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by Published on 2012-07-18 06:14 AM

Arcane Cannon Wizard Build, Blizzard Games at gamescom, Diablo III Fan Music, Diablo III Comic, Poll - How Many Hours Have You Played D3

Terrace of Endless Spring: Sha of Fear
The Sha of Fear is the final boss in Terrace of Endless Spring, which 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
  • Cutting Edge: Sha of Fear - Defeat the Sha of Fear in Terrace of Endless Spring on Heroic difficulty, with the Ritual of Purification inactive or disabled.
  • Heroic: Sha of Fear - Defeat the Sha of Fear in Terrace of Endless Spring on Heroic difficulty. Reward: the Fearless
  • The Mind-Killer - Defeat the Sha of Fear in Terrace of Endless Spring on Normal or Heroic difficulty without any raid members being feared by Dread Spray or Breath of Fear.

Sha of Fear
  • The Terrace of Endless Spring - The Sha of Fear looms atop the Terrace, attempting to consume the pure light emanating from its center.
    • Pure Light - A narrow column of uncorrupted light still projects skyward from the center of the terrace. When a player stands in this light it bends, forming a protective wall that extends back from this Champion of the Light in a 'V' shape. This attracts the attention of the Sha of Fear, who fixates on the Champion.
      • Wall of Light - The Champion and other players standing within the wall of light take 10% reduced damage from all sources. The wall also deflects the Sha's Breath of Fear attack.
    • Breath of Fear - The Sha of Fear unleashes a horrible breath attack, inflicting 255,000 Shadow damage to all enemies over 1.5 sec. Afflicted enemies are also feared for 5 sec. Players standing behind the Wall of Light are unaffected.
    • Eerie Skull - The Sha throws a skull at a player's location, inflicting 40,000 Shadow damage to enemies within 0 yards of the impact point.
    • Ominous Cackle - The Sha cackles ominously and transports a group of players to one of the outer shrines to battle a former guardian of the terrace.
    • Terror Spawn - The Sha periodically summons a pair of Terror Spawns to attack players. A bulwark of dark energy protecting each Terror Spawn deflects spells and attacks that strike the front of the creature.
      • Penetrating Bolt - The Terror Spawn hurls a bolt of Sha energy at a player's location, inflicting 60,000 Shadow damage to enemies within 0 yards of the impact point. Affected enemies take 25% increased Shadow damage for 15 sec.
    • Reaching Attack - The Sha strikes at a distant target, inflicting 100% of weapon damage as Shadow and increasing Shadow damage taken by 20% for 12 sec. The Sha uses this ability when no targets are in melee range.
    • Lei's Hope - The light in the terrace seems to glow more brightly after players force the Sha to retreat to the Dread Expanse. Attack and casting speeds are increased by 20% within the Terrace of Endless Spring on subsequent attempts.
  • The Outer Shrines - The group of players transported by Ominous Cackle must defeat one of three Sha possessed crossbowmen. The former terrace guardians Yang Guoshi, Cheng Kang, and Jinlun Kun attack the players.
    • Shoot - The caster shoots at the target, inflicting 75% weapon damage as Physical.
    • Dread Spray - The caster rapidly fires sprays of Dread Bolts in specific directions for 8 sec. The caster gains immunity to taunt for the duration. Each spray of Dread Bolts fires in a cone in front of the caster, inflicting 75% of weapon damage as Shadow and afflicting the target for 8 sec. At 2 stacks, the Dread Spray fears the target for 2.5 sec.
    • Death Blossom - The caster spins in a circle, unleashing a hail of bolts in all directions for 6 sec. Each bolt that strikes an enemy inflicts 25,000 Physical damage.
    • Sha Globe - Globes of Sha energy are knocked out of the possessed crossbowman as he loses health. Touching a globe will consume it, inflicting 10,000 Shadow damage but refilling the player's primary resource. If not consumed within 8 sec the globe will return to the bowman, healing him for 8% of his maximum health.
    • Fearless - Defeating any of the possessed crossbowmen allows the group to return to the central terrace and grants them 60% increased damage and healing, 60% increased movement speed, and immunity to Fear effects for 30 sec.
  • The Dread Expanse - On heroic difficulty the Sha of Fear retreats to the Dread Expanse at low remaining health, dragging players along with him. This watery wasteland is a place of the Sha's making where he has access to a new set of abilities.
    • Fading Light - The last glimmers of light from the terrace heal players as they are extinguished, restoring 90% health and mana over 6 sec. In addition, all player cooldowns are reset.
    • Pure Light - The uncorrupted light from the terrace binds itself to the current champion and takes on a new form. It grows stronger, granting the champion immunity to fear and horror effects and reduces their damage taken by 25%.
      • Transfer Light - The champion can use this ability to move the Pure Light to a targeted friendly player.
    • Implacable Strike - The Sha unleashes an Implacable Strike in the direction of his current target that inflicts 700,000 damage to enemies up to 0 yards away.
      • Naked and Afraid - The Sha strips the gear from his current target before performing Implacable Strike, reducing the target's armor and chance to dodge by 100% for 40 sec.
    • Waterspout - The Sha agitates the water under several players, creating a series of waterspouts. Each waterspout takes 1.5 sec. to form and explode, inflicting 125,000 Frost damage to enemies within 2 yds.
    • Huddle in Terror - The Sha terrifies several players, causing them to cower in fear and inflicting 80,000 Shadow damage every 1 sec. for 15 sec.
    • Submerge - The Sha disappears below the surface of the Dread Expanse for a short time, then emerges under a random player and inflicts 600,000 Frost damage to enemies within 10 yds. The Sha summons a Dread Spawn at his location every time he submerges.
    • Dread Spawn - This creature fixates on the current champion of the light. If a new player becomes the champion the Dread Spawn changes targets.
      • Sha Spine - The Dread Spawn emits Sha Spines. Each spine inflicts 97,500 Shadow damage to a random player.
      • Eternal Darkness - The Dread Spawn kills his current target when he reaches melee range.
      • Gathering Speed - The Dread Spawn periodically gains 100% movement speed. This effect can stack up to 3 times, but is reset when a new Champion of the Light is chosen.



