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by Published on 2012-07-11 08:29 AM

RMAH Commodities Live, Blizzard on Follow Up Points, Number of Public Games, Action Bar Locking, Blue Posts, Fan Made Music

Tier 14 Sets Recap
Now that the Tier 14 sets are more complete, here are some previews we haven't done yet. If you want to see the Tier 14 tokens or Items themselves, check out our Tier 14 Armor Sets page!








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


MMO-Champion Forums Moderator Recruitment
Good news everyone! We're recruiting moderators for the forums again! The amount of users and posts keeps increasing and we reached the point where we need some help before the trolls take over and play Whack-a-Mod in the Darkmoon Faire. I know it sounds fun, but I'm going to assume we don't want that.

Please be sure to read the entire post before applying!



Introducing the Guild Mentoring Program
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Azeroth -- It’s a land of turmoil, harsh and unyielding for heroes of the Horde and the Alliance as they struggle against enemies from within and without. For those stepping forth for the first time into this implacable realm, life can seem overwhelming, but surviving in this hostile environment is not insurmountable with a little help. Will your band of brothers and sisters, heroes and mentors, heed your call for aid?

Azeroth needs more heroes to rise through the ranks and your guild can help. We’re looking for a few good guilds to volunteer for the new Guild Mentoring Program. Guilds participating in the program will take part in identifying new players within selected realms, offering to invite them into the guild, and teaching them the ways of Azeroth as they level and reach the end game content.

F.A.Q.
Q. What is the Guild Mentoring Program?
A. The guild mentoring program identifies guilds on select realms to act as mentors for new and low level players (below level 85).

Q. How long does the Guild Mentoring Program run for?
A.
The Guild Mentoring Program will run for a period of three months from the time that guilds are selected and notified.

Q. Is there a certain criteria for being selected as a mentoring guild?
A.
Guilds must meet certain criteria to be considered for the Guild Mentoring Program:
  • Guilds must be located on one of the selected realms.
  • They must be willing to commit to the program for a three month period.
  • They must be willing to change their name for the three month Guild Mentoring participation period. (Names will be changed back at the end of the program.)
  • Guilds must be at least level 6 and have an active membership.

Q. How many guilds will be recruiting per realm?
A.
Only one guild will be selected per faction on each realm.

Q. What does my guild need to do to volunteer?
A.
The guild leader will need to submit an application to [email protected] with the following information:
  • Current guild name and guild leader name
  • Current realm and faction of the applying guild
  • Current guild level and number of guild members
  • Guild leader’s real name and phone number (this information will not be published and is for internal use only)
  • Brief description of the Mentoring Guild

Q. How long are you accepting applications for?
A.
We will be accepting applications for two weeks. We will then select a guild for the Guild Mentoring Program from those that meet the criteria and contact the guild leader.

Q. On what realms will this program be available?
A.
Mentoring guilds will be chosen for the following realms:

US Realms
  • Aggramar
  • Azuremist
  • Blackhand
  • Cenarius
  • Dalaran
  • Doomhammer
  • Garona
  • Garrosh
  • Ravencrest
  • Sen'jin
  • Shu'halo
  • Ysera
Oceanic Realms
  • Dath'Remar
  • Saurfang
EU EN Realms
  • Thunderhorn
  • Azuremyst
  • Lightbringer
  • Aggramar
  • Stormrage
  • Aszune
EU DE Realms
  • Thrall
  • Alleria
  • Malygos
  • Arygos
EU FR Realms
  • Hyjal
  • Dalaran
  • Eversong



Q. Do participating guilds get anything special?
A.
Some of the benefits for taking part in the program include:
  • MVP status on the forums for the guild leader and recruitment officer
  • Guild member private forum access
  • Recognition for your guild as being participants in the program

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
It's especially bad if they keep this constant, quick nerf method that DS experienced. As Enhancement, I have rampup AoE, which means my numbers on fights like Yor'sajh and Madness have gone down as the nerfs have gone up because I no longer have sufficient time to get my AoE going before everything's dead.

Like I said earlier, it felt like the guys designing the classes' AoE never coordinated with the guys designing fights. It doesn't really matter if my AoE 20 seconds in is OMGWOWAWESOME if there's never a fight where AoE lasts for 20 seconds.

Class designers and encounter designers are all part of the same team. There is even some overlap in office space. You may also have tried a boss in Mists where you need to AE for five minutes or more.... At the risk of turning classes against each other, if you think there are specs that are essentially just channeling Blizzard and going from 0 to 100% very quickly, please let us know. We are more likely to adjust those than we are to give every spec very simple, boring AE rotations given that AE is more of a thing even on bosses these days.

The argument that you aren't contributing meaningful DPS on nerfed content is a little tough to address. It is most important for every spec to be able to contribute on cutting-edge content, when the risk of class stacking is at its greatest. Most reasonable players understand that as content gets nerfed, fights will get shorter and shorter, and that allows different cooldowns and mechanics to shine. If your raid leader is threatening to sit you because of your AE DPS on very easy content, then maybe he's avoiding telling you the real reason. (I jest.)

90% of your playerbase lives outside of truly cutting edge content. Most of them have damage meters. Whether you like it or not, a large part of the fun of DPSing is getting to see your name at or near the top of the meter every now an then. When there are certain phases (namely AoE here) where by default you know you have ZERO chance to see your name there, it's a little depressing.

Ultimately that's why all of this matters. You may feel it's shallow, and that's certainly your right to feel that way. It doesn't change that it's a huge part of how players get valued, and value their own experience.

We understand that winning meters can be fun. We're not going to design encounters around that though. There are DPS checks, but sometimes they are to beat the boss before the healers run out of mana or before the boss enrages, and other times they are to kill a key add in an even shorter window. Players already know ways to pad meters by cleaving adds that don't matter and the like. Overall, we don't think we're doing anyone a favor by emphasizing DPS meters even more than they already are. We'll commit to making sure you don't feel like a third wheel on any fight, especially when it's new or within the first couple of progressive nerfs.

I was puzzling it over, but it would be nearly impossible to guarantee that even when we nerf encounters to 20%+ that the relative damage dealt by everyone is going to stay in sync. When the length of a fight shortens so that you can no longer squeeze your 3-minute cooldown into the fight twice, that's going to have an impact. I understand the concern, but I'm not sure of a reasonable way to solve it. We're not going to buff and nerf classes every time we do the progressive nerfs -- that would feel crappy to everyone I think.

Because it was the only time where it was really controversial?
It's easy to play the "I didn't see feedback on X, therefore there wasn't feedback on X" card. We wouldn't have removed Judging for haste if plenty of players hadn't told us they hated the mechanic. If there's a mechanic the developers don't like, I'm more than happy to state that, so there isn't a need for us to invent some kind of silent majority to justify changes. You'll just have to trust me that when I say we heard feedback, that it really exists.

Related, we don't remove mechanics just because we receive negative feedback on them (or else there would be nothing left in the game!); it's a balancing act, based on how much feedback we here from different vectors (keeping in mind that we have a lot of players who don't post on US or even English forums), the logic made in the argument, how much the argument makes sense to us, how much we respect the arguers, and so on. There's no red meter on the office wall that we can read, and even if there was, sometimes the right answer is still one that may be unpopular in the community (at least at that moment). But I digress.

Death Knight (Forums)
I don't understand why the 30s reduction in the outbreak CD was removed in contradiction to this portion in the article. Was it to make the first tier of talents more viable?
We feel like the short Outbreak for Blood wasn't a great design. It was probably the right choice at the time, but in Mists, every tank will have to focus more on what were traditionally DPS abilities (since they translate to resources and therefore threat). We didn't think it was compelling gameplay to let Blood opt out of disease transmission. That said, you can get a lot of the gameplay back through Unholy Blight if you choose.

Druid (Forums)
If this is the preferred design why do Guardians have to spend rage for Maul? It has been stated a few times that Maul would never be used except to solo things (an only if the damage comes up).
Maul is still a DPS button. It may not be one you use often, but there will be times when you don't care about surviving (when the boss needs to die NOW, or even when you're solo or running a scenario perhaps). We may eventually end up adding a proc or something (hopefully not exactly like Ultimatum), but we're not sure it's needed. At the moment Guardian damage is too high, so encouraging more Mauls isn't super high priority.

Hunter (Forums)
Based on my testing so far with the snake trap formula, it looks like snake trap is going to be doing enough damage (at least for SV) that we would want to include it in our rotation (assuming I calculated the scaling right).
You're probably right, and we don't want Snake Trap to be used rotationally. We do want Snake Trap damage to be in the non-joke range. We'll try to find some middle ground.

In the current beta build, survival's damage is being hindered by explosive shot ticking for almost less than a serpent sting tick.
In ilevel 460, I show Serpent Sting ticking for about 6K and Explosive Shot ticking for about twice that. Overall, Explosive Shot contributes 3x or 4x as much damage as Serpent Sting. What are you seeing?

It feels extremely weak while PvPing, have you played survival in a bg recently? You can barely make a difference without spamming cobra shot.
Survival gets a lot of damage from dots, which is just a different model than Marks. We can push damage numbers around a bit (perhaps nerf Cobra Shot so it's not quite so much of an upgrade over Steady Shot) but at some point that's just going to mean the difference between MM and SV is the name of their signature shot. Dots also can be really powerful in PvP. I would want to see some more testing before determining that Survival needs very high burst damage to be PvP viable.

Monk (Forums)
This honestly bothers me a hell of a lot, because when you nerf energy regen for monks, you're making their best tanking stat haste.
It's a good stat for Brewmasters for sure, and it needs to be because monks will have haste on their gear. However, Brewmasters probably have the most valuable secondary stats of any spec in the game. They don't really have bad stats, and their good stats aren't a ton better than others. (If you think that isn't the case, please feel free to argue that point though.)

Shaman (Forums)
That talent is the only thing keeping Rshamans wanted due to our lack of spread healing(Double HTT helps with that). If you remove that ability you might as well leave us how we were in T11/T12 due to lack of such healing. It also doesn't help the other two choices are not even a choice due to how bad they are. You can make Cote a 30 minute cd and we would still take it.
We don't want Resto shaman to be balanced around a mandatory talent, and you probably don't want that either. The design we are trying internally right now is letting it reset all totem cooldowns less than 3 minutes, but lowering its cooldown to 3 minutes.

From the logs I have seen so far we are either behind other healers or barely equal in select cases with regards to healing numbers and I pray hardmodes will solve this due to our mastery. Not to mention our mana regen is nothing to brag about
We look at all of those logs and watch many, many raid boss attempts. If you have specific cases where you feel like shaman aren't competitive healers or struggle with mana, please point those out (but as I have said, Mistweavers are an outlier right now, not the target.) Specific examples are much more useful to us (and I suspect other players) than general "well, what if there's a fight with these parameters?"

A simple quick glance at this list clearly shows the cheapest spell for shaman being more expensive than ANY priest spell in either spec.
As other players pointed out:

Flash Heal costs 19,800 mana.
Healing Surge costs 18,960 mana.

In any case, as I said, you have to look at the whole package. Healing Rain heals for a lot, but it's also not a cheap spell. Paladin heals appear very expensive, yet they have a lot of free heals. Healing Surge's throughput is propped up partially by Tidal Waves. I also know shaman like to call Mana Tide Totem a raid cooldown and not a personal cooldown, but it still gives you mana. If you just stand their OOM with Mana Tide available, your raid leader may scratch her head.

Is it intended for Elemental Blast to give a random buff instead of your increasing your highest stat?
Yes.

Is it intended for Glyph of Riptide to not proc Resurgence?
No. We’re changing Glyph of Riptide to reduce the healing done by Riptide’s initial heal by 90%, instead of removing it, so that it still functions with Resurgence, Ancestral Awakening, Echo of the Elements, etc.

Of course it affects our regen, and of course we are going to use it. However, the problem is that it also gives the same amount of mana to every other healer in the raid. Because every other healer gets Mana Tide plus Divine Plea/Shadowfiend/Innervate, Shaman regen will naturally feel lower than that of other classes (and probably output will also be lower because of not having a personal regen cooldown).
We like Mana Tide Totem's group benefit though. If Resto shaman struggle with mana, then we'd more likely buff the mana return from Resurgence rather than give them another cooldown. (We could also have Mana Tide give more mana to the shaman, but then you might have to make an unfun decision about whether your mana needs were more important than the other healers.)

Warlock (Forums)
Right now, the specs with the spammiest AoE are doing a lot more damage. I'm harping on Destro's AoE as an example of a stupidly complex AoE rotation that does very weak damage.
Ultimately, Destro is largely using their single target spells to do AE along with Rain of Fire. You can also prepare for the ramp up by saving up embers just before the AE moment starts.

- Pyroclasm - Is it intended for it to be a dps loss to use the Backdraft charges on CB?
For maximum sustained damage, you will probably do better using Backdraft on Incinerate. There are times when burst damage is more important though, and faster Chaos Bolts will be attractive.

I say this with a little tongue in cheek, but for some players, winning meters is more important. For others, beating the boss is.

- Dark Soul - Are you happy with the benefit that each spec is deriving from this cooldown? Right now, Destro yet again feels like it falls behind because RNG can significantly negate the benefits of its cooldown (i.e. - you may not crit any more than you would normally; it's even possible to crit less frequently during its duration!
Well, Chaos Bolt always crits, so you can align them with Dark Soul....

Blue Posts
Originally Posted by Blizzard Entertainment
New LFR Loot System
I think one of the real questions here is how does the game determine this exactly.
It starts at the first player and rolls a number from 1-100. If it rolls <5, you win loot. Then it goes to the next player. The game doesn't care what any individual player rolled, so once under a blue moon it might be possible for all 25 to get loot. (The actual chance might not be 5%, but you get the idea.)

This is why there is no concept of passing or anything else, because whether you win loot or not has no bearing on whether other players win loot.

This is sort of off-topic but semi-related, but how will World Bosses work? Will they use the LFR loot system or require that I be in the group that tagged it? I foresee a lot of same-faction griefing if it didn't use the LFR one (ie: pulling the boss early and dropping combat immediately forcing it to respawn several minutes later in a different location, or just plain pulling it early to wipe the group before they're ready) or pulling a lot of extra nearby mobs, etc.
We might have loot work slightly differently on the two world bosses since they appear at different frequencies. In general world bosses work exactly like LFR. If you want to invite everyone in the area into the raid, it won't diminish your chance to get loot. The only reason to not invite people is if you want to be a jerk for some reason. Individuals do have to be in the group that has loot rights (i.e. tagged the boss). We are fine with there being some competition especially on PvP servers; that's part of what world bosses are all about. If you just loiter in the vicinity and do a little damage but aren't part of the raid group, you won't have a shot at loot.

I know you didn't mention here, GC, but someone (Blue) has in the past, and that is the idea that the mechanism for LFR loot distribution may be that the game chooses X random people to win loot, where X is some number either hardcoded into the loot system, or chosen by some other mechanism at the time the loot drops (for example).
We considered that approach, but were concerned that it would pressure groups into killing a boss with the smallest group possible. Theoretically if you killed a boss with 5 characters, then each would win loot and you would be motivated not to invite friends or strangers. We went with a model where the number of characters has no bearing on whether you win loot or not.

All of this is for Raid Finder and world bosses. Dungeon Finder (for now) still uses the Cataclysm system and guild raids use whatever system you want, such as Master Looter or Free for All.

