90
There are no level 90 regular dungeons.

The Mists of Pandaria heroic dungeons are easier than the Cataclysm heroic dungeons.* Once we made that decision, we thought that having two versions of the level 90 dungeons (normal and heroic) didn't make sense because they would be very similar in difficulty and offer similar loot. We thought about calling them something besides "heroic," since heroic tends to mean hard to a lot of players, but we also needed to call them something, because some dungeons like Temple of the Jade Serpent have a lower-level and a level 90 version. We thought about calling them "level 90 versions" but figured "heroic" required less explanation. (We also could have dispensed with lower level dungeons, or made lower level versions of the level 90 dungeons, but we felt like both solutions were just to make the nomenclature of "heroic" more clear, which seemed like bad reasons.)

TLDR: Some Mists of Pandaria dungeons have lower level and level 90 versions. Others just have level 90 versions. In both cases, the level 90 versions are called "heroic."

* - If you like very difficult dungeons, Challenge Modes are targeted at you.

But what about queuing for the lower level version at 90? I should be able to join a group of friends of lower levels and have the queue work, like it did in Wrath.
If the leader of the group meets the requirements (meaning is below level 90 in this case), I believe they can still queue you, especially if your group is completely premade. I'd have to check this though. We went back and forth on it. In any case, you can always just show up at the entrance to the dungeon the old-fashioned way and zone in.

In general, we don't want players using Dungeon Finder to queue for lower level content that is much too easy for them because then players who want to run the content at the appropriate level are faced with overpowered players who trivialize the experience, or pull aggro off a lower level tank, etc. We have no problem with you running lower level dungeons, provided other players aren't adversely affected.

Are Challenge mode dungeons going to offer more than just speed runs and a flat ilvl? I love the idea but I hopes it's more than just racing against a clock in an easy dungeon in the gear it's meant to be ran in.
At the Bronze level, you'll do good to just complete the dungeon in a reasonable amount of time, but you'll probably need to take it slow and stop and plan. It isn't just a test of who has the fastest movement speed. At the Gold level, you'll need to up your game even more and play smart as well as quick, taking risks where appropriate. The Bronze level is more like Heroic Arcatraz, Shadow Labyrinth or Shattered Halls when they were new. Gold level is more like a Zul Aman bear run when you didn't overgear the content.

That's the intent anyway. Nobody outside these walls has seen them yet so you'll have to let us know how they feel.

Are they actually tuned harder or is it the ilevel lock on them that is suppose to make them hard?
They are tuned harder. There are even some additional pulls and mechanics when necessary. (Blue Tracker / Official Forums)

Rogue (Forums)
Rogue Class Design
Rogues are in a pretty good place in Cataclysm in both PvE and PvP. We don't see a lot of huge glaring problems that need to be fixed. I realize there are several players out there asking for change just because they're getting bored of the same class or at the very least wanting to spice it up, and that is a totally valid way to feel. But you also have to consider the risk we'd take for all of the rogues out there who are totally happy with the way their class is playing now, thank you very much.

As an example, we changed paladins in Cataclysm because we thought they needed a resource mechanic to make their gameplay more interesting. Overall we're happy with the way that has played out, and it's even better in Mists, but it's also very easy to find "please remove Holy Power" posts regularly. While we disagree with those players, the fact remains that we made the class worse for them.

To use a second example, we are changing warlocks pretty extensively for Mists because we thought they had several fundamental problems. Is every warlock going to like those changes? Of course not. Are there going to lots of players who beg us to revert the changes? Absolutely.

(And this is all ignoring the risk that even changing a mechanic from an acknowledged bad design to a good design still risks frustrating or annoying many players just because they have to relearn something.)

We are trying to fix some of the annoying things rogues have had to deal with and we are trying to offer some options in talents and glyphs that can help spice up the gameplay for someone who has been loyally Sinister Striking for these eight years. But we also don't want to fix what isn't broken. We try really hard not to change classes for the sake of change. It's hard. But we try.