Sha of Fear Loot
Keep in mind that this loot table may not be complete or final.

Level Type Slot Name
496JunkHelm of the Shadowy Vanquisher
496JunkHelm of the Shadowy Conqueror
496JunkHelm of the Shadowy Protector
509JunkHelm of the Shadowy Vanquisher
509JunkHelm of the Shadowy Conqueror
509JunkHelm of the Shadowy Protector
483JunkHelm of the Shadowy Vanquisher
483JunkHelm of the Shadowy Conqueror
483JunkHelm of the Shadowy Protector
496MiscellaneousSpell DPSTrinketEssence of Terror
483MiscellaneousSpell DPSTrinketEssence of Terror
509MiscellaneousSpell DPSTrinketEssence of Terror
496ClothSpell DPSLegsDreadwoven Leggings of Failure
483ClothSpell DPSLegsDreadwoven Leggings of Failure
509ClothSpell DPSLegsDreadwoven Leggings of Failure
496Two-handed AxeMeleeTwo HandShin'ka, Execution of Dominion
483Two-handed AxeMeleeTwo HandShin'ka, Execution of Dominion
509Two-handed AxeMeleeTwo HandShin'ka, Execution of Dominion
496One-handed SwordMeleeOne HandKilrak, Jaws of Terror
483One-handed SwordMeleeOne HandKilrak, Jaws of Terror
509One-handed SwordMeleeOne HandKilrak, Jaws of Terror


Activision Blizzard Q2 2012 Conference Call on August 2
The Q2 2012 Earnings call will take place on August 2, at 1:30 PM PST, which brings us an update on subscriber numbers for the second quarter of 2012. Keep in mind last call informed us that no subscribers were lost in Q1, but 1.8 million were lost in 2011. This time around we have Diablo 3 and a long time without new content that may have pulled away some players.

  • Q1 2011 - 600,000 subscribers lost
  • Q2 2011 - 300,000 subscribers lost
  • Q3 2011 - 800,000 subscribers lost
  • Q4 2011 - 100,000 subscribers lost.
  • Q1 2012 - 0 subscribers lost.
  • Q2 2012 - ???



Theramore Lore
Originally Posted by Dave Kosak (Blue Tracker)
Jaina's response to Theramore will be explored in Christie Golden's upcoming novel, and later in the Mists patch cycle. Neutral? Pah!

I don't know, man. It seems pretty bleak for the Alliance again.
It's supposed to - Theramore is a dark moment. The Alliance is being challenged, and will respond - stronger than ever!

I'd rather not be forced to read a book to get a story from a game...
Totally agree, that's why we pushed to get Theramore in-game as a playable event. But to get really inside a character's head - emotions, motivations, love story - well, that's good territory for novels to explore!

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Death Knight (Forums)
Ghostcrawler, you probably have the best resources to do this: Can test Gargoyle with extreme levels of haste (100-200%?) just to see if he's getting GCD capped. If not it's an AI issue severely limiting his dps time.
It’s not a matter of getting GCD capped. Even with extreme levels of haste, he isn't capped. There’s some delay between his casts just because the AI can be slow about starting the next cast after one finishes; it doesn’t use spell queuing like players do. Regardless, the Gargoyle is tuned around this effect on his casting speed, and also tuned around him not benefitting from Mastery. Your Gargoyle being 3% of your total damage isn’t an issue to us; it’s a cooldown to help you stack extra damage during important moments, and it does that.