So does that mean if you win something in LFR in mists it is NOT tradeable? So if two friendly priests queue for LFR and one of them wins a piece that he already has, he cannot trade it to his GF who actually needs it?
Correct. Being able to trade loot works great with groups of friends. It can work okay if you are a nice person, but there isn't much incentive to look out for your fellow players if you aren't likely to ever group with them again. Overall it just seems to cause loot drama. "Trade with me, because I ran this raid a dozen times and didn't get the drop." "Trade with me, because it's a bigger upgrade for me than you." "Give me that item, because I inspected your achievements and I raid more than you." This anonymity is one of the weaknesses of Raid Finder for sure, but we think in the long run that the strengths of being able to join a raid whenever you want outweigh those limitations.

Will it select loot as it deems "appropriate" for just the class in general, or for their specific spec? I would really hate to win loot, just to find out i received an item for holy, when I am playing Ret.
It looks at your spec, not your class. We decided it was a superior design to give you something for a role that we know you use rather than trying to guess whether you ever like to tank or not. There are plenty of other avenues (dungeons, factions, scenarios, crafting, the AH, PvP, guild runs, etc.) to gear up for an alternate spec.

With random rolls you don't really get that feeling because it is all visible and most people don't believe that Blizzard is altering the /roll just for them (although sometimes it feels that way). The new LFR system doesn't look very transparent, and so a person constantly seeing nothing go into their bags might lose hope that they will win anything and stop raiding altogether.
Possibly, but there are plenty of cases today where players don't believe that random roles are random.

What if it's entirely guild based group, it will still use LFR loot rules and not master looter? that seems a bit ackward.
I honestly don't remember. Usually if we know the group is pre-made, then we let you use what loot rules you want. The only reason we would not have implemented that way is if it was technically challenging for some reason, and I just can't remember which way it ended up. For world bosses, I suspect it still uses the Raid Finder loot system, because we didn't want there to be any reason to exclude a friend of a friend or whatever.

Does this mean that you might consider switching the Dungeon Finder loot system to use something similar to the new LFR system? I realize that random 5-man groups should be able to distribute loot appropriately through communication, but in practice this seldom happens. Instead, some people will roll need on everything they can which ends up in undesirable loot distribution - particularly with respect to gear that is not armor-type restricted (e.g., Hunter rolling need on dodge trinket).
If the Raid Finder loot system works out, we would consider adding it to dungeons. One of the challenges is that dungeon bosses typically have shallower loot tables than raid bosses. If you are a Holy paladin and the dungeon boss doesn't have a Holy paladin item, we would have to decide how to handle that (maybe you can't win a roll for that boss, or maybe you'd get gold or valor instead). For raid bosses, we can make sure every boss has at least one thing you can use. (Granted, you may already own that item.)

The game keeps track of who is in who's group upon entering LFR. If say 5 friends grouped up to help one person gear, couldn't the game allow trading of items that drop between those people only? That way everyone still gets their roll chance but if a few geared players want to help a friend they still can? It wouldn't affect the overall roll chance in the new LFR system but it would allow people who want to help their friends gear up quickly for whatever reason.
Potentially. If the basic system works out we could consider adding something like this. It would have the risk / side-effect that a group of 25 players could still potentially funnel every item to one player and gear that player up faster. Maybe that's fine. (Blue Tracker / Official Forums)

Content Difficulty and Consumption Speed
Players who have cleared have already beaten the challenge, put in the hours then 2-3 months later people who put in half the effort get the same reward.
If someone, months later, can clear the content in half the time the original group did, then it probably is a group that doesn't need the debuff to play at that level anyways.

A group that needs the 20% debuff to progress through Heroic Dragon Soul is not going to realistically clear it in half the time or half the effort than others did. It's really allowing them to tackle the content, not breeze through it.

Wether or not players haven't cleared Dragon Soul at this point is slightly irrelevant Ujellibrah, I'm saying this because when the nerfs started most had only just returned from Christmas holidays.., and considering it's only an 8 boss tier with a very limited loot table, 1 - 1½ month is next to no time for a proper gearing process in terms of a raid throughout put (Natural nerf through gearing to overcome a challenging boss)

From my PoV that's the only issue I have with nerfs, they are coming far to fast even when it's in increments as we've experienced this time

This is actually useful feedback (which you and others have mentioned on this thread) for the developers, thanks.

I love it how Draztal categorizes you as a hardcore if you liked TBC raiding above all others. I raided 3 nights a week for 3,5 hours, without voicecom. That's miles from hardcore imo. We did not manage to kill Vashj or Kael, but for the love of God we had fun trying to.
Oh, please, not at all. I loved TBC and I was very deep into raiding back then. I've actually mentioned what I think a hardcore player would be here.

When you stepped on this road, and removed attuments, our guild stopped raiding. Because we were not supposed to see MH or BT, we we're not prepared.
So, you had the chance to progress further (and actually get gear that would have helped you overcoming Vashj and Kael'thas) but you decided that, for whatever reason, you didn't belong in there, despite the removal of the attunements. That kind of self-imposed restriction is fine, sure, but I can't feel much empathy to an argument that basically says "we couldn't progress, and when you gave us the chance to do something different and progress, we still refused to take it."

Watched some documentary about raiding a while back. They described raiding as a giant jigsaw puzzle you're trying to solve with 9/24 like minded people, by putting the right pieces on the right places. With blanket nerfs, the solving the puzzle part has vanished. You solve the puzzle by slamming the pieces where ever you please, even if they dont fit. By time, the pieces break down and fit where ever you slam them. That's not how you solve a puzzle. That's not how you overcome a mechanic, which frankly arent all that hard in DS.
The debuff only makes things easier, it doesn't get rid of any mechanics, and you can't ignore them either.

Heroic modes are supposed to test your skills. It's a !@#$ed up world where we are heading if your not supposed to improve yourself. Just like demanding Rooney, Messi or Ronaldo to play x % worse just so that Mike from next door can play with them in the WC finals.
Players improve every time, some will improve more than others, but there's always something to learn when you're progressing through encounters.

Ps. How on earth can you call Hagara HC a roadblock?
It's a roadblock for the guilds stuck on that boss (others may be stuck on Yor'sahj, and others may be stuck on Blackhorn, you probably get the point).

No one who is taking raiding halfways seriousely needs a nerf in DS normal. Normal modes generally are too easy, like some kind of meaningless thing you do the first week after release to unlock heroic modes
It might be meaningless to you, but there're players progressing through Normal even these days, for whatever their reason is. If your guild is used to raiding in Heroic, that's great, but don't write off Normal as something that noone does other than to unlock Heroic, because, honestly, it's not true. There are players that do find a challenge in that difficulty, and actually expect at some point to move on and tackle Heroic, just as other guilds are doing now.

I bet we would've killed Rag, but reaching that amount of tries would have taken 10 months.
Honest question, do you realistically think your guild, you, and your friends, would have kept up with 10 months of straight bashing your head against Ragnaros? 10 months, 40 weeks of knowing that there's nothing new in your raid than this one boss you're seeing where you're making almost very little weekly progress. Time is a big factor here. There's a difference on keeping the willingness to tackle a challenge for 2 weeks straight until you see it fall, with keeping that same willingness during 10 months. (Blue Tracker / Official Forums)

Raid Testing
Originally Posted by Blizzard Entertainment
Upcoming Raid Testing Difficulty
At this point it's likely that we will do 10-player Heroic testing before we do 25-player testing. In any case, that testing is waiting on the next beta build, which contains numerous balance changes and fixes made based on the first round of tests. We'll try to provide as much advance notice as possible regarding the date and time of the next testing sessions. (Blue Tracker / Official Forums)

Sha of Anger Testing
We have applied a hotfix that causes the Sha of Anger to respawn within minutes instead of the usual period of hours, to facilitate testing of this encounter on beta. If you have not yet checked it out, you can find the encounter in Kun-Lai Summit.

Please use this thread to share any feedback. Thanks! (Blue Tracker / Official Forums)

Salyis's Warband Testing
We have applied a hotfix that causes Galleon and his band of marauding saurok to respawn within minutes instead of the usual period of days, to facilitate testing of this encounter on beta. If you have not yet checked it out, you can find the encounter on the southern edge of Valley of the Four Winds.

Please use this thread to share any feedback. Thanks! (Blue Tracker / Official Forums)

SWTOR Free Trial
If you are interested in SWTOR, you can now play the game up until level 15 for free, with no time limit! You will be able to access Warzones and Flashpoints, as well as try all of the classes.



SWTOR Free Week for Former Players
If you played SWTOR at some time in the past and moved on to another game, you now have the chance to come back and play for free from July 10 through July 17. You can give the Group Finder, Ranked Warzones, and Adaptive Gear system a try as well if you missed Patch 1.3. If you want to take advantage of the Free Character transfers, you will receive a Gannifari pet and 25 Black Hole Commendations!



SWTOR Recruit a Friend Mount
If you are still playing SWTOR, there are rewards for you as well. If you refer or have refered a friend through the Friends Trial Referral Form and at least one of them bought the same and paid for some time, you will get a 110% speed Kurtob Alliance Speeder in the mail, which can be used at level 25! For the full requirements, see the SWTOR site.

by Published on 2012-07-10 06:51 AM

Patch 1.0.3b Tomorrow - Patch Notes, ​Diablo III DPS Calculator, PvP Matchmaking, Maintenance, Comic, GW2 Beta Keys

Guild Wars 2 Beta Keys Giveaway - Curse is giving away 50,000 Guild Wars 2 Beta Keys and the giveaway is open to everyone today!

Terrace of Endless Spring: Tsulong
Tsulong is the second boss in the Terrace of Endless Spring raid. This raid may be more difficult than the other two, as it requires you to complete Heart of Fear before entering.


Originally Posted by MMO-Champion
Terrace of Endless Spring
Straddling the mountain range between the Jade Forest and the Vale of Eternal Blossoms, the Terrace of Endless Spring has been a sacred refuge for millennia. Its peaceful fountains are said to have the power to heal and rejuvenate, but when the Sha of Fear attacked, many of the complex's guardians turned on each other in fits of terror.

Achievements

Tsulong
  • The Night - Tsulong struggles at Night with the Sha's corrupting influence. Bringing Tsulong's remaining health to zero while at Night permanently destroys the Sha's influence over him. When he reaches 100 energy, he temporarily purges the Sha's influence and radiant sunlight turns Night into Day.
    • Dread Shadows - The Dread Shadows created by the Sha within Tsulong inflict 5,000 Shadow damage on all players and increases their Dread Shadows damage taken by 10%. This effect stacks.
    • Nightmares - The Sha within Tsulong projects Nightmares at the location of a random player. The Nightmares inflict 50,000 Shadow damage and fear players within 8 yards of the impact for 3 sec.
    • Shadow Breath - Tsulong expels out Sha energy in a 30 degree cone in front of him, inflicting 140,000 Shadow damage and increasing Shadow damage taken by 100% for 30 sec. This effect stacks.
    • Sunbeam - Tsulong's attempts to resist the Sha allow him to protect the players from Dread Shadows. Tsulong summons a Sunbeam onto the battlefield, and the Sunbeam grants immunity to Dread Shadows for players standing within the beam. The protected area of the Sunbeam shrinks over time as more players stand within it.
    • The Dark of Night - The Dark of Night appears at a random location and moves towards the nearest Sunbeam. The Dark of Night extinguishes a Sunbeam upon reaching it.
  • The Day - During the Day, Tsulong gains the upper hand over the Sha corruption. Players may heal and aid Tsulong during the Day, and bringing him to full health while in the Day permanently destroys the Sha's influence over him. When he reaches 100 energy, the Sha corrupts his emotions and Night descends upon the Terrace.
    • Embodied Terror - Embodied Terrors spawn as the Sha fights to control Tsulong. When players destroy an Embodied Terror, five Fright Spawns burst out.
      • Terrorize - The Embodied Terror casts Terrorize on both a random player and on Tsulong. The terror inflicts 10% of the player's current health as Shadow damage every 2 sec for 10 sec. Tsulong suffers 1% of his total health as Shadow damage every 1 sec. for 10 sec.
    • Fright Spawn - Five Fright Spawns appear when players destroy an Embodied Terror.
      • Fright - A Fright Spawn unleashes a wave of Fright, inflicting 20,000 Shadow damage and fear on players within 30 yards for 2 sec.
    • Unstable Sha - Unstable Sha appear around Tsulong and then move towards him, inflicting massive Shadow damage to Tsulong if they reach him.
      • Unstable Bolt - The Unstable Sha unleashes shadowy energy at a random player, inflicting 50,000 Shadow damage on the target. The Unstable Bolt also damages the Unstable Sha for 10% of its maximum health.
      • Instability - If an Unstable Sha reaches Tsulong, it inflicts 2,500,000 Shadow damage on Tsulong and disappears.
    • Sun Breath - Tsulong breathes out solar energy in a 60-degree cone in front of him, inflicting 4,000,000 Nature damage to Sha within 0 yards and stunning them for 8 sec. The breath also places the Bathed in Light effect on players within its area.
      • Bathed in Light - The warmth of the Sun instantly restores 25% of a player's total mana and increases their healing done by 500% for 15 sec.
    • The Light of Day - The Light of Day appears at a random location. Interacting with The Light of Day restores mana every 1 sec. and increases healing done by 3,000% for 30 sec. The amount of mana restored increases while the healing done decreases over the duration of the effect.



New Daily Quests
The previous beta build added several new daily quests, most of which reward Valor Points!