I'd go as far to say that most of the class team would probably agree (and I didn't poll them, so I may be sticking my neck out) that the rogue is the best designed class. And much of that design was in place before virtually any of us started working on classes, so we can't even really take credit for it. The rogue has the best resource system (energy), a strong kit, a good toolbox, and a clear role in PvP and PvE, yet it still has disadvantages to go along with the advantages and can't just do everything flawlessly all the time. It's a good design, again in our humble opinions, which is why you see so few changes to the class overall. But please don't over-read that as my stating that we won't fix bugs, add polish, balance numbers, undo bone-headed design flaws when the need arises, or yes, add a little bit of newness once in awhile just to keep things shiny. (Blue Tracker / Official Forums)

Highlighting Some Major Issues
Homogenization - to a large extent, this is fallout from the decision to make spec choice one about rotation and move utility into talents or the class as a whole. We felt like we had been moving in the direction of having 30 classes (which would be 34 in Mists) and wanted to get back to our roots a bit and have a rogue feel like a rogue. I realize that isn't going to sit well with a player who wants Combat to play wildly different from Subtlety. If you feel like the combat rotations of the 3 rogue specs play too similarly, then that is useful feedback for us, but realize that it's going to be fairly subjective.

Play speed - the real issue here is the game design that requires us to reset player power to a large extent every expansion. I'll go ahead and call it a design flaw, because I think it is, but it's also a really difficult one to address and have WoW still feel like WoW. Our reward system is structured around continually offering more powerful gear, yet our combat mechanics begin to break down when say your crit chance approaches 100% and your haste becomes so high that you can fill every GCD. It's fine if say crit chance is 70% at the final tier of content, but that means we have to start every expansion with small crit chances (or have lame upgrades). It absolutely sucks though to see your combat ratings plummet when you gain a level (which is supposed to be a fun, exciting thing that you want to do). We'd love to come up with a solution where you feel more powerful at 86 than you did at 85, but math works against us. The only silver lining is that when you get to level 90 and accrue some good gear, you'll start to feel like your old self again. We'll keep trying to come up with something better.

Passive damage - there are advantages and disadvantages of passive damage. One of the big ones, for us, is it ensures that the best players can never move too far ahead of the worst players. It's fine if good players can do much higher damage than bad players. It makes our lives very difficult if the best players do say ten times the damage of bad players, given similar gear and everything else. We also like the differentiation we get from having classes with a larger or smaller percentage of passive damage. As long as you can still improve your performance as your skill and gear increase, and you can with rouges, we think the system will work.

PvP talents - I feel like we have addressed this concern extensively. If you are never called upon to snare adds, move quickly, hit something at range, pop a survival cooldow, crowd control a dangerous creature, or interrupt a dangerous cast, then you're doing relatively easy content. Talents aren't going to be as interesting in that situation, but then again neither are gear, skill, group comp, and all of those other things that can make the difference between success and failure when the latter is a possibility. Most classes still have a few talents that are more damage or healing though. We did take a few abilities for various classes and move them into the talent trees, but we felt we had to in order to make the talents powerful. We can make a CC potent when you have to choose one. It would have to be weak if you were able to layer it along with other forms of CC. The way we figured, if there was an ability you really wanted, you still had access to it, but you could also choose to give it up for another ability that is (hopefully) just as good but a little different.

Breaking the rules - I regret a little making that comment, because I feel like it's the kind of thing that gets lawyered. "GC said the theme was breaking the rules. If we can prove that the rules aren't being broken, then they will be forced to redesign the talents." Yes, your class, like every class, has some inherent disadvantages. Yes, it would be easier to play your class if we removed those limitations. (Rogue target switching would be much easier if cps were on the rogue.) But part of mastering your class is being able to overcome those challenges. An analogy I use a lot is that racing games would be easier without curves. Those tracks would also be pretty boring. It's also the argument you used above about passive damage - if there are no limitations to overcome, then it's harder to distinguish yourself.

I realize I didn't say "yep we agree and here is how we're going to buff you," but you have to realize that isn't going to happen very often. If we thought a class mechanic needed changing, we would go ahead and change it. We wouldn't wait for a request to change it. I try to avoid responses like this because it can bum players out if they don't see a bunch of incoming buffs, but the alternative is not many posts from us, which can also bum players out. (Blue Tracker / Official Forums)

Mists of Pandaria Talent Page Updated
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’ve updated the Mists of Pandaria talent page with all of the latest improvements you’ll find when you dive into the game’s next expansion. Take a look at the wide range of skills and talents that your new monk heroes will unleash on their foes, add glyphs to your skills, and link to and discuss your builds on the forums with your fellow theorycrafters.

Check out the newly updated Talent page to start exploring.

Talent data as of build 15752 and may not reflect more recent changes.

Mobile Gaming Survey
Mobile devices are an essential part of our everyday lives and smartphones and tablets are becoming viable gaming platforms alongside gaming specific handheld devices. We want to know how you use mobile devices to augment or play games.

Do you own a smartphone or tablet? Do you play games on it? Which types of mobile games do you play? We have created a short survey to learn more about your mobile gaming habits. Please take 3 minutes to fill out this survey and let us know how Curse can improve you mobile gaming experience.