Currently unholy death knights are facing an issue regarding gnaw and leap in pvp. Unholy death knights are the only pet owning spec to have to toggle their pets resource in pvp. The ghouls main ability claw currently drains the ghoul of all his energy making it impossible to case gnaw and leap because of their energy cost.
This is fixed for the build after next. The Ghoul will only autocast Claw it if it has at least 60 energy, so that it reserves enough for Gnaw and Leap.

The amount of downtime Blood dks have to deal with in beta, is way too much, and it isn't fun at all. In some setups it is almost double of that what it is on live.
We understand that Blood's rotation feels really different because of the 1 sec GCD. We're not sure yet what we want to do about that, if anything. The wrong solution, we feel, is to give Blood more buttons to hit, because fundamentally we like the rotation in terms of rune usage and decision points. We could give Blood a 1.5 GCD and Frost and Unholy a 1 sec GCD (or tie it to presence or something).

Another issue I'd like to bring up using these sims is that, Blood dks still feel like we are lacking behind dps wise (and threat, in terms of ST, compared to other tanks, pre execute phase.), especially in lower levels of gear.
We're not seeing that. At lower gear levels, monks and DK tank DPS is slightly high compared to paladin, warrior and druid. At higher gear levels, druid tanks are slightly high. That's all within the level that we can tweak by ship. If you have specific numbers, feel free to share them.

Paladin (Forums)
The ret paladin Glyph of Mass Exorcism also increases the Exorcism cooldown by 5 seconds. The cooldown increase is not in the tooltip. Is this intended behavior?
Nope. Fixed for next build.

Priest (Forums)
Is this intended or will we see a cooldown on SW:I in an upcoming patch?
It's intended. Mostly you're just benefiting from multi-dotting.

Warlock (Forums)
Currently the Shivarra doesn't seem to actually do any off hand swings, but I'm assuming this is a known bug that will be fixed. More importantly, there seem to be weird things going on with the AP scaling of these dual-wielding pets. Both the Shivarra and the Wrathguard appear to get the exact same amount of AP per owner SP (2.9), which is odd given that the Succubus and the Felguard get such different amounts (1.67 and 3.5, respectively). Is this intended? Also, is it intended that the dual-wielders have a different base weapon damage than all the other warlock pets?
All of these things are correct and intended (though coefficients like that may chance as our tuning progresses). The Shivarra will get her offhand swings in the beta build after next.

In this last build, Fel Energy has stoped regenerating when the pet is out of combat, is this an intended change?
No.

Blue Posts
Originally Posted by Blizzard Entertainment
Scenario Rewards
We will be dropping a grab bag at the end of every scenario. The bag has a chance at a dungeon quality blue (for your class) along with gold. This should be in our next push. (Blue Tracker / Official Forums)

New Scenarios on Beta!
We just lit up Greenstone Village on the beta server. We are very interested in your feedback so please check it out and then post your thoughts in this thread!

Thanks! (Blue Tracker / Official Forums)

PvE trinkets in PvP, A comprehensive review
I will just jump in here and say that is an excellent post Daisyx, I can see that this must have taken you a lot of time and effort to construct. As you can see in the difference between season 11 and 12, we have already begun adding additional stats to the PvP trinkets. This will hopefully begin making them more appealing comparatively to the PvE trinkets.

Actually the only ''design'' I want to limit are:
1. No more ''damage on proc'' trinkets
2. No more ''haste on use or on proc trinkets''

Understandable, however as has already been pointed out, a lot of people find these trinket procs fun and would find it quite saddening to see them go. What's your feedback for alternative procs that could replace these?

I believe that my solution of a an on use resilience buff would be desirable in PvP, good for the game and have little negative side effects. It increases the skill cap, it could counter some of the burst and it would make the game slower.
I personally like this, it is something that would help protect you from burst and if it instead was an on use that added both PvP power and defense it could be instead used to either counter burst or be utilised to create your own :O Would create some great optional choice to the trinket on how it can be used.

You can make damage trinkets apply a dot, and they should have a chance to be activated when cc is cast.
This I am not so much a fan of. On top of what was already said by Daisyx, DoTcleave teams or similar using this (This is all thinking theoretical) would have an additional DoT that they can apply across your whole team, which could be a large sum of additional damage.

Guys, try to thread Jito with some respect
This as well, and it applies for everyone. A differing perspective is not trolling and you should all should treat each others opinions with respect. This is a great thread so far, so keep up the wonderful feedback. (Blue Tracker / Official Forums)

Content Consumption Speed and Difficulty
Casual players can't expect to get everything spoon feeded just because they pay for it tbh.
Yet you can demand content that is up to your skill level? Why? I mean, they have as much right to demand content fit to their skill level as you have to demand content at your skill level.