Level Name Objective Valor Money Faction +Rep
1Old MacDonaldDefeat Old MacDonald in a pet battle.1984
1LindsayDefeat Lindsay in a pet battle.1984
1Julia StevensDefeat Julia Stevens in a pet battle.1984
90Thinning The PackKill 8 Windward Tigers.× 5 1984 Order of the Cloud Serpent 250
90Sprite FrightKill 7 Shadowfae Tricksters.× 5 1984 Order of the Cloud Serpent 250
90The Shoe Is On The Other FootRe-steal 14 Stolen Boots.× 5 1984 Order of the Cloud Serpent 250
90Dark HuntressKill the Windward Huntress.× 5 1984 Order of the Cloud Serpent 250
90On The ProwlKill the Windward Saber.× 5 1984 Order of the Cloud Serpent 250
90Madcap MayhemKill the Shadowfae Madcap.× 5 1984 Order of the Cloud Serpent 250
90PoopedCollect 6 piles of Tiny Poop.× 5 1984 Order of the Cloud Serpent 250
90Needle Me NotUse the honey at the northern clearing in The Arboretum, and then kill the Orchard Needler.× 5 1984 Order of the Cloud Serpent 250
90Weeping WidowsKill 7 Weeping Widows.× 5 1984 Order of the Cloud Serpent 250
90A Tangled WebDestroy Widow's Webs to free 5 Sri-La Villagers.× 5 1984 Order of the Cloud Serpent 250
90Serpent's ScaleCollect 25 Serpent's Scale.× 5 1984 Order of the Cloud Serpent 250
90Lingering DoubtUse the Sha Attunement Device at the Sha Disturbances in The Widow's Wail. The entrance to The Widow's Wail can be found to the north along the coast, south of Sri-La Village.× 5 1984 Order of the Cloud Serpent 250
90Tiny TreatsCollect 100 Tiny Spider Eyes.× 5 1984 Order of the Cloud Serpent 250
90The Seed of DoubtKill the Seed of Doubt.× 5 1984 Order of the Cloud Serpent 250
90Monkey MischiefKill 13 Oona hozen.× 5 1984 Order of the Cloud Serpent 250
90The Big Brew-hahaCollect 100 Sri-La Stout.× 5 1984 Order of the Cloud Serpent 250
90Saving the SerpentsCollect 10 Rescued Serpents.× 5 1984 Order of the Cloud Serpent 250
90The Big Kah-OonaKill Lord Oona.× 5 1984 Order of the Cloud Serpent 250
90PoopedCollect 6 piles of Big Poop.× 5 1984 Order of the Cloud Serpent 250
90The Trainer's Challenge: Ace LongpawSpeak to Ace Longpaw, then defeat him.× 5 1984 Order of the Cloud Serpent 250
90The Trainer's Challenge: Big BaoSpeak to Big Bao, then defeat him.× 5 1984 Order of the Cloud Serpent 250
90The Trainer's Challenge: Ningna DarkwheelSpeak to Ningna Darkwheel, then defeat her.× 5 1984 Order of the Cloud Serpent 250
90The Trainer's Challenge: Suchi the SweetSpeak to Suchi the Sweet, then defeat her.× 5 1984 Order of the Cloud Serpent 250
90The Trainer's Challenge: Qua-Ro WhitebrowSpeak to Qua-Ro Whitebrow, then defeat him.× 5 1984 Order of the Cloud Serpent 250
90CannonfireDestroy 8 Shao-Tien Cannons.× 5 1984 Golden Lotus 250
90Acts of CrueltyRescue 5 Golden Lotus Guards or Mistfall Villagers.× 5 1984 Golden Lotus 250
90High Chance of RainDestroy the Stormcaller staves.× 5 1984 Golden Lotus 250
90Unleashed SpiritsKill 30 Unleashed Spirits.× 5 1984 Golden Lotus 250
90Laosy ScoutingRescue Lao Softfoot.× 5 1984 Golden Lotus 250
90Anji's DiplomacyStop the Shao-Tien Behemoth from being empowered.× 5 1984 Golden Lotus 250
90Breaking Their Spirits (Not Yet Implemented)Stop the Shao-Tien Spirit Ritual.× 5 1984 Golden Lotus 250
90Crumbling BehemothDestroy the Shao-Tien Behomoth.× 5 1984 Golden Lotus 250


Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Do the stats of temporary pets like Feral Spirits (ones that don't have a pet stats page) adjust dynamically according to thier master's stats? Or do they still take a "snap shot" of thier master's stats?
They update dynamically now; no more “snapshotting” of stats. The next build you all get should have most of the pet scaling issues I’ve mentioned previously fixed, so if you see things that aren’t working right, try them out in the next build.

Hi, I'd like to know what your stance on Vengeance affecting defensive abilities is. I remember Word of Glory during Cata specifically not being affected by Vengeance. Currently in MoP Expel Harm can go upwards of 120k~ non-crit, as well as other defensive abilities which are affected by Vengeance (Death Siphon, Lichborne Death Coil healing, Zen Sphere healing component, Shield Barrier). There are also others which are not (Anti-Magic Zone). Where do you draw the line? (list non exhaustive).

Basically ,is it a bug that some only scale with AP from gear while others scale with Vengeace AP as well? If not, are there any that are scaling differently with Vengeance AP than they are with AP from gear? Eg. 1:1 scaling with gear from AP but 1:4 scaling with Vengeance AP?

Vengeance should work just like any other AP buff. For tanks, we explicitly make certain abilities scale with AP, so that they do become stronger while tanking. I think the simplest example is Shield Block vs. Shield Barrier. We want Shield Block to generally win against hard hitting (such as raid boss) creatures, and Shield Barrier to win against weaker hitting creatures. But we don’t want that difference to be so stark that the other feels useless in either situation. Shield Block naturally scales with the incoming damage. We made Shield Barrier scale with AP, since we know that your AP is also going to be higher when fighting those harder hitting creatures, thanks to Vengeance. If something scales off for AP and isn’t counting Vengeance that sounds like a bug. The one you mention, Anti-Magic Zone, scales with 400% of Str for Blood / Frost and 325% for Unholy (to counteract the +25% Str that Unholy gets). We didn't want AMZ to be significantly stronger for Frost or Unholy, such that you're asked to switch specs just to bring a stronger cooldown.

- Right now several Classes/Specs have extremely complicated AoE rotations, but do SIGNIFICANTLY LESS AoE damage than classes/specs that simply spam 1 or 2 abilities.
It's fine for specs to have different sorts of AE mechanics, but the simpler ones shouldn't also do the most DPS. (Granted, "DPS" when referring to AE has a lot to do with duration, area and and number of targets.)

Is it intended that the DR curve for dodge is 2-3x as punishing as for parry? In other words, is it intended that tanks are going to be stacking parry over dodge by a 3:1 ratio?
Yes and no. Plate tanks now get a very significant amount of parry from Strength (the same amount that druids get dodge from Agility). So yes, plate tank parry is going to be significantly higher than their dodge. We want parry rating and dodge rating on gear to be of similar value, so we drastically eased the diminishing returns on parry for these classes. Saying that tanks are going to be “stacking parry over dodge by a 3:1 ratio” is probably exaggeration; we’re expecting you to naturally get Strength on gear, giving you the majority of your parry, and then favor parry rating and dodge rating roughly equally beyond that. There’s still some tweaking to be done to get that more tightly tuned (especially since our recent change to ratings of only needing ~85% as much rating to get the same result as before), but it’s in the right ballpark.

Death Knight (Forums)
Ouch, I was already fairly resource starved on the beta and figured this was (part) of the cause. If Rime no longer gives RP from it's HB, that's going to be super painful.
At the risk of sounding pedantic, it’s always been this way. On live, you probably have the Chill of the Grave talent, which increases Howling Blast’s runic power generation by 10, making it 20 naturally and 10 with Rime. Without Chill of the Grave, it generates 10 naturally, and 0 with Rime, which is what you’re seeing on beta.

Rune tap, and Death Pact (Possibly the whole level 60 tier of talents) are generating healing AE threat similar to that of regular healing. Is this intended? Seems rather odd, since the threat generated by the healing portion of death strike was removed. Both these healing abilities do generate AE threat on live as well, but they aren't modified by the thread modifier provided by blood presence like it does on beta.
Probably not. We'll discuss those. Specifically, as the poster mentions, the issue isn't the heals causing threat. The issue is the heal threat being magnified for a tank, such that you risk asking the tank not to use their self-heal for fear of pulling stuff off of the other tank.

Druid (Forums)
Issue #1. Guardian dps seems to be EXTREMELY skewed towards mangle.
Issue #2. Guardian dps is pretty overpowered.

You are probably right on both counts. We'll look into it.

Monk (Forums)
Is it intended that the stacks of Mana Tea a Mistweaver Monk can gain from doing DPS in Stance of the Fierce Tiger will persist through stance changes, and is it intended that in periods of downtime Mistweaver Monks are to use this fact in order to build up a reserve of Mana Tea at no cost other than what it takes to consume the stacks when later needed?
It's okay that the stacks persist, but you shouldn't be able to gain stacks in another stance.

The majority of people feel it should be 10/sec regen rate as a base. Though, the developers fully intend to bring it down to 8/sec, despite us all agreeing how starved we feel.
It's 8 for Windwalkers, with a +30% buff for Brewmasters to provide a 10.4 per second. The free Tiger Palms for Brewmasters (which you may or may not have yet - I can't remember) are intended to fill in for some of the down time.

Paladin (Forums)
I heard that several new builds are coming for testing. Good, and I really hope judgement of the pure will be back in any form. This is NOT about we need a buff, and I don't care how you spin your balancing, this is about the character of Paladin class. I hope that judgement to be back into holy paladin rotation and giving an effect called judgement of the pure.
Holy paladins being required to Judge was super controversial. I think we would cause a lot of unhappiness if we tried to bring it back. There are several talents that tie into using Judgment if you want to use it. We intend to handle the lower haste numbers by adding 10% spell haste into Seal of Insight.

Priest (Forums)
"Why does Holy Word: Sanctuary not benefit from haste like healing rain and Efflorescence. Is it intended?"
Not intended. It should benefit from haste.

Shaman (Forums)
Call of the Elements and the ability to reset the cooldowns of SLT/MTT/HTT potentially twice in one fight is far too good for either of the other talents to match up with it.
Call of the Elements resetting long cooldowns might give it too much synergy with other talents. We're considering having it effect fewer cooldowns but giving itself a shorter cooldown.

Warrior (Forums)
Revenge - 4.5 sec cooldown. Instantly attack an enemy and two additional enemies for X damage. If Revenge is on cooldown, a successful dodge or parry refreshes Revenge. Generates 10 Rage in Defensive Stance.
We're going to try something like this (probably with a longer cooldown). It helps to cover up streaks of not getting to use Revenge. It does lose a tiny bit of the Revenge kit.

Just looking to ask on your stance (no pun intended.. kinda) on prot warriors and Heroic Strike / Cleave.

On live, I like where they stand, I use them frequently and am happy with that. On beta, they just arent worth using. Cleave itself hits for an astonishingly low amount, as with heroic strike. My main question is, are these abilities going to get buffed? Because even with the free heroic strike/cleave proc, It's just not worth using it over Devastate. I know that it's not exactly on the gcd, but to me it's just not worth hitting the button for the extremely poor output. You could argue 'free damage is free damage' and i'd be okay with that, but i'm sure there's something else you could say

The rage cost on both the abilities on beta is SIGNIFICANTLY too high if the damage values are to stay the same.
It would be nice to get back to actually using those abilities instead of blindly spamming Devastate.

We are happy with the beta design for now. The idea is that we can't ask Prot warriors to spend Rage on offensive attacks if we are also asking them to spend resources on defensive abilities -- the defenses will just always win. The Ultimatum proc is there to let you use Heroic Strike and Cleave for free sometimes. When you aren't tanking (like you are solo or off-tanking) or when survival isn't a question (you're running an easier dungeon perhaps) then you can Heroic Strike instead of Shield Block or Barrier. As you point out, you can use Heroic Strike and Devastate at the same moment since they aren't on the same cooldown.

Blue Posts
Originally Posted by Blizzard Entertainment
Death Knight (Forums)
Soul Reaper and Death Rune Fix
Thanks for all of the feedback on this topic. No promises, but we're going to consider alternatives to Death Runes for Soul Reaper. Runic power is the most likely candidate. We'll see how it feels to us and gauge beta response. We'll probably keep Death Siphon and Necrotic Strike as Death Runes.

We don't want to get in the habit of offering patch notes for unreleased beta builds, but it's regrettably been some time since we have been able to get a new build up, and we know this has been a passionate topic. (Blue Tracker / Official Forums)

Content Consumption Speed and Difficulty
My question still stands: We have 3 modes of the very same raid, 2 of these are easily accessible by the vast majority. Why is it necessary to ruin the third mode for the ones who enjoy it? It's not about elitism, it's about providing a satisfying and enjoyable experience for the hardcore players too.
The "why should we ruin this for the hardcore" bit has been explained several posts ago (and in multiple ocasions).

However, there's something this hardcore/casual attitude that hasn't been tackled at length on this thread. (Note: this is a bit of a rant, just my personal, and probably crazy, opinion.)

Perhaps we should find a definition of what's a "hardcore" and a "casual" player (Hint: You'll probably have an easier time predicting the lottery numbers) that the community can agree on. It's an incredible tricky question. If we go by the "classic definition" (is there even one?) of the term, a hardcore player would be any person deeply interested in a game, usually with a very high level of play and understanding, and capable of devoting plenty of time to it.

These days, I've seen it all, from players playing 5 hours a day, 5 days a week, claiming they're casual, to players playing 3 hours a day, 2 days a week, claiming they're hardcore. It obviously can't be that way for everyone. (And truth be told, in most cases I've seen the "casual" or "hardcore" word attached depending on which one would favour the argument that was being presented).

If we go by this sort of "classic definition", then it's very clear who's "hardcore" and who's not. And some people will be very close to that definition, but not close enough. Either because you can't devote enough time (which is completely fine), or because your group doesn't have that level of skill (which, again, is completely fine too).

If we go by that "classic definition" of the term, then we could assume that hardcore players completed the raid relatively quick after the initial Heroic Madness kill and were not affected at all by the debuff.

So, to me, the real question would be "where do we stop considering players hardcore"? But that's a debate that would probably never end...

The point was that a lot of people(and thats just my claim) that perhaps dont fit the classic definition of hardcore(since they cant devote a million hours in a few weeks) feel that they were effectively(dont start the "turn the Aspect-buff off" discusion again please - it has been covered) robbed of the opportunity to complete the unnerfed content!

Your answer to this group is to get classic hardcore or accept the conditions as they are?

My answer to that group is that they can turn the debuff off.

The answer to that is that they can't because of the realm race (or whichever), but in that case, at least to me, it sounds like the interest of that group doesn't lie on the challenge itself, as much as on finishing ahead of others (which is probably just as fun for some people).

As long as the possibility to turn off the debuff exists, noone is being "robbed" of anything. The challenge is still there, if you and your guildmates want to do it. (Blue Tracker / Official Forums)

25 Man Raid Incentives
Are you guys planning to make some changes to the current 10/25man raid versions. Because right now, pretty much everyone are switching to 10man and that leaves 25man raids to certain death. Maybe make the achievements like they was in Wotlk - 10 and 25man versions. Also a good idea is to make some mounts/pets/titles drop/being earned only from 25mans.
The devs don't have, at this time, any plans to incentivize 25-man raiding. They want to make 10 and 25-man raids close enough, so that you choose whatever you find more fun. (Blue Tracker / Official Forums)

"No-brainer" Talents
Posting here to draw a little attention to a useful thread.

What would also be useful is to state (in a nice way) when you disagree with a previous poster. (Blue Tracker / Official Forums)

Guild Wars 2 Beta Key Giveaway
If you are interested in taking part in the final Guild Wars 2 Beta Weekend, we might be able to help! We have 20,000 keys per region to give away to anyone starting on Tuesday at midnight PDT!

If you already know you want to play, you can purchase the game now for Beta Weekend access and a three day headstart!

US players can get a key here and EU players can get one from here. If you are looking for people to play with or more information about the game, check out our GW2 forum!



Curse is Hiring!
Due to continuing growth, Curse is looking to fill another position in the near future! If you're looking for a chance to get into the industry, this may be the opportunity you've been seeking.




Senior .NET Web Developer
  • Interested in working on some of the most popular .NET-based sites in the world? Curse.com, WowStead.com and DarthHater.com are just a few of our cutting edge .NET sites you’ll be working on as a Senior .NET Web Developer. In this role, you’ll rely on significant experience in web application development to create cutting edge web properties.
  • Please note, this is not an entry level position, and requires prior professional experience as a .NET developer.
  • Location: Huntsville (On site only)


For more information on working at Curse, please head to our Jobs page.


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



by Published on 2012-07-08 05:03 PM

50,000 Guild Wars 2 Beta Keys Giveaway - Curse is giving away 50,000 Guild Wars 2 Beta Keys! Keys given away are only available to Curse Premium users. The giveaway will be open to everyone tomorrow (Tuesday).

Barbarian End-Game Build, Farming Locations, Follower DPS Calculator, Diablo 3 iPhone Cases, and Plague of Toads Comic

MoP Beta Giveaway: We sent out the beta keys to winners today by PM. Make sure to log in and check, as you may not have email notification on receiving a PM turned on!