Fan Art
The World of Warcraft Fan Art Section has been updated with three new pieces of fan artwork by Breathing2004.

by Published on 2012-06-12 10:08 PM

Diablo 3 - Real Money Auction House is Live

Mists of Pandaria Beta - Build 15762
A new beta build will be deployed on beta realms soon.

Legendary Weapon Icons
The new legendary icons may have something to do with Wrathion's quest line. Don't miss the audio that goes with the quests.

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

New Models
It looks like Jaina got a little makeover in this build!






New Loading Screen


New and Changed Maps


New Icons









Achievement Changes
Originally Posted by MMO-Champion
Classic
Dungeons & Raids

Feats of Strength

Silvershard Mines
Player vs. Player
  • Mine Mine Mine!: Kill 250 (was 100) enemies while you are defending a mine cart.



Spell Changes
Originally Posted by MMO-Champion
Mounts
Aquatic

Flying

Companions

Death Knight (Forums)
  • Frost Presence now increases Runic Power generation by 20%, down from 100%. Now also reduces the duration of effects that remove control of your character by 20%. No longer increases your maximum Runic Power by 30. Also reduces the cost of your Frost Strike by 0 for Frost specialization Death Knights.
  • Unholy Presence no longer reduces the global cooldown on your abilities by 0.5 sec.

Frost
  • Improved Frost Presence (New) While in Frost Presence, your Frost Strike ability costs 15 less Runic Power. Death Knight - Frost Spec.
  • Might of the Frozen Wastes no longer allows your autoattacks to generate 15 Runic Power. Now also allows your Obliterate to deal 50% more damage.
  • Obliterate had weapon damage increased to 250% from 200% and base damage increased by 56%.

Unholy
  • Improved Unholy Presence (New) While in Unholy Presence, your attack speed and rune regeneration are increased by an additional 10%. Death Knight - Unholy Spec.

Unholy & Frost
  • Improved Icy Talons was renamed to Unholy Aura. Increases the melee and ranged attack speed of all party and raid members within 100 yards by 10%. Death Knight - Unholy & Frost Spec.

Druid (Forums)

Talents

Hunter (Forums)
  • Glaive Toss now the primary target will take 8 times as much damage from each strike, up from 4.
  • Kill Shot now does 300% weapon damage, rather than 85% weapon damage plus (45% of RAP + 512).

Talents
  • A Murder of Crows: If used on a target below 20% health, the cooldown is reduced to 15 seconds, rather than reset.
  • Binding Shot now requires a Ranged Weapon.
  • Narrow Escape now lasts 8 sec, rather than until canceled.
  • Posthaste has been reworked: Your Disengage frees you from one movement impairing effect and increases your movement speed by 60% for 8 sec.

Pets

Mage (Forums)
Talents
  • Rune of Power now increases your spell damage by 12%, up from 10%.

Frost
  • Frostbolt damage has been reduced by 7%.
  • Mastery: Frostburn: All your spells deal 16% (was 12%) increased damage against Frozen targets. Increases the damage done by your Water Elemental by 16% (was 12%).

Monk (Forums)
  • Blackout Kick damage was increased. Windwalkers gained an additional effect: If behind the target, you deal an additional 20% damage over 4 sec. If in front of the target, you are instantly healed for 20% of the damage done.
  • Expel Harm healing was changed to (3.15 * (MainHand DPS + 50% of OffHand DPS + 7.1% of AP - 1)) to (3.15 * (MainHand DPS + 50% of OffHand DPS + 7.1% of AP + 1)).
  • Resuscitate now costs 20% of Base Mana / 50 Energy, down from 67% Base Mana / 100 Energy.

Brewmaster

Windwalker
  • Adaptation: Your chance to dodge is increased by 25% for 5 sec rather than 1% until cancelled.
  • Combat Conditioning (New) Your Blackout Kick now also deals an additional 20% damage over 4 sec if behind the target or heals you for 20% of the damage done if if front of the target. Monk - Windwalker Spec.

Paladin (Forums)
Retribution

Major Glyphs
  • Glyph of Exorcism has been renamed Glyph of Templar's Verdict. You take 10% less damage for 10 sec after dealing damage with Templar's Verdict.

Priest (Forums)
  • Confession now has a 60 sec cooldown, down from 30 min.

Shadow
  • Devouring Plague now ticks every 1 sec for 6 sec, rather than every 5 sec for 6 sec.