If one argument is valid, there's no reasonable way to say the other argument isn't just as valid (if you do, then you're basically arguing that you are more valuable than other players).

Well, if he wants to do crippled boss fights in LFR, his business, but talking about it as an alternative to raiding, no. If I have no time to raid, I quit, simple as that.
That is your choice, but you can't expect nor force other people to just quit if they don't have what you consider enough time to raid.

My logic might not be 100% accurate but I believe Blizzard's is a faulty one. They say LFR is a great tool, this assumpion is purely based on fact how many people do it each week, almost everybody was doing it at launch, right? They know how many do that, but they do not know their incentives. Who knows, maybe 90% playerbase hate it and do it only for VP, who knows we will never know, right? Because in 7 years in a game we have been given no in-game feedback what we like/dislike, some sort of enquiry sheet.
Do you really think 90% of players do something they hate? I mean, 99% of the statistics on the Internet are usually made up.

So now you can see my problem with statement that LFR is a great success because almost everybody is doing it, but somehow they always forget to mention that running LFR was a must for raiders if they wanted to stay competitive and for the non-raiders it is the most effective VP grind. Sure there are alternatives to VP grind, but this one is the most effective.
It wasn't a must for raiders. Sure, the most hardcore players ran it until they could get the set bonuses completed. But you need to keep in mind that these players are so dedicated and focused on the race to be the first in the world. That they'll literally take whatever they can to get an edge over their competitors.

And very often, by putting means that aren't just available to pretty much any other guild, even those that are almost as hardcore as them.

The fact that my guild, who is casual as !@#$, breezed through normals on the first day of Dragon Soul release, should be proof that it is indeed way too easy.
Dragon Soul cleared on the first day of release is casual?

I'm checking WoWprogress (since it's a widely accepted site in the community to measure raid progression), out of curiosity, and here's what I've gathered:
4 guilds cleared Dragon Soul in the US on release day (and 101 on the day after)
225 cleared Dragon Soul on EU on release day.
14 guilds cleared Dragon Soul in TW on release day.
66 guilds cleared Dragon Soul on KR on release day.

Which amounts to a total of 410 guilds in the world (counting those 101 on the US that did it on the day after, otherwise, 309) clearing the raid on the respective release days of their regions. If that's casual (considering WoWprogress is tracking, by now, close to 60000 guilds), then I believe we have a serious issue measuring effort, dedication, and success, in the community.

One of the things that frustrate me about you, Draztal, and probably about Blizzard as a whole, is how you're not remotely sympathetic to people who have a different idea of what is good than what Blizzard's current design direction is.
I am sympathetic. And through 81 pages of discussion, I've tried to join a discussion with those players. There're few things that have really been made clear during this thread; and many of my questions and points have either been ignored or discarded, while the thread has mostly kept going on in their reasoning about why things should go in a different direction even when questioned about how things might look from a different perspective.

You could try to understand our points, yet instead you attempt to undermine us at every turn, twisting around our arguments to make it sound like we're a bunch of arrogant jerks who are only interested in being special snowflakes at the expense of other players.
Not at all, but if you want to argue something, there's got to be more flesh to it than "bring TBC back" or "because 1% of raiders seeing the last boss is good" or "because casual players don't deserve what we do".

And as I said a while ago, the only way to have a proper discussion is to actually see both sides of the coin. Some of the people posting here just refuse to even consider the fact that there's another side of the coin (or if they do, just to demean them).

But to see Wolfstabzor the worgen rogue in BoE PvP gear killing the LFR deathwing doesnt motivate me to kill DW 25 HC AT ALL.
Why? He's killing LFR Deathwing. While you're aiming to kill Deathwing on its hardest incarnation available.

So you saying "Look, I killed Heroic Deathwing! I'm good at this game!!" still stands on its own as something remarkable.

I've been against LFG and LFR since release and I think you should consider removing this.
Why would we remove something that is popular and that our developers have mentioned several times in the past that they are very happy with their popularity? This "let's punish everyone else because I don't like it" is not really an argument.

By this reasoning, let's go back to MUDs, because those were the true ways of a hardcore player, where you would even end up drawing the dungeon on paper because you weren't sure of where your character was. And you know what? That'll be good for the gamers because we just got it too easy in the 90s with all those 2D graphics and maps.