Heart of Fear: Amber-Shaper Un'sok
Today we take a look at Amber-Shaper Un'sok, the fifth boss of the Heart of Fear raid.


Originally Posted by MMO-Champion
Heart of Fear
The Sha of Fear has corrupted the grand empress of the mantid. Her increasingly erratic and paranoid commands have driven the Klaxxi--the keepers of mantid culture--to take aggressive action. Because they are few in number, the Klaxxi are reluctantly willing to accept outside help in destroying the empress and purging their race of the sha's negative influence.

Amber-Shaper Un'sok
Achievements
  • I Heard You Like Amber... - Kill Living Amber in Burning Amber until at least 8 pools overlap, and then defeat Amber-Shaper Un'sok on Normal or Heroic difficulty in Heart of Fear.
  • Heroic: Amber-Shaper Un'sok - Defeat Amber-Shaper Un'sok in Heart of Fear on Heroic difficulty.

Encounter
  • Stage One: Worthy Test Subjects?
    • Amber Scalpel - Un'sok carves the ground with a focused beam of pure amber energy. The beam inflicts 20,000 Nature damage every 0.25 sec. at the point of contact, and leaves behind Molten Amber residue. The residue inflicts 27,500 Fire damage every 1 sec. to players who touch it. Some of this residue congeals into Living Amber oozes.
      • Living Amber - Each of these animated amber oozes focuses mindlessly on a random player, emanating a Corrosive Aura that inflicts 1,600 Nature damage every 2 sec to all players. Each ooze Bursts in a shower of amber when destroyed, inficting 45,500 Nature damage to enemies within 8 yards and healing any other Living Amber within that radius for 0% of their maximum health. In Heroic difficulty, dissolved Living Amber will reconstitute after 30 seconds. In Looking for Raid difficulty, destroying a Living Amber does not heal other nearby Living Amber.
        • Burning Amber - When a Living Amber is destroyed, it dissolves into a pool that deals 31,000 Fire damage every 1 sec to all enemies within 3 yards.
    • Parasitic Growth - Amber-Shaper Un'sok causes amber to grow within the body of a random target, inflicting 16,250 Nature damage every 2 sec. This strain of amber absorbs healing energy, increasing the damage it inflicts to its host in direct proportion to any healing received. After 30 sec, the unstable parasite dissipates without a trace.
    • Reshape Life - Un'sok unleashes a torrent of amber at a player, transforming the target into a misshapen mass of flowing amber that is hostile to players and monsters alike.
      • Mutated Construct - While transformed, the player continuously expends Willpower to retain control over the twisted form, at the rate of 2 per second, beginning with a maximum of 100. When Willpower runs out, the player dies and the Mutated Construct continues to act, uncontrolled.
        • Amber Explosion - The amber encircling the mutated player compels the unleashing of a massive explosion, inflicting 120,000 Nature damage to all players.
        • Amber Strike - The construct inflicts 250,000 Nature damage to the current hostile target and interrupts normal spellcasting. This includes a target's attempt to trigger an Amber Explosion. Amber Strike also destabilizes the target, increasing damage taken by 10% for 10 sec. This effect stacks.
        • Break Free - Once the physical form of the amber construct has been damaged to 20% of its remaining health, the player can break free with a great surge of will. The player then regains their natural form.
        • Consume Amber - A transformed player consumes a pool of Burning Amber left behind by a defeated Living Amber. The consumption restores 20 Willpower, but also bolsters the mutated form, increasing its current and maximum health by 4,500,000.
        • Struggle for Control - With a surge of will, the player expends 8 Willpower to force the mutated form to cease all action for 0.5 sec. This also increases the mutated form's damage taken by 100% for the 5 sec.
        • Smash - Transformed players use this simple melee attack in lieu of their normal attack, inflicting 40,000 Physical damage to a target.
  • Stage Two: Un'sok's Greatest Creation - When Un'sok reaches 60% remaining health, he calls forth a massive Amber Monstrosity to fight beside him. Un'sok continues to attack with his full arsenal of abilities from Stage One.
    • Amber Monstrosity - Un'sok formed this towering behemoth entirely of flowing amber, and it stands as a triumph of Un'sok's research into creating life from the mantids' amber.
      • Amber Explosion - The Monstrosity releases a massive explosion of amber energy, inflicting 140,000 Nature damage to all players.
      • Massive Stomp - The Monstrosity stomps the ground forcefully, inflicting 97,500 Physical damage to all enemies within 15 yards and knocking them back.
      • Fling - The Monstrosity grabs its current target in one of its massive hands and hurls the hapless victim at a distant player, causing 81,250 Physical damage to targets within 0 yards of the point of impact and stunning them for 3 sec.
    • Amber Carapace - While the Amber Monstrosity lives, an Amber Carapace shields Amber-Shaper Un'sok. The Carapace reduces his damage taken by 90%.
  • Stage Three: Un'sok Unleashed - Upon witnessing the destruction of his greatest creation, Un'sok channels power from the amber pools lining his chamber and prepares to make his final stand. Un'sok no longer uses Amber Scalpel, but now casts Reshape Life with greatly increased frequency.
    • Concentrated Mutation - Un'sok draws massive amounts of amber energy into his body, increasing his damage dealt by 50% and attack speed by 50%.
    • Volatile Amber - Un'sok's siphoning agitates the pools of amber around the room, causing them to periodically emit bursts of amber that fly through the air at high velocity. Each amber burst inflicts 29,250 Nature damage to any player it strikes. If a missile strikes a player while they are transformed into a Mutated Construct, it heals them for 20% of their health.
    • Amber Globule - Un'sok causes two spheres of destructive amber to form from the pools at the edges of the room, each of which fixates on a random player. If an Amber Globule comes into contact with its primary target, it explodes, dealing 600,000 Nature damage to all players within 30 yards. If two Amber Globules touch each other, their energies will neutralize and dissipate harmlessly.



Mists of Pandaria Credits Concept Art
One of the recent beta patches added a lot of concept art for the Mists of Pandaria credits screen.




Computers - Setup of the Month (by chaud)
Each month or every 2 months, depending on the hardware evolutions, the lovely chaud will work on a couple of hardware setups for those of you who are thinking of upgrading their computer!

This month
Hard drive prices are slowly declining, but are still above the pre-flood prices, so now is still a good time to buy a SSD. The current SSD prices are still slowly moving downward, with many under $1 per gigabyte now. A few sales are even nearing 50 cents per gigabyte, so look for something on sale!

If you are building today and don't go for the upper range of overclocking (past ~4.5Ghz) then you are better off buying Ivy Bridge. If you want to go for the maximum overclocks or have to save money, the 2500k is $25 cheaper. Unless you are doing a lot of video rendering or something that is similarly multithreaded, you do not need the 3770K and should spend that money elsewhere.

Make sure to keep your AMD and Nvidia drivers up to date.

Don't hesitate to post any feedback in the comments of that news post, and don't forget to visit the Computer Forum for any extra questions! If you are interested in Folding@home, take a look in our team's thread.


Peripherals/Monitors
ComponentPuppy Dolphin
MonitorAcer V223W EJBD 22-Inch Widescreen - $138ASUS VW246H 24-Inch Widescreen - $190
KeyboardMicrosoft Digital Media Keyboard 3000 - $15Cyborg V.5 - $52
MouseLogitech G400 - $34Razer Deathadder - $49
SpeakersLogitech S220 2.1 Speaker System - $23Logitech Z313 Speaker System - $40
ComponentNarwhal Unicorn
MonitorASUS VE276Q 27-Inch - $265HP ZR2440W 24-inch (IPS Panel) - $374
KeyboardLogitech G110 - $50Razer BlackWidow (Backlit)- $61 ($92)
MouseLogitech G500 - $56Razer Naga (Buttons on the Side) - $75
SpeakersLogitech Z323 2.1 Speaker System - $54Logitech Speaker System Z523 - $80


Puppy and Dolphin
Overclocked Puppy will outperform Dolphin when multiple threads are in use (Not WoW) and come close in most other cases.
Mix and match anything but the CPU/Motherboard combo between Puppy and Dolphin. Pick one of the two CPU/Motherboard combos.
Mix and match anything between Dolphin and Narwhal.
ComponentPuppy Dolphin
CaseNZXT GAMMA Classic - $36NZXT GAMMA Classic - $36
Power SupplyCorsair CX500 V2 - $53XFX Core Edition PRO 550W - $61
CPUAMD Phenom II X4 965 Black Edition- $110Intel i3-2120 - $123
HeatsinkCooler Master Hyper 212 Plus - $26Cooler Master Hyper 212 EVO - $35
MotherboardASUS M5A97 AM3+ 970 - $94Gigabyte GA-Z77-D3H - $120
Memory4GB PNY Optima DDR3 10600 - $258GB G.Skill DDR3 12800 - $56
Graphics CardGigabyte GTX 550 Ti - $120XFX 6870 or EVGA GTX 560 - $150/ $146
Hard DriveWestern Digital Caviar Blue 500GB - $70Western Digital Caviar Black 1TB - $120
DVDAsus 24X SATA DVD+/-RW - $17Asus 24X SATA DVD+/-RW - $17
Total$551$715


Narwhal and Unicorn
All of these parts can be mixed and matched to create a build between Narwhal and Unicorn. SSDs are always optional.
ComponentNarwhal Unicorn
CaseCooler Master HAF 912 - $60Cooler Master HAF932 - $149
Power SupplyCorsair 650TX V2 - $90Corsair 750HX - $139
CPUIntel i5-3570K - $230Intel i7-3770K - $350
HeatsinkThermaltake Frio - $57Noctua 6 NH-D14 - $83
MotherboardASUS P8Z77-V LK - $150ASUS P8Z77-V - $190
Memory8GB G.Skill DDR3 12800 - $568GB G.Skill DDR3 12800 - $56
Graphics CardMSI 7850 Twin Frozr - $260XFX 7970 Black Edition OR EVGA GTX 670 FTW - $450 / $400
Hard DriveWestern Digital 1TB Caviar Black - $120Western Digital 1TB Caviar Black - $120
SSDCrucial 128 GB m4 (Review) - $105
OR
Corsair Force Series GT 120 GB - $135
SAMSUNG 830 128GB (Review) - $128
OR
OCZ 120 GB Vertex 3 (Review) - $100
DVDAsus 24X SATA DVD+/-RW - $17Asus 24X SATA DVD+/-RW - $17
Total$1040 - $1175$1504 - $1682


MMO-Report
The MMO Report is here with a special on Marvel Heroes, featuring an interview with Dave Brevik, who created the Diablo series.

by Published on 2012-07-07 07:11 AM

Entry-Level Melee Wizard Build, ERR37 All In One Calculator, Scheduled Maintenance - July 10th, Blizzard Job, Fan Art, End-Game Poll

Heart of Fear: Garalon
Tonight we take a look at Garalon, the fourth boss of the Heart of Fear raid.


Originally Posted by MMO-Champion
Heart of Fear
The Sha of Fear has corrupted the grand empress of the mantid. Her increasingly erratic and paranoid commands have driven the Klaxxi--the keepers of mantid culture--to take aggressive action. Because they are few in number, the Klaxxi are reluctantly willing to accept outside help in destroying the empress and purging their race of the sha's negative influence.

Garalon
  • Furious Swipe - Garalon performs a Furious Swipe to targets in a large cone in front of him, inflicting 800,000 Physical damage. If Garalon fails to hit at least 2 targets with his Furious Swipe, he gains Fury.
    • Fury - Fury increases Garalon's damage dealt by 10% and movement speed by 10% for 30 sec. This effect stacks.
  • Crush - Garalon crushes his foes, inflicting 100,000 Physical damage to all players. Any player within 12 yards receives an additional 800,000 Physical damage as Garalon's body slams down upon them. Garalon's massive bulk also knocks down all players for 2 sec. Garalon crushes foes whenever he detects their presence beneath him. In Normal Difficulty, Garalon also crushes foes when Pheromones passes to a new target. In Heroic Difficulty, Garalon periodically crushes foes.
  • Pheromones - Garalon surrounds a player with powerful pheromones, fixating on the target. Every 2 sec. the Pheromones inflict 20,000 Nature damage and Pungency on the target, then spawn a Pheromone Trail. Pheromones pass to allies in close proximity.
    • Pungency - Exposure to Garalon's Pheromones renders the player extra pungent, increasing Pheromone damage by 10% for 1.25 min. This effect stacks.
    • Pheromone Trail - The Pheromone Trail on the ground inflicts 25,000 Nature damage to players within 4 yards.
  • Garalon's Legs - Players attack Garalon's legs separately from his body.
    • Weak Point - Close proximity to Garalon's leg allows attackers to see weak points, increasing their damage dealt to the leg by 100%.
    • Broken Leg - Breaking one of Garalon's legs damages Garalon for 3% of his maximum health and reduces Garalon's movement speed by 15%. This effect stacks up to 4 times.
    • Mend Leg - Garalon periodically mends one of his broken legs, restoring it to full health.
  • Damaged - In Heroic difficulty, Garalon gains the Damaged effect upon reaching 33% remaining health.
    • Pheromones - While Garalon has the Damaged effect, Garalon ignores the fixate effects of Pheromones.
    • Melee Attack - While Garalon has the Damaged effect, Garalon uses his normal melee attack and gains a dramatic speed increase.



Crypt of the Forgotten Kings Scenario
Another scenario opened recently for testing, Crypt of the Forgotten Kings!


Category Name Points
ScenariosFancy Footwork
Complete the Crypt of Forgotten Kings scenario without anyone taking damage from a Cloud of Hatred.

10

ScenariosIt's a Trap!
Step on a floor trap in the Crypt of Forgotten Kings scenario.

10



Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
One slight correction to something we said a while back:
White attacks are still ‘one roll’ (Miss Dodge Parry Block Glance Crit Hit), and yellow attacks are still ‘two roll’ (Miss Dodge Parry Block, Crit). The only change to that is that Block against players is an additional separate roll now.
Correction: Block is always a separate roll, not just on players. So white attacks are technically two rolls (Miss Dodge Parry Glance Crit Hit vs. Block NonBlock), and yellow attacks are technically three rolls (Miss Dodge Parry Hit vs. Block NonBlock vs. Crit NonCrit). However, please take care in discussing this, since "two roll" has historically meant that crit is rolled separately, which is NOT the case for white attacks.

From the calculator I'm assuming this [healer pushback] is 70 percent right?
Yes.

Have you guys done the low level pvp pass that Zarhym mentioned in this thread many months back?
No, not yet. Good question. We like to make sure the changes we have for level 85-90 feel shippable before we look at things at lower level. Any abilities that stand out are certainly worth mentioning (anywhere in this forum) so we will be on the lookout for them.

Death Knight (Forums)
Continuing on from this post: is Runic Corruption bugged? Some DKs are noticing that multiple procs of Runic Corruption in a row are leading to the buff getting a full 3 seconds added to it. Take an instance of 3 RC procs in a row with a 2.5 second duration. 3 RC procs in a row should grant 7.5 seconds, but in actuality, is giving us 8.5 seconds (2.5 + 3 + 3). Could this bug possibly explain why Runic Corruption is doing so well for the devs and not the players?
Yes, that is exactly what is happening and is fixed for the next build. That should account for some of the difference between RC and RE.