Major Glyphs

Shaman (Forums)
Talents
  • Ancestral Guidance now works with up to 3 nearby injured party or raid members, rather than just 1.
  • Conductivity now also works with Lightning Bolt. If your Lightning Bolt, Chain Lightning, Earth Shock, or Stormstrike damages an enemy standing in your Healing Rain, allies within the Healing Rain share healing equal to 50% of the initial damage done.

Warlock (Forums)
Talents

Affliction
  • Agony damage has been increased by 75%.
  • Haunt debuff now increases all damage done by your spells on the target by 20% for 8 sec, down from 40%.

Destruction

Pets

Major Glyphs

Warrior (Forums)

Arms
  • Overpower (Arms) now has a 60% increased chance to be a critical strike. (Tooltip fix)

Professions
Enchanting
  • Disenchant now has a 1.5 sec cast time, down from 3 sec.

Cooking

Misc



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

Level Type Slot Name
10MiscellaneousHeadNat's Hat
85OtherN/AVegetron 4000
85OtherN/AFlippable Table
85OtherN/AFoxicopter Controller
440ArmorTankBackCarapace Inlaid Drape
440ArmorMeleeBackCloak of the Unending Swarm
440ArmorSpell SpiritBackCloak of Collective Thought
440ArmorPhysical DPSBackMantid Exterminator's Cloak
440ArmorSpell DPSBackDrape of the Burning Signal
440ArmorTankNeckBadge of the Amber Siege
440ArmorMeleeNeckBridge Breaker Medallion
440ArmorPhysical DPSNeckSaboteur's Locket
440ArmorSpell DPSNeckHardened Resin Pendant
440ArmorSpell DPSNeckMantid Eye Amulet
440ClothSpell SpiritWaistCord of Bloody Evangelism
440ClothSpell SpiritHandsScarlet Visionary Gloves
440ClothSpell DPSChestDarkmaster's Spare Robe
440ClothSpell DPSChestEmpowered Necropile Robe
440ClothSpell DPSWaistScholarly Cord
440ClothSpell DPSHandsGloves of Fiery Purification
440LeatherSpell SpiritHandsBeneficent Gloves
440LeatherPhysical DPSChestFoul Cadaverous Armor
440LeatherPhysical DPSWaistLoksey's Lost Belt
440LeatherPhysical DPSHandsCrimson Monk Handwraps
440LeatherSpell DPSChestGhoulskin Vestments
440LeatherSpell DPSWaistBucket Tosser's Girdle
440MailMeleeChestInscribed Bloodmail Hauberk
440MailSpell SpiritWaistBelt of Singed Shame
440MailSpell SpiritHandsGloves of Sanctity
440MailPhysical DPSWaistScarlet Archer's Links
440MailPhysical DPSHandsGauntlets of Bloody Judgment
440MailSpell DPSChestPatchwork Flesh Armor
440PlateTankChestRuned Deathbone Chestplate
440PlateTankWaistWaistguard of the Phalanx
440PlateTankHandsMartial Purification Gauntlets
440PlateMeleeChestCarver's Bloodsplattered Chestpiece
440PlateMeleeWaistScarlet Champion's Belt
440PlateMeleeHandsGauntlets of Righteous Conviction
440PlateSpell SpiritChestColdforge Carapace
440PlateSpell DPSWaistVerdone's Chewed Waistplate
440PlateSpell DPSHandsZealous Fervor Handguards


Strings Changes
Originally Posted by MMO-Champion
  • ACCOUNT_WIDE_ACHIEVEMENT_COMPLETED - All of your characters have credit for earning this achievement.
  • ADD_CHARACTER_FRIEND - Add Character Friend
  • BURNING_EMBERS_POWER - Burning Ember:Burning Embers
  • CATCH_PET_CONDITION - You must have a level 3 battle pet.
  • CR_RANGED_EXPERTISE_TOOLTIP - Reduces chance to be dodged by %s\nExpertise %s (+%.2F%% expertise)
  • ERR_BONUS_ROLL_EMPTY - You were not eligible to receive any loot from this boss. You have not been charged for your bonus roll.
  • ERR_PETBATTLE_NO_ACCOUNT_LOCK - Pet Journal Is Locked by another user on this account
  • FAVORITES_FILTER - Only Favorites
  • MAIN_HELP_BUTTON_TOOLTIP - Click this to toggle on/off the help system for this frame.
  • PET_ABILITY_NO_SECOND_ABILITY - No second ability
  • SHADOW_ORBS_POWER - Shadow Orb:Shadow Orbs
  • VRN_WINDOWS_32BIT - Requires a 64 bit version of Windows.

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