Yet I (and others) have done exactly that. Many of us have tried to explain that for us, it is not about being better than "the rest", it is about a sense of accomplishment - whether that takes the form of bosses you haven't seen before in a watered down difficulty, unique-looking equipment as a reward, "graduation" into the next tier of content or simply progression at our own pace instead of the pace Blizzard artificially dictates for us. You don't tend to answer these posts at all, and if you do it is to point out how wrong we are to believe such.
I don't believe you're wrong. But all those arguments have something in common: exclusivity. And that's fine. I mean, it's a valid point and it's feedback I can pass to the developers.
However, at the end of the day, those posts still ignore what I've asked. Why is it such a big deal that other players, in a much longer amount of time, can get what you're getting now?

Why those players that can't devote as much time, or don't have as much skill as you, should be excluded of experiencing content? (Blue Tracker / Official Forums)

What should Blizzard learn from the new MMOs?
Again, one has to weigh up the benefits of spending time updating animations versus creating new content. Many would like to see more to do at level cap as the OP pointed out.

With more dynamic, player driven content in the game there would be a lot more to do at the level cap instead of just raiding or running arenas and rated BG's and, better still, there would be far less of a chance to burn yourself out. After all, if you have a wider choice of content to play through as you please, rather than a single raid with three difficulty levels, you'll grow tired of it far less quickly.
Remember you'll have scenarios to look forward to in Mists, not to mention the Challenge Modes. (Blue Tracker / Official Forums)

Pet Collection Achievements
We have updated the chain of collection achievements with two new entries at 250 and 400. Both of these entries have new, unique pet rewards with custom idle animations. (Feral Vermling and the Jade Tentacle)

In addition, we will now count pets caught via the Pet Battle system towards these achievements. Keep in mind that the pets caught must be unique, we won't count catching the same pet twice. (Official Forums)

RIP "Judgement"
We considered : Glyph of Judgement -- Changes the name of your Judgement [sic] spells to use their older name.

Sadly, cheekiness like that doesn't translate well into languages other than English.(Blue Tracker / Official Forums)

Warrior (Forums)
Warrior Issues
One thing we are going to try is increasing the rage from autoattacks somewhat, but not all the way back to 5. Something like 3 or 3.5 might be the right ballpark, but then lowering the rage gained from Enrage.

To expand upon that, we wanted Enrage to feel exciting (insofar as any proc that happens routinely can feel exciting) and flood the warrior with rage. We also wanted rage to feel a little unpredictable, because that's what drives things like Heroic Strike use. With very predictable rage income, the resource feels too much like energy, and Heroic Strike doesn't get much use.

However, I think the problem we ran into was that rage income while Enraged was too high, which meant rage income when not enraged had to be too low to compensate. The bursts of rage feeling I described above are important, but the base rotation has to feel good as well! We're going to try some different things, such as Enrage granting flat 10 rage, but also increasing damage dealt by 5 or 10% while Enraged. Flat rage gain from Enrage will also help with scaling, because then crit and haste won't work in such synergy to increase rage generation at high gear levels.

We want crit and haste to be valuable of course, but we're trying to break the (exhausting) cycle where warriors are weak with bad gear and then so powerful with good gear that we have to nerf them. But we're also trying to keep some rage gain scaling with gear because that feels fun and helps the resource feeling unique. (Can you say overconstrained design challenge?)

I know I am tossing around a lot of rough ideas, and we will need to try a few internally before we release a new design into the wild. Remember the goal: we're not trying to nerf warriors. We're trying to make the resource something you interact with rather than something you ignore. We don't want warriors to be a cooldown-driven class. (Blue Tracker / Official Forums)

Blizzard Games News
Power of Aspects gets a little bit stronger, Battle Pets have their own website, Blizzard announces BattleNet World Championship, and an epic Diamond Gate gets built in Minecraft; all in this weeks Blizzard news.

by Published on 2012-07-17 03:09 AM

Unidentified Items Exploit, Affix Spread Sheet, Game Limits to be Re-Enabled Soon, Monster Damage, Diablo Fan Art, Curse Roundup

Mists of Pandaria Images on Battle.net
This afternoon the Upgrade Available icon appeared on Battle.net Cataclysm accounts as well as an image of the previously leaked box art. A preorder or release date announcement is likely to be coming in the near future!



New Recruit-A-Friend Mount – Obsidian Nightwing
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Behold! The Recruit-A-Friend program has unleashed an all new reward mount—the swift and sleek Obsidian Nightwing. Unlike most other mounts, the Obsidian Nightwing is not a mount you summon, but rather a mount that you become, enabling you to take to the skies with a friend riding on your back. And who wouldn’t want to ride (or transform into) a winged panther?


As mentioned earlier, the previous reward mount, the X-53 Touring Rocket has now been retired from the Recruit-A-Friend program (but those who already earned the vintage rocket in the past will keep it going forward).
Other than the new Obsidian Nightwing, the Recruit-A-Friend program remains unchanged, so you can expect all the same epic benefits as before:

You Get:
  • A FREE Obsidian Nightwing mount for a single character - when your recruit pays for their second full month of game time
  • 30 days of FREE game time - when your recruit upgrades to a full version of World of Warcraft: Battle Chest and pays for their first month of game time.