Is it intended that Rime proc Howling blast doesn't produce 10 Runic power? Also, using conversion while in frost spec/pres causes the RP generation to go from 20% to 100%.
Yes. RP generation is associated with spending runes. We’ve fixed the bug with Conversion interacting incorrectly with Frost Presence for the next build.

Shaman (Forums)
Frankly, I don't see buffing Telluric Currents to be the right approach for Shaman mana regeneration
The intent of Telluric Currents is free Lightning Bolts, not a healer mana regeneration system.

(The new priest talent, PW: Solace is intended to generate mana, but it is a talent that competes against other mana regeneration / conservation talents. Always remember when looking at healer mana that you have to look at the entire package, including the costs of heals themselves.)

Warrior (Forums)
Is it intentional that Bloodbath does not proc off Dragon's Roar?
Yes. We will change the tooltip to clarify that it only affects melee special attacks.

Is there a chance that it could be tied to both Critical Block chance and Shield Barrier potency so Mastery is relevant to both our AM Buttons, like paladins got with their Bastion of Glory talent? (You could also bring back the "Hold the Line" name this way.)
We think Prot's mastery works. Block chance is still useful since you can't get 100% uptime of Shield Block. Shield Barrier is getting a lot of attention now because it works so well on easier dungeons and older content, but we expect warriors will still be using Shield Block a lot on tougher fights.

In Fury related news, is there any chance that Raging Blow could be looked at? It's still not very powerful or integral to Fury's rotation and only accounts for a small portion of Fury's overall DPS.
We agree that Raging Blow needs to hit harder. You should be excited about using it whenever it is available.

Blue Posts
Originally Posted by Blizzard Entertainment
Content Difficulty and Consumption Speed
If that would be so, then why is TBC considered the best expansion for raiders, even with TK and Sunwell being so hard as they were? Loads of guilds could not complete SW, heck most guilds did not even raid at that level.
For the most hardcore raiders, yeah, sure it was fun. For the players that were somewhere behind (either Tier 5 or Tier 6 content, heck, even at Brutallus), things weren't exactly bright. I still remember the many threads we were seeing back then about Kael'thas and Lady Vashj breaking guilds...

Kael'thas, Muru, Kil'Jaeden, those fights were so hard they were massive brick walls, yet people liked it that way. And I bet it is because they gave a good challenge to even the most hardcore raiders. Thats what HM bosses should be, and should stay at -> hard, challenging and rewarding fights.
I understand this is the reasoning from the perspective of hardcore players, but there're many more players that for whatever reason don't really have the same level of skill. It doesn't take long for those players to go from fun to the frustration of realizing that, at their current skill level, they're facing an impossible challenge.

And the rewards have to more then a green "Herioc" tag for killing a nerfed boss. It has to be mostly the feeling that killing that boss really takes effort and the relieve of killing that boss after your 20th+ try on your own skills and not by a 5% debuff crutch must be whats driving you forward. Being rewarded for killing a weaker boss doesn't feel compelling to a lot of people.
To many other players, knowing that the boss is now 5% weaker, is compelling because it means they can have an easier time on things that were blocking them and will start progressing on the encounter.

So why is blizzard willing to take the achievement and prestige out of heroics. Trying to act like we're just being greedy for wanting heroics to MEAN something to down is pathetic. (which exactly how this blue is sounding)
Achievements aren't being removed from heroics, so that argument is rather moot. But if you really think that John Doe cares about what you did in a video game, you should really think again. Of course it means something to you, just don't pretend it means something for everyone, because that's not the case even in-game.

If you really think everyone needs to 'have room to move up or they'll get bored and quit' then screw it. Why have content that's hard at all - lets release 20 raid bosses all with a straight 25% nerf straight away so no one gets their feelings hurt that they can't progress.
There's a massive difference between having an appropriate challenge, hitting a brick wall, and steamrolling everything. If there's absolutly no challenge on any of the bosses, that would be as boring as hitting a raid full of Heroic Ragnaros for the players that don't have the skill to perform at that level. There're players that, very probably, could take on even harder incarnations of the bosses we've all seen. There're players that need a 5/10% debuff to have an adequate challenge, and there're players as well that even with the 30% debuff still struggle to advance.

And all of them are progressing at their own pace.

But now, all hardcore/semi-hardcore guilds have 8/8 DS HC
Can you prove that with data?. For some reason it's relatively common to have this perception that, because something is easier than before, everyone is getting it, and it's not true. The cold reality is that there're many raiding guilds that won't even see Spine Heroic before Mists of Pandaria is released (the skill difference between those guilds and the Top 200 in the world is THAT big).

The real funny thing is that if a player couldn't get past a certain hc in TBC he tried harder, joined other groups and got better gear
I know for many hardcore players, changing groups is not only acceptable, but pretty much mandatory. "If your current guild can't clear this, leave that sorry lot behind and aim for the sky". The reality is that many enjoy raiding with their friends and they'd rather stay there than join a guild that has Madness Heroic on farm status since Day 1, even if they can.

May I just say, I absolutely love the 3-tier system. The idea is quite brilliant indeed- I just think it needs more tweaking and balancing. That is, at what point to how much HCs should be nerfed, exactly HOW easy LFR should be, and which dungeons should be included- time will tell. My personal belief is that if most of the end content dungeons would be available in the 3 tier system, less people would complain about the "lack of content".
That's a very interesting thought, thanks for sharing it.

Are the Challenge Mode dungeons exactly the same as the Heroic Mode counterparts?
Although Jito has already responded to this (here), I'll add that Challenge mode is actually tuned harder than Heroic, and in some cases there might be even extra pulls or mechanics that aren't present on Heroic.

I haven't really thought about the jump in the tier gear, e.g from 12 -> 13. Even if the ilevel of the tier is on par with dungeon/rep reward level like I suggested, if the set bonus is more powerful than the previous, then LFR starts to feel more mandatory again. Any ideas on how this could be possibly addressed?
I think we should accept that guilds pushing for world firsts will do anything in their hands to get an edge. And it doesn't sound fair to punish the rest of the playerbase, preventing them from improving the gear of their characters, just because some guilds might get and edge on their race to world first.

You are basically saying that when confronted with a challenge the player must receive help to push past it.
Some players do need that help to progress on certain encounters. It's not necessarily a must, but it's true that there're players out there that wouldn't be able to kill a certain boss before the debuff reaches a certain percentage (if you kill a boss just with 5%, then you were pretty close already, by all means).

The part terrifies me. In terms of player satisfaction your keyword is "progression", my keyword is "challenge". Sorry, seems we're worlds apart
Both of them are the same. Progression brings a new challenge to overcome (unless you're at the end of the road). I'd say many players raid for the challenge and the experience, because they expect to overcome it eventually. That's were the line between progression and challenge might become distorted, as you start going through the different levels of skill our players have.

While to you a boss that is now 20% weaker than it was back then might look as an absolute non-challenge, the truth is that is still challenging for the players that are now progressing on it. So, the "challenge" is still there, and that's why, in that sense, for those players the debuff is almost a "must". If it wasn't for it, they wouldn't have anything else to do after defeating what's available to their own level of skill.

I am well aware that I am a tiny insignificant player compared to the millions playing wow; I am only trying to provide my own feedback which I believe is both my duty and right as a customer, as insignificant as I may be.
If you can put your thoughts in a clear and concise manner (which you clearly do), then it's not insignificant. We may agree or disagree, but that's it.

How then can you, Draztal, assume that you know that "many other players" see nerfs as compelling because they now have an easier time? That's just an assumption as well isn't it?
It's as much of an assumption as it is saying that many hardcore raiders find super difficult bosses compelling. I mean, it's just my way of trying to put into words that there's a segment of players that like the fact that, eventually, that boss they can't even think of killing right now, will be weaker enough to consider attempting it, and perhaps, succeeding at overcoming it.

I'd be crazy to not say that there are many hardcore raiders that find compelling fighting bosses that are absolutely insane for a huge majority of players.

You immediately solve all the issues. The people who need the nerfs, can still see the content, but get lower ilevel gear and the hardcores can play without nerfs to get their epeen gear.
So that those players can artificially feel superior to them? Isn't enough the fact that they defeated the boss without the debuff prove they're already better than them?

I don't understand why this can't be implemented like this? I don't think a player that performs less should get the same rewards as a daily theorycrafting elite player. We don't pay a cleaner the same amount as a surgeon.
This is a videogame, not a job. So it's pretty hard to relate that example to this environment, honestly.

Even if it was mandatory that you raid T11 content first, then T12 before you can get to T13, a lot of servers would only have one raiding guild running T13 content and wouldn't let anyone without T12 gear in.
This was happening back on the TBC days (I'll use it since it's been mentioned several times as the ideal "moment" of hardcore raiding). At some point through the BT/Hyjal/SWP cycle, in some realms guilds just started canibalizing each other, as the rest of the players just didn't have the gear, or the progression required to join them. Some guilds broke trying to defeat Brutallus, but I've always wondered how many players trying to enter those guilds, were rejected solely on the gear they had, rather than the actual skill they had, just because they were still playing catch-up to the players that had progressed more than them.

Draztal, don't you think it's a bit of a concern to sort of set the barrier really low in some things, however? I mean, I totally get the whole being accessible (I hate the word though XD) and as you can tell from my raid history I am one of those that come from a 'I used to raid but got tired of the schedules"-people for which LFR is excellent, and to a lesser degree normal mode.

However, I am greatly concerned where we are headed in general with gaming, into what seems like an environment where difficulty is not allowed to exist without a free pass, and learning curves is to be frowned upon. Failure is not an option - more or less. Don't you (and others here) feel that it's bad for both the longevity of the game, the sense of accomplishment that arises from solving things, and just general patience with the few things that should be hard will wane through this encouragement?

No, I don't think there's any concern on setting the barrier too low. I mean, anyone can play basketball, yet I know that the only thing in common I have with Michael Jordan when it comes to basketball skills is that he's also a human being.

Gaming has constantly been evolving, and it'll continue to do so for as long as this industry keeps moving. Difficulty is there, but the industry is probably moving away from punishing the players for things that, in the past, were seen as normal. Heck, back in the days even "casual" games (such as Super Mario) were punishing enough that, if you lost all your lifes (basically, the attempts at finishing the game), you had to start from scratch back in World 1-1.

Now - what can we do for Draztal. Oh yeah lets nerf the height of the hoop and the length of the field to Draztal also can get the above achievements - after all Jordan wont mind - he got them first and had fun doing them.
The proper equivalent to your comparison would be that, for Jordan's despair, I'd have fun playing with my friends and perhaps even winning local tournaments (thanks to them, not me, certainly). But, anyways, you're comparing the professional aspect of something anyone can do (play basketball) with a videogame. The differences in that regard, are, obviously, too big to even consider it a fair ground.

Anyways, let's leave that example up there, would be a shame if the thread went off-topic now when there're so many interesting posts going around. (Blue Tracker / Official Forums)

Cataclysm Wasn't Entirely Bad After All
When we were leaving behind The Burning Crusade the general consesus from players in the forums was something like... "This is the worst expansion ever, can't wait for Wrath of the Lich King".

When we were leaving behind Wrath of the Lich King the general consesus from players in the forums was something like... "This is the worst expansion ever, can't wait for Cataclysm".

Now that we'll leave behind Cataclysm the general consesus from players in the forums, once again, is... "This is the worst expansion ever, can't wait for Mists of Pandaria".

Yet, so far, every expansion has added something positive to the game (of course, some players will say TBC was the best, some will say Wrath was the best, and so on).

Both Archeology, Transmogrification and Raid Finder have been some of the best additions in the game. (Blue Tracker / Official Forums)

Please Bring Back Attunements
However, my guess is that some people probably don't miss the need to do some ridiculously long questchain just to get access to the newest raid, but many might just miss the quests itself. Thus my idea, why not add those quest chains back in, as optional quests, letting them tell the story and/or reason you have to do the stuff in that raid, maybe add in some kind of reward or even a final quest for the final boss... that would be nice (as an example: i really like the black temple access quest chain, the way it is nowadays)
The Lorewalkers faction should prove very interesting for all those of you that enjoy discovering the lore of Azeroth. (Blue Tracker / Official Forums)

Diablo III End-Game Poll
Within the last week there has been a great deal of discussion about Diablo III's end-game. Blizzard even agree's that there is a current lacking of a long-term end-game. There have been many different suggestions for an end-game, such as those from Kripp and Athene, as well as Sixen's recent video suggesting the return of Pandemonium Events.



Curse Weekly Roundup
Scrolls is not far from release, Assassin's Creed 3 gets a brand new trailer, BioWare has confirmed player suspicions, professional gamers get a loft, The Secret World gives Curse a high-five, and new Mists of Pandaria content is always lurking -- All on this weeks Curse Weekly Roundup.

by Published on 2012-07-06 07:15 AM

Patch 1.0.3b Soon, Diablo III Gem Crafting Calculator, Gear Evaluation Calculator and More, Blizzard Timeline Revealed, Treasure Goblin Video

Mogu'shan Vaults: Elegon
Elegon finally explains what the Celestial Human and Dragon models were intended for, and is the fifth boss of Mogu'shan Vaults.


Originally Posted by MMO-Champion
Mogu'shan Vaults
The mogu, proud of their supremacy, kept lengthy records of their accomplishments within a great complex of vaults. Guarded by ferocious magical beings, these sacred chambers have remained silent since the mogu's departure.

Elegon
  • Energy Vortex - An active Energy Vortex transforms any player or creature who stands in it, granting a small taste of the Titan's true power. In Heroic Difficulty, the Energy Vortex prevents targeting into or out of the Energy Vortex.
    • Touch of the Titans - Contact with the Energy Vortex transforms the target into celestial form, increasing all damage done by 50% and healing done by 50%.
    • Overcharged - The Energy Vortex periodically inflicts players with Overcharge, causing them to take 5% additional damage. This effect stacks.
  • Stage One: Entering Defensive Mode - Elegon activates the Energy Vortex, attacking with Celestial Breath and calling for Celestial Protectors to help defend the Engine of Nalak'sha. Stage One ends at 90% and 50% remaining health.
    • Celestial Breath - Elegon's breath inflicts 45,000 Arcane damage to players within a 100 yard long 60 degree cone.
    • Materialize Protector - When Elegon has more than 50% remaining health, he summons a Celestial Protector to attack the players.
      • Celestial Protector - A construct of pure energy, the Celestial Protector serves as primary defense for the Engine of Nalak'sha.
        • Phasing - The Celestial Protector exists in a state of flux, held together by the immense power of the Energy Vortex. When the Protector has over 25% remaining health and exists outside the bounds of the Energy Vortex, players inflict 90% less damage to it.
        • Arcing Energy - The Celestial Protector inflicts 80,000 Arcane damage to two random players and applies Closed Circuit to each target.
          • Closed Circuit - After being hit by the Arcing Energy, the Closed Circuit reduces the healing received by the target by 50% for 20 sec.
        • Stability Flux - Upon reaching 25% remaining health, the Celestial Protector begins to pulse energy and periodically inflicts 50,000 Arcane damage on all players.
        • Total Annihilation - Celestial Protectors explode when near death, inflicting 600,000 Arcane damage to all players. In Heroic Difficulty, Total Annihilation will trigger Catostrophic Anomaly if it hits no targets.
          • Catostrophic Anomaly - With no targets to absorb the excess energy of Total Annihilation, the Engine of Nalak'sha explodes, inflicting 800,000 Arcane damage to the entire raid.
    • Grasping Energy Tendrils - With no targets in melee range, Elegon grabs and pulls all enemies to him, inflicting 50,000 Arcane damage.
    • Radiating Energies - When Elegon reaches 50% remaining health, he becomes dangerously unstable. Elegon periodically inflicts 82,500 Arcane damage to all players not protected inside the Energy Vortex.
  • Stage Two: Primary Power Offline - Elegon attempts to reactivate the Engine of Nalak'sha by creating Energy Charges to energize the Empyreal Focuses. If players destroy all Energy Charges in a wave, Elegon will continue to create more Energy Charges. The creation process permanently weakens his physical form. Stage Two ends once an Energy Charge leaves the Energy Vortex.
    • Draw Power - Elegon attempts to restart the Engine of Nalak'sha by constructing six Energy Charges from his own body, permanently increasing all damage taken by 10%. This effect stacks.
      • Energy Charge - A small part of Elegon himself, the Energy Charge contains enough Arcane energy to restart The Engine of Nalak'sha.
        • High Energy - With each successive cast of Draw Power, the created Energy Charge gains an additional 20% movement speed. This effect stacks.
        • Discharge - Upon reaching zero health, the Energy Charge explodes and inflicts 600,000 Arcane damage to all players.
  • Stage Three: Power Draw Stable - Elegon has reactivated The Engine of Nalak'sha, disabling the Energy Vortex and activating all Empyreal Focuses. Elegon shields himself from all damage. Stage Three ends once players destroy all the Empyreal Focuses.
    • Empyreal Focus - The Focuses activate whenever the Engine of Nalak'sha begins operation, venting energy into the surrounding platform. Damaging all six Empyreal Focuses temporarily disables the Engine of Nalak'sha.
      • Energy Conduit - The Empyreal Focus vents excess energy, inflicting 142,500 Arcane damage to all players touching the energy conduit every 0.5 sec.
      • Overloaded - Upon reaching zero health, the Empyreal Focus deactivates and vents excess energy back to Elegon, increasing his damage inflicted by 20% and casting speed by 20%. This effect stacks.
    • Unstable Energy - Elegon periodically inflicts 25,000 Arcane damage to all players.
    • Energy Cascade - Elegon fires a ball of Titan plasma at the location of random player, inflicting 200,000 Arcane damage on impact to players within 5 yards and creating a Cosmic Spark.
      • Cosmic Spark - Small pure energy constructs created by Elegon.



Mists of Pandaria Gem Vendor Price Changes
The last beta build made some changes to the prices that gems will vendor for. Cataclysm gem prices remain unchanged for now. Keep in mind these prices aren't final!

Gem Quality Old Price New Price
Uncommon (Cut)985
Uncommon (Uncut)50 60
Rare (Cut)?4
Rare (Perfect Cut)91 10
Rare (Uncut)3 203 50
Meta (Uncut)50 60
Meta (Cut)3 754


Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
My guess is that it's like that because of how they changed mastery from being x points like in cata for everyone to actually displaying the percent from conversion for each spec.
We tried to simplify the concept of mastery. Before, mastery rating converted to mastery points which converted to an individual number for your spec (such as Deep Healing for Resto shaman). We cut out the middle man and just have mastery rating and your individual mastery now. It is intended to be analogous to crit rating converting directly to crit percent instead of crit rating converting to crit points which then convert to crit percent.

Is this very short ICD intended to prevent situations like Normal Cast/Echo Proc/Overload/Overload Echo Proc, or will these continue to occur?
Those will continue to occur.

Is it intended that lower levels can now become unhittable through avoidance since the strength to parry conversion change?
No. We'll look into it.

Don't get me wrong, I see the DK issue and agree with it, but there's always going to be a theoretical gain of a few percent somewhere on something.
We can get pretty close in most situations. The examples I was talking about were a Vael-style boss who is in execute range the entire time, or the fact that a talent that improves your AE ability isn't as useful on a Patchwerk fight. If we made some kind of crazy fight where DPS specs had to heal for a short period of time, then they might really want healing talents. But those tend to be exceptions. There will be plenty of fights where a talent choice will be ambiguous or different talents will work better for different players.

While numbers are part of the argument, they take a big back seat to the fun argument.
Yes, fun is more important than numbers... but not in this thread.

If pushback protection is for all healers this will definitely help because for example a good mage could shut out a paladin for 5 seconds enough to completely gut a paladin, die or let the burst down of another team member.
All healers should have the same pushback baseline.

Death Knight (Forums)
Agreed on all accounts. Blood Tap may not be a huge DPS increase, but it is still an increase and players will gravitate towards using BT. Removing Death Rune costs fixes the problem and allows players to freely choose whichever tier 75 talent they want without feeling penalized.
We're not even convinced it's an increase.

We don't like to get into the habit of sharing our numbers directly, because among other things, I have found it usually doesn't resolve anything. Instead it just leads to additional questions as players want to delve into rotation details or challenge our assumptions or otherwise grow the discussion broader, and often broader than our typical capacity in which to participate. For that reasons, and a few others, things usually work better if you share your numbers, we compare them to ours, and we decide what to do about any differences.

However, we will make an exception this time about Soul Reaper.

I think I originally threw out numbers like Soul Reaper doing 7% of Unholy's damage. Now that the stats on gear have solidified and we have fixed various bugs and so on, we do get higher numbers (see below), but never as high as the 20%+ numbers that sometimes appear on the forums. We do assume pooling a Death Rune for Soul Reaper to generate these numbers.

  • Using ilevel 463 gear, with no talents: 76.5% of maximum theoretical uses per second in execute range. 11.02% of total damage.
  • Using ilevel 463 gear with Blood Tap: 99.75% of maximum theoretical uses per second in execute range. 12.88% of total damage.
  • Using ilevel 463 gear with Runic Empowerment: 95.54% of maximum theoretical uses per second in execute range. 11.96% of total damage.
  • Using ilevel 463 gear with Runic Corruption: 87.08% of maximum theoretical uses per second in execute range. 11.09% of total damage.

So as many people claim, Blood Tap is optimal for maximizing Soul Reaper. But how does that play out in terms of total DPS over the course of a fight?

  • Blood Tap: 12.32% increase over having no talent.
  • Runic Empowerment: 12.41% increase over having no talent.
  • Runic Corruption: 14.02% increase over having no talent.

Unless you are on a fight with a very prolonged execute phase or one in which the execute phase is what matters most, we don't see Blood Tap as mandatory in terms of DPS. (We're also okay with situationally one talent being "the best" so long as it isn't the best on most fights. After all, an AE talent is useless on a one boss fight.)

Now, I realize some of you are arguing that Blood Tap is not a DPS increase, but that the rotation is so much simpler with Blood Tap that it still feels mandatory. That is sort of outside of the scope of this, a numbers thread, but we will consider the feedback.

Why isnt Runic Corruption becoming baseline for Death Knights like it was intended to become during the Wrath Beta?
Why do we have a talent tier with three talents that do numerically the same thing?
Your post proved there is no difference what-so-ever between the three and having played with all three on the beta myself I have no change in playstyle.

We added Runic Corruption in Cataclysm to prevent the DK rotation from becoming too predictable and cyclical. However, it was a controversial change and there were DKs that didn't like it. (In general with an audience of WoW's size, you can find someone that loves or hates any feature, so part of our job is trying to determine when that love or hate crosses some kind of threshold). With the new talent model, we thought it would be a good opportunity to give DKs a choice about what resource model they wanted. If they didn't want a passive but potentially random rotation, they could opt into Blood Tap.

Hunter (Forums)
Does your data support the conclusion that Fervor is significantly better than Thrill of the Hunt, or is my experiment flawed? An indication of which statement is correct is sufficient for my purposes. I am willing to return to the drawing board and test these talents again.
Thrill of the Hunt is weak. We are considering moving Dire Beast up to the "focus tier" and redesigning Thrill of the Hunt a bit.

Mage (Forums)
Glyph of Mirror Image may be a bit problematic for a minor glyph. Problem is that if the Mage is Arcane, the Mirror Images benefit from the Arcane Blast debuff; this results in nearly a 40% increase to their damage, which is a pretty hefty improvement. Fire and Frost both seem to get (in 463 blues plus crafted epics) about 200,000 damage out of a Mirror Image cast, while Arcane gets about 280,000 damage.
We’ll take a look at this. We want it to contribute the same damage, but in a different way. Them benefitting from the Arcane Blast debuff is intended, but need to be tuned with that in mind.

Monk (Forums)
Wait wait, hold on. That's not how Roll works so I'm really confused.
Roll has 2 charges naturally, 20 second cooldown.

I use Roll once, 20 second timer starts. I have another charge of Roll, so I use that in the next second, just like your example warrior.
After 20 seconds, I gain one charge and can use Roll again. I have to wait another 20 seconds for the next Roll.

There aren't any A or B Rolls because each Roll charge regenerates one at a time. This means that outside of the first Roll, you've essentially got 1 Roll every 20 seconds. You're describing Double Time as 2 Charges every 20 seconds that only regenerate after both have been spent.

No, you're correct. I completely mangled my description. It's one of those deals that works fairly intuitively when you try it, but it kind of a bear to explain. I changed my original text above. It actually works quite a bit like death knight runes (which can also be confusing, so possibly not the best example).

If you have Double Time and use Charge A, then it comes back in 20 sec. If you use Charge B as soon as you can (which is 1 sec after Charge A), then it comes back in 40 sec. You aren't getting twice as many charges of Charge. You just gain flexibility -- you can borrow a charge from the future.

If that still sounds confusing, then I invite you just to try it. It is much more intuitive in game.

Mea cupla. I try to strive to strike a balance between spending time here but not too much time, because, you know, day job. Sometimes my brain works faster (or slower!) than my fingers.

Charge's Charge A starts recharging when Charge B is discharged, but Charge B doesn't recharge until Charge A's charge has recharged, making it so that after discharging Charge A, Charge's Charge B won't recharge a second charge for 40 seconds.
I heard you liked charging, so we put a charge on your Charge...

Can you please comment on Monk hates levels.. in this patched the base energy regen went from 8/sec to 13/sec (and brewmasters getting 30% bonus)
It is supposed to be 8/sec. As often happens, fixing one bug apparently caused another.

Paladin (Forums)
Was the 12% haste Holy pallies lost via removing Judgements of the Pure (9%) and Speed of Light (3%) intended or was it something you guys didn't notice? Also, are Holy Pallies supposed to have 2.4s cast times on HL/DL?
Intended. We tried to get rid of all of the passive talents and glyphs that just added haste and crit for the purpose of feeling like an attractive talent or glyph. We can add those stats back when needed, but we have been trying to avoid every spec having an arbitrary amount of crit, haste and hit, because it's confusing and complicates stat allocations on gear (a player with tons of crit stops wanting crit on gear). For paladins specifically, we did make Holy Shock crit more often than normal, and we added back Divine Favor recently to get back some "active" haste, and there are still some mechanics like Infusion of Light. If those aren't sufficient (in our minds), we can add more haste.

Do note however that if you are comparing a Dragon Soul-geared class to one in Mists quest greens, your ratings are going to take a hit. You'll get back up to epic-levels of combat ratings when you are epically geared once again. I have opined recently about the necessary evil of nerfing stat ratings every expansion and how we'd like to find an alternative that is more palatable, but it's a non-trivial problem. (We can't for example have characters going from 50% crit in one expansion to 100% crit in the next and 150% crit in the following.)

Was the Flash of Light proc removed from Infusion of Light because of Selfless Healer? I'm sure you have read it countless times but that while not so important in PVE was EXTREMELY(emphasis) important in PVP.
No, it was more about the number of instant heals paladins already have through Holy Shock and Word of Glory. A common complaint we hear about paladins in PvP is: how do I stop them from healing when so many of their heals aren't subject to interrupts because they are instant?

You guys haven't gotten a build in awhile, but we've made a few changes to make Eternal Glory and Sacred Shield more competitive with Selfless Healer, and we're also likely to design Ascetic Crusader. We also reinstated Divine Favor, as I mentioned. (Unrelated to haste, we're also looking at Holy Radiance and Light of Dawn as well.)

If Holy still feels too slow after those changes, we'll consider other options, but we didn't want to make too many changes at once.

On top of that, paladins really don't need a 4th throughput cooldown. They already have Avenging Wrath, Guardian of Ancient Kings, and the level 75 talent.
That was our thought and Divine Favor seemed the least interesting of the bunch, but it is something a lot of paladins seem to miss (more so than many classes missing abilities that we removed).

GC, is it intended that paladins can't see their Seals as a buff icon anymore? It's kinda confusing without it.
They are on the stance bar, so we figured it was redundant to see two icons.

Priest (Forums)
I have a question concerning Divine Hymm, why exactly was it removed from all specs except Holy? The holy version was far more powerful at a 3 minute cooldown whereas disc/shadow had it on an 8 minute cooldown.
Shadow doesn't need a potent raid cooldown and Disc has Power Word: Barrier. It's also not a written rule that every healer needs a certain allocation of cooldowns. We want the healer specs to feel unique yet relatively desirable.

Shaman (Forums)
Currently on the MoP Beta servers (and in fact it seems ever since Flurry was implemented for Enhancement), if you can sync your auto attacks to happen at the same time, you are consuming only a single charge of Flurry for most of the synced mainhand/offhand swing combos.
Good catch. Fixed for next build, and increased the number of charges to 5 to partially compensate.

Warlock (Forums)
With my guardian demons, I have been noticing that they have a tendency to stand around and not attack on fights where the boss either changes forms, or in council fights. Is this part of the pet AI overhaul coming, or are they just being stubborn?

If it is the later, is there a chance that we could get that by applying/reapply a curse to a target causes them to favor that target above doing nothing?

So to be clear, you are attacking the new target and the guardian is slow to respond? Or that it isn't smart enough to know the new target?

Warrior (Forums)
I'm a little confused as to how Bloodbath is supposed to work. The tooltip leads me to think that I pop bloodbath, and 30% of the damage I did at the very beginning of bloodbath is distributed as a bleed over 6 seconds. After 6 seconds, the next attack triggers another set of bleeds based on 30% of that attack.
Bloodbath is just "your attacks do +30% more damage" in the form of bleeds. It has always seemed a little more confusing than intended though so maybe there is something else going on.

Blue Posts
Originally Posted by Blizzard Entertainment
Challenge Mode Feedback
Thanks for the feedback. Just to be clear, the gear "upscaling" is a beta-only feature, just to level the playing field since most players in beta will not legitimately have item level 463 gear. On the live servers, your gear will only scale down, not up.

Regarding the use of "cheesy" tactics while running challenge modes, we're looking into ways of limiting some of the most offensive ones while still allowing for planning a tactical route through the dungeon to be a major part of the gameplay. Dodging patrols, using tools like Shroud of Concealment to skip some avoidable enemies? Cool. Training through the entire Armory wing of Scarlet Halls and Mass Resurrecting on the other side? Not so cool.

As for rewards, the intent is for prestige to be the prize. When you are soaring around town on your Pandaren Phoenix, or showing off as your character becomes engulfed in flames when you /roar, everyone who sees will know that you earned those rewards through expert play, because you cannot outgear challenge modes, only outskill them. (Blue Tracker / Official Forums)

Challenge Mode Gear Scaling
The upward scaling is a convenience measure solely enabled during beta testing, so that all interested players with level 90 beta characters can participate.

In the live game, any items that are over item level 463 will be scaled down to 463. Items that are lower than item level 463 will be unchanged.