Your Recruit Gets:
  • World of Warcraft: Starter Edition, enabling them to play FREE up to level 20

You AND Your Recruit Get:
  • Friend-to-friend summoning, making it easy to travel and adventure together
  • Bonus experience when grouped together and grantable levels so you can easily maintain a character to level up with your friend.


For more details on the Recruit-A-Friend program, be sure to check out the full FAQ. Otherwise you can start recruiting now and invite a friend to join you on your adventures in Azeroth.

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
I'm curious about how pets inherit Mastery. Is this just in cases like where Frostburn increases Water Elemental damage directly via Mastery? Or does the pet gain some kind of bonus of its own from mastery. And if so, what kind of bonus? In many cases, the Master's own mastery bonus may not make sense for the pet (e.g., a Water Elemental has no way to gain or benefit from Fingers of Frost, a Succubus summoned by an Affliction Warlock has no use for Potent Afflictions, etc).
Sometimes it doesn’t have a use, but it’s done for consistency across a class. So yes, a Succubus has no use for Potent Afflictions. But a Water Elemental should do increased damage against frozen targets (broken in your current build, should be fixed in the next).

Ghostcrawler: I don't believe this was ever specified in your posts, but our initial tests after this patch seem to indicate that melee pets inherit our melee haste rather than the maximum of our melee haste and our spell haste. We had assumed it would work similarly to crit, where you said it would use the maximum of our spell crit and our melee crit. Is this discrepancy intentional?
Yes. Crit is done that way because Agi and Int give a huge part of your overall crit chance, and are physical and spell crit only, respectively. For example, a Warlock’s melee crit will be significantly lower than her spell crit. But that’s not the case for the different haste types, which are typically within 5% of each other, and most importantly scale together. Additionally, it would be odd if something like the 5% spell haste raid buff increased your hunter pet’s attack speed and focus regen rate.

Is it intended that Increased Critical Damage Meta gems don't apply to crits done by pets?
This is something that we’re keeping an eye on, but for now, yes, that’s intended.

GC, in an earlier post you said pets would inherit the highest % of our crit (between melee/spell/ranged) and use it for all of their abilities; however, the fire elemental appears to be using spell crit for its fire blast casts. As an enhancement shaman, I have virtually no spell crit to speak of (in these solo tests I'm doing, I only have 8.26% on my character sheet => 5.26% chance to crit with spells against level 93 boss mobs).
We’ll investigate. it does appear to current give the highest crit to melee crit, but only spell crit to spell crit, which is a bug.

Death Knight (Forums)
Necrotic Strike doesn't seem worth it, and here is the math that agrees with me.
Great theorycraft. We increased Necrotic Strike’s damage from 100% weapon damage to 150% weapon damage, and its heal absorb component has been increased from 70% of AP to 100% of AP and benefits from PvP Power now. It’s fine that it varies in usefulness based on the damage reduction of the target, but it should almost always be worth using when the heal absorb is going to be fully used.

Is the Gargoyle still bugged or has the guardian fix build not been released yet? It does not appear to be getting any of our spell haste. With 0 gear on, it casts 11 times while up. With gear on and roughly 10-11% haste, it still only casts 11 times.
Make sure you’re looking at spell haste not melee haste? We just verified at least in our current build (and I don’t think this has changed in the last week) that increasing haste from 15% to 66% increased the number of casts the Gargoyle got off from 11 to 16 (that’s obviously a very extreme amount of haste, not realistic).

Druid (Forums)
Now that FR has been reworked, I have some new numbers. Nothing has changed.
Your current build doesn’t have the changes to Frenzied Regeneration and Shield Barrier yet. If you’d like to get a head start on theorycrafting their value, the current formula for their heal/absorb is: 18.6 * (AP/1000)^2 - 0.047 * AP.

Mage (Forums)
Assuming they don't already and I just missed it, should pets inherit damage multiplier buffs? This is an issue for Frost and the Mage L90 talents -- the Water Elemental is worth about 20% of our total damage, and if Incanter's Ward is the only L90 talent that benefits the Water Elemental, it's got a big leg up on the other two options; a Frost Mage will pretty much always choose it over Invocation or Rune of Power, even if all three talents are comparable for the other two specs.
In the next build, you should find Incanter’s Ward giving increased spell damage like the others, and the Water Elemental benefiting from the level 90 talents.

Monk (Forums)
So there hasn't been much commentary from Blues lately about Monks compared to the other classes. Does that mean we're perfect already or just that we're still under so much work there isn't much to tell us about?
I believe the build you currently have still has Zen Sphere is way way too strong. For testing content and giving feedback, it’d be helpful if you didn’t use Zen Sphere.