The system that will be used for challenge modes upon release actually preserves your hit and expertise bonuses, compensating by deducting extra rating from your other secondary stats (crit, haste, mastery, Spirit) in proportion to how much of each you had to begin with.

This sounds complicated, but it should be relatively seamless and handled behind the scenes, with the intent being to minimize the need to reforge/regem for challenge modes.

To use some decidedly fake numbers, let's say I have an average ilvl of 500 and I have the following stats:

Outdoors (Item Level 500)

3400 Hit Rating (+10%)
3400 Expertise (+10%)
6000 Crit (+10%)
0 Mastery (+0%)
8500 Haste (+20%)

When I enter a challenge dungeon, my ilvl scales down to 463, reducing my stats by roughly 30% (rounding for the sake of simplicity). However, the system keeps my Hit and Expertise values unchanged, overcompensating by reducing the other ratings more heavily.

So my challenge mode stats would be:

In Challenge Mode (Item Level 463)
3400 Hit Rating (+10%)
3400 Expertise (+10%)
3356 Crit (+5.6%)
0 Mastery (+0%)
4754 Haste (+11.2%)

(Now yes, if your normal gearset is designed to hit-cap you against raid bosses, you'll effectively be slightly over the hit cap against dungeon targets, so people looking to min/max completely may still have some tinkering to do, but unless you're aiming to beat the realm-best time, the cost of being a couple percent over the hit cap is going to pale in comparison to the benefit of precise and coordinated play.)

Tl;dr version: If you are hit-capped before you enter a challenge mode, you'll still be hit-capped inside. It's magic. (Blue Tracker / Official Forums)

Content Consumption and Difficulty
Tell me. Compared to now, will the raid content be harder or easier?
The 4.3 heroic dungeons and Dragon Soul when the patch was released are a good measure to get an impression on how the content will look difficulty wise.

and over 3 years more than 75% of the EU playerbase have left the EU servers..
And 97% of the Internet knows that 99% of statistics are made up on the spot!

Is any chances to see Raids that would bring back people to raid them? And I simply put off LFR.
LFR is not going away, if that's what you're asking for, it's actually useful for players that can't be part of a raiding guild (or don't want, for whatever reason) to experience the content.

And new raid content will be appealing to raiders, surely. Will it be appealing to your friends/guildmates? Well, that's really up to them. There's a number of (personal) factors that no amount of raid content will change.

If the nerfs are "so that everyone gets to experience the instance", wasn't LFR for those purposes and normal mode?
Not really. Nerfing content doesn't help the same spectrum of players. Players that are struggling on, let's say, Heroic Hagara, will eventually give up if they can't progress further. The only question in that case is, how long before they stop? Might be a month, or six, but if they can't progress, they'll stop. That's the crowd that those nerfs are aimed at.

Moving forward, the dev team is thinking about using a similar system as the one currently in place for Dragon Soul. A single debuff on monsters for a raid tier that's been out for several months.

Take it as you like, I'm not attacking you, just strongly expressing my personal experiences versus my worries in the chosen path. I would like to enjoy the game I like. I really would, but you're making it hard for me. Currently the only thing keeping me here are the social bonds, but guess what, they feel the same and are leaving one by one too, effectively eliminating my need to log.
I'm not taking it as an attack, no worries. I understand you're trying to express yourself. Honestly, I'm unsure what's the message you're trying to give, though. You become bored of the content because it's not hard enough for you? (seeing that you've progressed nicely on Heroic DS). If that's the case, I can tell you that the devs are hard at work to roll patches faster than we've done in the past.

I also have the feeling (though I'm probably wrong) that some players are underestimating the true value of challenge modes (not necessarily your case). In those modes you're fighting against the clock, so that will always be challenging (you can always try to do it faster).

But the issue is not exactly the lack of content, but the increasingly lower difficulty of it.
Ever since WotLK raids get nerfed to the ground so that a very large part of the raiders, skilled or not so, can kill the what should be hardest boss of an expansion. wowprogress.com reports that as of today over 10% of all raid guilds have downed heroic Madness.

I'm pretty sure at least several hardcore guilds kinda agreed that Sinestra was as difficulty as HC LK, and Ragnaros was harder, so I wouldn't call that an "increasingly lower difficulty".

You mention 10% of all raid guilds have downed Heroic Madness. There's no reasonable argument to call that a "very large" number.

So the developers want the game really to become a "wait and you will breath on the heroic boss and he'll be dead" kind of game.
If that's how you want to play the game, sure. If it's not, but someone else wants to, how does it affect you? How exactly does what others do in this game impact you?

LFR should be, the place for the easy kills, and it is. Normal should be place for the top 90%+ of the community, and it is. Hardmode should be the place for the top 10%, which isn't anymore so and gets so less and less.
So, basically, you're saying that rather than providing an ongoing challenge that you can slowly overcome (or rapidly, depending on your skill), the devs should rather focus on preventing 90% of the players from seeing a difficulty mode. That's one of the best ways I can think of to frustrate a lot of people.

So in the end, making the game to easy, will achieve the oposite; less people will see the content, becuase there will simply be less people playing the game.
This is an argument I've seen thrown around plenty of times. Yet, Wrath of the Lich King, which seems to be considered by many hardcore players as the easiest expansion ever, had some of the highest participation rates in dungeons and raids we've ever seen. And, ironically enough, also had some of the hardest encounters to date (I remember the threads and headaches that some hardcore guilds were having at the time with Lich King and Putricide Heroic, as well as Yogg-Saron +0, Sarth 3D, just to name a few).

Then explain to me why LFR drops epics, when it is for players "to experience the content", specificly better than Firelands-epics as well as the first raids in MoP (yes, that has been datamined).
LFR was meant for players that can't participate in raiding guilds either because they don't have the chunks of time required for that, or don't enjoy (for whatever reason) being part of those guilds. Let's not mix that with "experiencing the content". Experiencing the content doesn't mean getting a tourist visit around the place.

I was happy when Blizzard announced LFR, because people finally could be able to experience the content without getting loot they clearly don't deserve. However, as it is now, they DO get loot they don't deserve.
If they can clear LFR they do. They're already getting lower ilvl gear compared to normal and Heroic.

You can also ask yourself how long the game will remain interesting when you can do everything with your eyes closed.
Feel free to go and show us how you and your guildmates kill Spine Heroic with your eyes closed, please

You wouldn't be able to. Even if the content is easy for you at a given point, it was challenging before, and it's just natural that it becomes even easier over time once you've mastered it. But there are players that are still progressing through Dragon Soul and, believe it or not, are actually being challenged by the content in its current form.

1. Why are you replacing content instead of adding content?
2. Why do you believe 3 difficulties of a same raid (a final one at that!) provide people with ample opportunities? I am a casual 6/8 heroic raider and, sorry, I srsly cba to enter DS again unless someone puts a gun to my head
in before: "Go heroic". For those ... oh .. two extra abilities in the same fight? sorry, that's not right.
in before: "but, but, but try Spine hc!" sorry, I would be ashamed to have spine heroic achieve when someone cares to check what date I did it and sees the resounding 25% nerf. I'd rather feel good about 5/8 hc at 0% debuff. and 6/8 hc at 5% debuff.
3. Why are you nerfing heroic content thereby stripping it of any and all sense of achievement?
4. how do you believe leaving people to dwell on the final fight with DW's fingernails for entire 6 months is right or even remotely fair?

1. No content is being replaced. Giving players a mean to gear up through alternate means to get up to speed is something we've been doing since the TBC days. If you want to go and finish Firelands, you can go and do it (and completing Glory of the Firelands Raider is no easy task, even if it doesn't require you to kill Heroic Ragnaros).
2. You mention you would be "ashamed" if someone sees you killed Spine Heroic at the 25% nerf. First, why do you care what some random person on the internet thinks about you? I'd rather put at the front my own enjoyment. And if, for one reason or another, I can't kill Spine before the 25% debuff, well, big deal (as long as I'm having fun).
3. I've explained that here.
4. Actually, the developers agree that Spine is harder than Madness in most aspects. In theory, the concept of the encounter was great, but in practice it's kind of just a tentacle fight. They're trying to deliver an awesome encounter with the Sha of Fear at the Terrace of Endless Spring.

As for the time itself, it's not different than how long other end-of-expansion bosses have been available for.

Again, dishing indirectly on disabled people isn't cool. And if you want to make such statements (yes, I'm annoyed) then feel free to first youtube/google and see there's actually quite a few doing this. And no, we're not special little snowflakes...
I'm not dishing on disabled people (that'd be quite inappropriate), and I believe you're reading too much into the piece you've quoted. If you've felt offended, my sincere apologies. At no point I've meant to be offensive to anyone.

Have some faith in the playerbase instead of just brushing us off as violent trolls who don't come here to make change.
I don't need to have faith in the playerbase because they've shown me time and time again that they can do amazing things. And if I had the feeling the people posting here are violent trolls I wouldn't bother posting. I can assure you that.

8 months is not how long content lasts. Content lasts approximately 5 months, i assure you. Noone wants to play in the same 8 boss nerfed raid instance for more than 5 months, And since you don't expect us to run through BWD or BOT anymore, the content lasts even less. Nobody goes BWD or BOT to gear up anymore. Barely anyone goes FL to gear up anymore. The way you are designing content to last is atrocious!

You may say that we are still having a challenge to defeat all the bosses in the DS on HC, Well newsflash for you blizzard, not every guild is interested in pushing every single heroic boss. Alot of players just want to experience the content on a normal difficulty.

But the fact is that there's content to be run if you've not killed Madness Heroic. If you're voluntarily stopping because of whatever reason, there isn't much I can do to help fight that feeling. As I've said, the dev team is hard at work trying to put out patches faster, but that doesn't fix current issues. It's a situation that's always happened at the end of expansions so far.

I know many of you want purple ribbons for 16th place, but that is not how it works. This game is about progression and epeen, not pet battles and LFR
It is for you, sure. You can't pretend it is the same for other players. There'll surely be players that will get immense fun of pet battles, and there are players out there enjoying the LFR system.

Why should players who just do LFR have better gear than those that cleared 7/7 normal Firelands
Why not? At some point you just need to move on. By that reasoning, we could go extreme and ask, well, why should players who just buy a new expansion have better gear than those that completed Thunderfury in Molten Core 7 years ago?

I'd like to ask, aren't normal modes (yes I'm leaving LFR out of this) supposed to be there to experience the content? Aren't they aimed at those raids who don't have the means to do heroics?
Does every raid that can down a few heroic bosses have to reach and kill Madness heroic?
Doesn't the content nerf itself slightly already due to the increasing average ilvl of a raid every week?
Why, in the first place, did you implement the nerfs that early if there hasn't been any content for months, and won't be until MoP?
if you'd like to achieve that as many raids as possible get to see the endgame content, why isn't there more incentive to do lower tiers? While outdated, they're still part of the endgame and harder than LFR, so shouldn't they be more rewarding than LFR and just farming VP/JP?

There's something about "experiencing the content" that doesn't feel right. The idea behind the different difficulties is not to let people that want a challenge to go straight to Heroic and have everyone else chilling in Normal (or LFR). The reason there's normal and Heroic is as simple as the fact the playerbase skills are hugely different between the most hardcore players and new fresh raiders. By having normal and Heroic you can progress through the raid tier until you get to that point where you actually start struggling. For you that might be Heroic Blackhorn, for another player, it might be normal Spine.

As for the other points, if players want to experience lower tiers, they can do at any point.

That then what should be the very hardest boss of the expasion, Heroic Madness, is killed by 10%+ of all guilds, is just to much. It should be 5%, or even less. Just like Naxx was back in Vanilla, and HC Lich King during WotLK. Don't forget, the whole deal with the end boss on hardmode is that beyond that you can not progress, and not being able to progress for many months makes the game a bore
So, 5% of the players (in your opinion) should be able to kill the last end boss on Heroic, yet, at the same time, you also say that not being able to progress for many months make the game boring. Do you realize that that's basically what would happen to that 95% of players when, eventually, get to the end boss?

HC LK was one of if not the hardest bosses out there. Only a few people downed him without the debuff. So basicly the whole dungeon was balanced around the fact that that debuff was there....
Not at all. And in fact, HC LK was defeated without the debuff not much longer after the initial kill. If memory serves me right, by Ensidia.

If I don't get any response (which is fine), I suppose this still can be used as some sort of feedback and reflection on my part on Cataclysm
There's too much too answer there (and some things I can't answer) but it's a very useful post, thanks for putting the time into writing it.

Yes, sadly this thread was turned in to a Q&A session and people were venting out their frustration on Draztal.
I'm more than happy to provide answers where I can. Some things can only be answered by the devs though, but we also take care of getting those questions their way so we can get the answers you asked for (even if at times they're not what you'd like to read).

The artificial 3 tiered approach to raiding was already made to let everyone have a go at their respective tier (and to cut production costs of having to cater for 3 different dungeons for the same purpose). Why blend it further and force the way of thinking in that many more should do HC? What is the reasoning behind this?
As I said before, people stop playing when they can't progress, with the exception of the truly hardcore and dedicated raiders, that will keep pushing until the brick wall has been destroyed. So, the best guilds out there will get first to the end and finish it, but a progressive debuff system also allows everyone a chance at getting through the content at the pace they can (putting a side example, if someone likes football, would that person enjoy it if he were allowed to play only at the same level of performance that Rooney, Ronaldo, Messi, etc do?, probably not, however he'd surely have plenty of fun playing with his local team, or just with his friends, this is kind of the same, not everyone can perform at the absolute maximum level).

Keep in mind that there're plenty of players that love raiding and start on normal hoping to eventually get to Heroic and keep progressing. Since we've already said that these players will stop playing when they get stuck, the developers don't feel it's right to tell them that they should just be happy to have made it that far and stay in the LFR, or normal just because they get to see the content.

We've got from world first guilds that can pull amazing strategies to players that don't have the time for more than LFR with everyone else in between them. That people needs something to keep them willing to progress.

This is also the case for me, I don't like it when my hard work gets nullified because some random gets the same rewards for doing nerfed content because he waited for a few months to get a higher debuff.
Someone else getting the same piece of gear you have hardly nullifies your work. It really makes as much sense as feeling offended because other players are getting to level 85 after you did, and with heirlooms, and with guildies helping that person reach level 85 (see where I'm going?).

The important question (at least in my opinion) should be, did you have fun working to get that piece of gear? If that's a yes, it'd expect then that the experience getting there was worth it (Blue Tracker / Official Forums)

I am Afraid
I just leveled this toon and i just found out that stance dancing is completely removed from the game and so is rend. No stance dancing = no warrior. I am not sure what to think of the class atm. I am not even sure if I will continue to put effort in this char now that MoP is soon to be released.
/cast Fear Ward
No no no… no need to be afraid my fellow Orcish friend, Berserker Rage isn't being removed in MoP!

On a more serious note, I do understand where you're coming from. I've been playing since vanilla and in my opinion it's normal to get attached to the mechanics that you've been using for so many years.
The thing is, that mix of nostalgia and being accustomed to certain mechanics makes it very hard for us to think in a completely fresh and unbiased way like a good game designer has to.

Stances aren't going away; they're just being converted to a kind of DK "presence" design, which is, in my opinion, a better design.
Don't get me wrong, I love playing warrior, it's one of my favourite classes, but having to stance dance to use certain abilities always felt a bit clunky and awkward to me, sure you can get used to it, you can even master it and enjoy having to use additional actions to activate all the different abilities, but let’s be honest here, that’s mostly a matter of having a ton of good macros that one can even just google up and copy paste, that’s not really skill now is it?

Basically that just makes it harder for a new player to master a warrior because he will have to understand macros or at the very least become aware of the need to grab them on the internet and use them.

Shield Wall, Recklessness, Retaliation, Pummel, Spell reflect, Charge, all of these used to be restricted to a certain stance in the past. Now some of them have no stance restrictions at all and others have them more relaxed.
So, even on live, stance dancing isn’t what it used to be, to me it feels like it has been slowly phased out, so now we can actually do a major overhaul on it with MoP and players won’t have to feel that an extreme change of play style has been forced upon them.

Now my argument is that this "clunkiness" might make experienced warriors feel like it's a good feature, something that requires skill and that distinguishes bad players from good ones, but that's just a twisted perception in my opinion. It's a case of an old design that remained in the game for far longer than it probably should have, making the balance in terms of abilities, skill and the required learning curve to play each class extremely hard to tune and balance over time.

As I said, this is my personal opinion, I could play it safe and give you a very politically correct answer that wouldn't cause any stir, but I think you all understand that on top of working for Blizzard, we're also players, like you, we also feel passion for our games and we all have our own different views and criticisms, so please take this with a grain of salt, everyone is entitled to their own views and we in community love when you share your own constructive ideas with us, if for example, most players feel that this change is a bad decision on our part we will make sure to pass that information along to the developers (we already have! But we can always emphasize its importance), which I'm sure will look at it very seriously.

Dynamic mmorpg's like WoW, that get new content over time are in a constant state of tuning, and there's always going to be situations like this happening from time to time, it's kind of unavoidable, it means the game is evolving, in the end I think that even players that complain a lot about having constant changes to the game probably end up enjoying the fact that the game isn't static, they just don't realize it because they haven't felt the boredom of a static game since WoW has never been that way.

Also, please note that MoP is still in beta, anything can still be changed, don’t take whatever was discussed here as a sign of a permanent change. (Blue Tracker / Official Forums)

Please Bring Back Attunements
The only thing we don't have is Pet battles ... and wow is boring as hell for last 4-5 months. You think Pet battles will bring that FUN you are talking about?
Scenarios and Challenge modes are brand new as well. And LFR will be available on every raid at the release of Mists of Pandaria. So it's not exactly the same scene we have currently.

No sorry, playing your class well can be easily outlined
  • timings
  • group awareness
  • boss awareness
  • using all your tools
  • positioning
  • maximising your roles...role!

Any other 'interpretation' is a lazy one, as missing any of those out is not playing your class well. You bring up PVP, this is where it shines the most, someone isn't aware of abilities? They stick at 1500, they learn or they stay they, they do not get boosted to the same level of gladiators simply because they pay a sub.

That's your perception. A PVP player doesn't care about either boss awareness or positioning (not in the same way a PVE player does, at least); and how well you execute your rotation is probably secondary to them as compared to being able to adapt quickly to what your opponent is doing.

How exactly are Dailies and multiple versions of the exact same Instance not repetitive?
If you do just one of those, sure, it'll get repetitive eventually. But if you consider every option, I'd argue there's much more room before you feel you're being repetitive in what you do in-game.

If blizzard brings back attunements for normal/heroic mode will be fun again i want attunement back again really was fun!
I doubt it was very fun for the players that were being told "no, sorry, you need to get these attunements to join our guild" and was being rejected when he said "but no one is running these right now because it's not current content anymore".

Was it fun when it was current content? For some. For some others it was just another unnecesary wall preventing them from getting to the content they really wanted to do (raiding). (Blue Tracker / Official Forums)

Raid Testing Schedule - July 6
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Friday, July 6, we'll be testing two encounters.

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

Lei Shi (Terrace of Endless Spring) - 10 Player Normal
10:30 PDT (13:30 EDT, 19:30 CEST)

Sha of Fear (Terrace of Endless Spring) - 10 Player Normal
16:00 PDT (19:00 EDT, 01:00 CEST)

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

The intent is always to make every encounter available on every server. Sometimes there are technical or logistical issues that make it impossible to test a specific encounter on a specific server. In prior days, a couple of encounters were not accessible on Mekkatorque, for example. We want to get as many people into the zone to test as possible, but it's not always possible to fix problems as they develop.

All I can say is that we'll do our best, but the beta test availability disclaimers that accompany each schedule posting are there for a reason.

Pearl of Pandaria
New York Times best-selling author, Micky Neilson answered a few questions over on WoWInsider, as well as showing off some new art from the upcoming Pearl of Pandaria comic!


by Published on 2012-07-05 07:00 AM

Monk 1.0.3 Video Guide, Vision Quest Witch Doctor Build, Scoundrel DPS Calculator, and 446% MF Build

Heart of Fear: Imperial Vizier Zor'lok
Tonight we have a preview of the Imperial Vizier Zor'lok encounter in Heart of Fear. If you look at the abilities that have tooltips in the Encounter Journal below, you can see the damage amounts in the different difficulties.


Originally Posted by MMO-Champion
Heart of Fear
The Sha of Fear has corrupted the grand empress of the mantid. Her increasingly erratic and paranoid commands have driven the Klaxxi--the keepers of mantid culture--to take aggressive action. Because they are few in number, the Klaxxi are reluctantly willing to accept outside help in destroying the empress and purging their race of the sha's negative influence.

Imperial Vizier Zor'lok
  • Overzealous - Defeat Imperial Vizier Zor'lok while every member of the raid is afflicted with the Zealous Parasite debuff.
  • Heroic: Imperial Vizier Zor'lok - Defeat Imperial Vizier Zor'lok in Heart of Fear on Heroic difficulty.

Imperial Vizier Zor'lok
  • Inhale - Imperial Vizier Zor'lok takes a large breath to fill his lungs. Inhale increases the damage of Exhale by 100% for each stack present and lasts until Exhale triggers with 3 or more stacks.
  • Exhale - Imperial Vizier Zor'lok selects a random player and screams at them, inflicting Physical damage and stunning them for 6 sec. The first player between Imperial Vizier Zor'lok and the initial target suffers additional Physical damage every 0.5 seconds.
  • Exhale - Imperial Vizier Zor'lok selects a random player and screams at them, inflicting Physical damage for 6 sec. The first player between Imperial Vizier Zor'lok and the initial target suffers additional Physical damage every 0.5 seconds.
  • Stage One: Her Gifts are Many - Imperial Vizier Zor'lok flies to a random platform in the room, then attacks the players from there. When Zor'lok loses 20% of his total health, he changes positions to a different platform. Imperial Vizier Zor'lok gains one ability while at each platform, but loses that ability when he moves to a different platform.
    • Pheromones of Zeal - The lower section of Imperial Vizier Zor'lok's chamber fills with toxic Pheromones of Zeal. Players in the area suffer 28,500 damage per second and are silenced for as long as they are in the area of effect.
    • Attenuation - Imperial Vizier Zor'lok emits a dizzying series of sonic rings that travel outward from him in a spiraling pattern. Sonic rings inflict 80,000 Physical damage to all targets in their path. In 10 player Heroic Difficulty, Attenuation also sends out Sonic Pulses. Sonic Pulses inflict 150,000 Physical damage to all targets in their path. In 25 player Heroic Difficulty, Attenuation also sends out Sonic Pulses. Sonic Pulses inflict 150,000 Physical damage to all targets in their path.
    • Force and Verve - Imperial Vizier Zor'lok shouts with pure volume to inflict 45,000 physical damage to all players every 1.5 seconds for 10 sec.
      Players standing in Noise Cancelling zones suffer 40% less damage from this ability.
      • Noise Cancelling - Before Imperial Vizier Zor'lok begins channeling Force and Verve, he summons Noise Cancelling zones nearby. Standing in these zones reduces the damage of Force and Verve by 40%. In 10 player Difficulty, only four players can benefit from each Noise Cancelling zone at a time. In 25 player Difficulty, only nine players can benefit from each Noise Cancelling zone at a time. In 10 player Heroic Difficulty, only three players can benefit from each Noise Cancelling zone at a time. In 25 player Heroic Difficulty, only four players can benefit from each Noise Cancelling zone at a time.
    • Convert - Imperial Vizier Zor'lok uses the pure voice of the Empress to sway the allegiance of one player, causing them to fight for the Mantid Empire. Convert lasts until the victim reaches 50% health, but the effect may end whenever the victim suffers spell damage. The chance to break increases as the victim reaches 50% remaining health.
  • Stage Two: We Will Not Disappoint Her - When Imperial Vizier Zor'lok reaches 40% remaining health, he flies to the center of the chamber and inhales the Pheromones of Zeal. Imperial Vizier Zor'lok now uses all of his abilities from Stage One.
    • Inhale Pheromones - Imperial Vizier Zor'lok inhales all of the Pheromones in the chamber, increasing his damage by 10% and haste by 20%.
  • Song of the Empress - Whenever Imperial Vizier Zor'lok finishes a transition he will raise his voice in praise to the empress. Failing to engage Imperial Vizier Zor'lok in melee combat will result in him inflicting Physical damage to all players in the zone until they die. Engaging Imperial Vizier Zor'lok in melee combat will end this effect.
  • Echoes of Power - In Heroic difficulty, Imperial Vizier Zor'lok will leave copies of himself behind at the first two platforms he visits. During stage two of the encounter he will randomly summon Echoes of Power to aid him in battle.
    Echoes of Power inherit one of Imperial Vizier Zor'lok's abilities and will conintue to use that power until they are defeated.
    • Echo of Attenuation - Echo of Attenuation will use Zor'lok's Attenuation ability as well as fight players in melee combat.
    • Echo of Force and Verve - Echo of Attenuation will use Zor'lok's Force and Verve ability as well as fight players in melee combat.
    • Song of the Empress - Any echoes that Imperial Vizier Zor'lok has summoned will use the Song of the Empress any time they are not actively using one of their abilities and they are not engaged in melee combat. As with Imperial Vizier Zor'lok engaging the echoes in melee combat will end this effect.



Vale of Eternal Blossoms Faction City NPCs
Your faction's city in Vale of Eternal Blossoms doesn't have everything a normal city does, but it has most. Some of the missing NPCs can be found out in Pandaria, but others will require you to return to your home city. Here is what is are missing:

  • Profession Trainers: These are scatted across all of Pandaria, the guards can direct you to them.
  • Conquest Quartermaster: Serpent's Spine in Townlong Steppes.
  • Honor Quartermaster: Serpent's Spine in Townlong Steppes.
  • Justice Quartermaster: Niuzao Temple in Townlong Steppes.
  • Valor Quartermaster: Niuzao Temple in Townlong Steppes.
  • Battlemasters: None, you must return to your home city.
  • Class Trainers: None, you must return to your home city.
  • Transmogrification: None, you must return to your home city.
  • Void Storage: None, you must return to your home city.



Blue Posts
Originally Posted by Blizzard Entertainment
Please Bring Back Attunements
Not just TBC attunements, but also the ones you needed for onyxia, molten core and blackwing lair. Especially onyxia one was really fun to do.
Although we might look at them with rose-tinted glasses these days, some players back in the days complained that these attunements were too long. Guilds would also complain, eventually, as they had to pick up new recruits and basically run them through "old content" in order to get them up to speed (memory might be playing tricks on me, but I remember this happening when Tier 6 was live).

For those that miss them for the lore they brought, be sure to check the Lorewalker faction in Mists of Pandaria!

When you actually see people even more casuals (and by all mean I am a 3 hours/day kind of player, not even close to hardcore) complain about how the game has nothing in it anymore to do, which -before you counter with "end expansion time" arguement- happens EVERY tier now, then there is something seriously going wrong.
The end expansion time argument, like it or not, it's one that can't be just put aside. It happened with Wrath of the Lich King, TBC and Vanilla. We've seen this in the past, in the exact same shape as now.

Attunements, while might not be the only answer to this, WILL give the whiners something to do.
The devs would rather give something fun to do to the players than something that might be repetitive, not as attractive, or even problematic in the long run (as it happened with attunements in the old days).

That's something that Mists of Pandaria will try to improve through various means both when players get to the cap level and on their way there:

  • Pet battles
  • Daily quests (there's roughly, around 300 daily quests in Mists of Pandaria. Although these are randomized, you'd have around 48 quests available on any given day, and you can do as many of them as you wish).
  • Scenarios
  • Normal/Heroic dungeons
  • Challenge modes (which might be especially appealing to the more hardcore crowd)
  • LFR & 10/25 man normal/Heroic raids.

They just don't want to put the slightest effort to learn, so asking them for the slightest effort in doing few quests or group quests or dungeon quests or raid quests which was actually amazing way to tell the lore of the game also feels like a great effort for said people, which isn't.
For some players it might've been an amazing way to tell the lore (for me it certainly was); but for some others it was just getting in their way, preventing them from entering into raids. It's not as simple as arguing that those players didn't want to put the effort. In some cases, that content was just not attractive to them, in the same way than for a more PVP-minded player, PVE content is not as appealing as playing, for instante, a Ratted Battleground if given the choice.

Sure, the old attunements were bad, are you claiming it is only possible to do long boring ones? They can be updated for 2012 without being the same as vanilla TBC, attunements should introduce players to playing their class well to progress this journey of character progression is much more engaging and enjoyable than the current 'see the content' journey.
There're almost infinite perceptions of what's considered "playing a class well". What might be acceptable for you as an individual, might not be even close to what should be acceptable for another player, or might be even way too much for a completely different player.

If you ask what's playing a class well to a hardcore PVP player, a Hardcore raider, a casual PVP player, a casual raider... you'll get different answers from all of them. (Official Forums)

WoW Summer Challenge: Ulduar
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Every week this summer, we’re challenging you to get together with a few friends to explore a part of Azeroth that you may not have seen in a while, or perform a feat that you may have never done. They're World of Warcraft Summer Challenges, and we’re going to be playing along with you as we hunt down rare achievements, get screenshots of amazing bosses, and try to find some awesome gear for our transmogrification sets.

This week’s challenge is: Ulduar.

Since discovering Ulduar in the Storm Peaks, adventurers have journeyed to the titan city to learn more about its mysterious past. Further exploration has revealed that the magnificent complex is above all a prison, intended to permanently confine the Old God of death, Yogg-Saron. This ancient horror has corrupted its guards, and now it is breaking through the last of its restraints.

Near the top of the continent Northrend, Ulduar is home to a whopping 14 raid bosses. This week, we're getting together with friends who haven't gone toe-to-to with Yogg-Saron in a while, or never experienced Mimiron on Hard mode, or just need a couple more fragments to construct Val'anyr, Hammer of Ancient Kings, and heading to Storm Peaks. We're going to work our way through the dungeon on 25-player difficulty, so we want a solid raid of players by your side.

Recommended guides:

Desirable gear

Faced with the peril of Yogg-Saron's imminent freedom, a band of mortals has made preparations for a sweeping assault on the city. Overcoming the legions of iron minions and towering defenses at the city's entrance will take tremendous strength, but even that great victory may not be enough to overcome the madness that dwells below.

Please join us in this discussion thread, where we’re talking about this week’s challenge, and looking forward to your stories about how it went for you this week, your screenshots, and your suggestions for other fun reasons to take on this challenge.

Comics - Dark Legacy Comics #345
Dark Legacy Comics tells us how everyone feels about the Midsummer Fire Festival.


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