I noticed earlier today while beating on dummies that Xuen seems to be triggering Eminence now. This was as a WW too (which I assume is bugged), so I'm not sure how much healing he would do for a Mistweaver, but it might be something to test out.
Yes, Xuen should be triggering Eminence (but only for a Mistweaver in Serpent stance; always triggering it is a bug in the current build). He also will soon learn a bit about how to tank; increased armor and health, and if you’re a Brewmaster, he gets a provoke and increased threat generation.

Is Shuffle intended to be capped at 12 seconds? Even if it is, Shuffle needs to refresh to that cap if Blackout Kick is used with >= 6 seconds left on Shuffle rather than just wasting the Chi as it does currently.
Yes, the 12sec cap is intended. While you’ll never want to refresh it with >6sec remaining on it, I’ll look into possibly just refreshing it to 12sec if you have >6sec, so that it lessens the pain of that mistake.

What's the intended interaction between Combo breaker mastery procs and Tigereye Brew? Currently Tiger Palm procs do not contribute to generating brew, but Blackout Kick procs do. Which is bugged? Ideally, they should both add stacks.
The free Tiger Palms and Blackout Kicks from Combo Breaker should count toward Tigereye Brew.

Paladin (Forums)
At present it seems that Retribution and Protection Paladins get some sort of extra passive mana regen every couple of seconds that isn't accounted for by mp5. Unlike mp5 regen which is constantly ticking this unknown regen only ticks every few seconds and adds somewhere between 1k and 2k mana. There's no hint of this extra regen in the spellbook or the character sheet that I can see.

Is this extra regen intended? And if so, what are the details of it? i.e. how often does it tick and how much for?

Guarded by the Light and Sword of Light grant 6% of max mana every 2 sec, but isn’t mentioned in the tooltip currently. Guarded by the Light in particular was starting to read like a novel. We can add it back though to reduce confusion.

Shaman (Forums)
Last Build, Feral Spirits had a minimum (character un-geared) damage range of ~555 to ~833 at level 85. In the latest build, their base damage is now 516-517. Is there a reason their damage was nerfed and the range reduced to Base+1?
The base damage may have been reduced to line up with where we wanted the desired scaling rate to put them. The damage range being only 1 is a bug that we’ll get fixed (what you currently see is the average damage).

We also calculated their attack power scaling to be 31%, is this the intended value?
Like I’ve mentioned before, I don’t want to get into confirming or listing every coefficient, but yes, Feral Spirits get 31% of your attack power.

The tooltip damage for Spirit Bite is 96-144, but in practice it seems closer to 158-206. Is there a tooltip error at work here?
Where are you seeing the tooltip for Spirit Bite? The one I see is “Bites the enemy, causing Nature damage.” No damage value listed there. Regardless, 96-144 is the correct base damage range, but it also is increased by attack power.

Both normal Elementals and Empowered Elementals benefit from the Orc Racial Command (+5% damage). Why don't Feral Spirits also get this benefit? Is it a bug that the Elementals get the racial bonus?

Normal Fire Elementals benefit from the Enhancement Mastery for ALL attacks, but the Feral Sprit's Spirit Bite (nature spell) does not. Is this intended?

Feral Spirits should benefit from Command and Mastery. This is fixed for next build.

The Totemic Restoration talent does not appear to be working as the spell description indicates on totems with longer than a 1 minute CD.
The examples you gave seem to match what is intended. The cooldown is reduced by half the percentage of the duration that was lost. If your Spirit Link totem is pulled back up after 3sec (50% lost duration), its cooldown will be reduced by 25% of the full cooldown, or 45sec.

Echo of the Elements gains no benefit from Healing Storm glyph.
We’ll look into this. These sort of single-use buffs commonly get consumed by the initial cast and not apply to any proc effects, but I see how you’d want it to. So, it may be intended, but we’ll discuss it.

Enhancement currently gets the Burning Wrath +10% spell power buff. Spell power buffs do not work on enhancement at all, so is it supposed to be the +10% AP buff?
This is intended. Enhancement themselves do not benefit from it, but the rest of their raid does.

It appears that elemental's primal fire elemental can't glance its auto-attacks, but enhancement's can.
Testing this in our latest internal build, both of them are getting glances, and I don’t see why that would be different in yours. I do note that your log there is attacking a Raider’s Training Dummy, whereas Bink’s log is attacking a “Training Dummy”; not sure which one, but some lower level dummy. Chance to glance is lower on lower level targets, all the way down to 0 on targets lower level than you. I’d guess Bink’s elemental was attacking an 85 dummy while he’s 90.

Blue Posts
Originally Posted by Blizzard Entertainment
MoP Burst. Bye bye WoW, have been a great "life"
I am going to reiterate on some of the statement in this thread and just point out a few additional things to clear up possible woes you may have. Yes, this is burst and some classes are doing a fair whack of damage, but there are a few points that you have to remember:

  • This is the beta and class adjustments are constantly occurring, lots of changes are still to come. The numbers you see in the video may and probably will change in the future.
  • You cannot tell what gear is being worn by either player in the video, so the damage numbers may be under or over what you should be expecting.
  • This is a player trying to use all of their abilities to burst down Swifty as quickly as possible with them not having to worry about incoming damage, protecting themselves or many other things that you need to be thinking about during a match.
  • There are no defensive cooldowns used in the video as far as I could see and he also had his back to the opponent as much as possible to avoid parries for the melee.

So, this is simply showing the highest possible damage that a class can do under optimal conditions and it does not reflect what will occur in a real match between 2 teams of players.

Oh come on. The start of every expansion has been stupid, please don't try to feed this crap.
I was simply stating that you cannot take these numbers at face value. They do not show how long a player will survive when applying both pressure and defensive cooldowns into the equation. The numbers shown here will also change, you are not able to tell how damage and mitigation will be when the expansion goes live by looking at the beta. (Blue Tracker / Official Forums)

Pet Battle Blue Posts
Originally Posted by Blizzard Entertainment
500 Pets Limit
Yes. You can get one of every pet well within the 500 limit. (Official Forums)

Listing of Pets for Each Zone
The filters in the journal have an option to sort by "Pet Battle". This option will show you all the pets you can capture in the world. The info text (hover over the pets icon in the top slot) will tell you what zone you can catch it in. (Official Forums)

Pet Battle Anonymity
The intention is for queued battles to be anonymous. The next push will remove the ability to chat and will not show the opposing players name. (Official Forums)

Pet Battle Music
This is the final music. Glad you guys like it! We had a ton of fun picking out the tracks and running filters on them to fit the theme of the content. (Official Forums)

Custom Pet Name Visibility
Other players will see the name, that's the point! (Official Forums)

Non-Tradeable Pets
"Most" pets are intended to be tradeable. A pet that is greyed out means that it is either in a battle slot, or has lower than 100% health. We are adding messaging for both of those situations in the next push.

All promotional, CE, Blizzard Pet Store, TCG and quest pets are currently not tradeable. All of the pets that you can catch in the game world are tradeable, as well as a massive amount of the pre-existing pets. (Official Forums)

Collector's Edition Pets
All of the collector's edition pets are not tradeable. These pets hold a certain amount of prestige and we want to retain that. Along those same lines, promotional pets like Murky or Tyrael will not be tradeable either. (Official Forums)

Pet Battle Availability Time
The feature will go live with the box release date of MoP. It will be available to all players, MoP is not required. (Blue Tracker / Official Forums)

Pet Health
Pets heal 50% of the damage they take in a fight after every battle. You can also full heal and revive your entire team every 10m with the Revive Pets Spell.

Going to the Stable Master should be a last resort. If we find that people are going excessively, we will look at the numbers again. We are happy with the balance we have right now though.

At least let us know the purpose of the mechanic. Is it to encourage us to use a wider variety of pets rather than building our favorite go-to team and just using them? I wouldn't think it's a money sink at 10 silver per stable master visit. If it's an obstacle without a clear purpose, it should be changed.
Attrition is built into the system to encourage folks to care about winning a battle and taking as little damage as possible. A full heal after each battle would eliminate that completely.

It also encourages you to use different pets instead of the same ones for every fight. Deathy is down to 68 health? Just swap him out with the Tiny Harvester thats sitting at full health and earn some levels on a new pet. By the time you do a few fights your heal spell will be off cooldown and you can heal your entire team. (Official Forums)

Normal Pets are Weak
This is a known bug and we are working to get a hotfix out for it ASAP. Normal pets have a much better shot at winning the low level fights. (Official Forums)

Pet Battles FAQ
We are super excited to have pet battles live on the beta servers with the new patch today! Before you dive in, we wanted to give a bit of an update on exactly where we are and what you can expect.

First off, this is certainly a beta. Nothing you play is by any means final, try to keep that in mind. Overall though, the feature is mostly implemented and we need your feedback to help us polish it up! A few of the things you can try out in the beta:

  • Fight pets around the world in solo, 2v2 and 3v3 battles
  • Capture pets in the world of varying quality and strength
  • Duel and queue for PvP battles against other players
  • Interact on an epic questline to defeat Master Pet Tamers across all of Azeroth
  • Buy and sell pets on the AH (not all pets are tradable)
  • Earn a wide assortment of Pet Battle achievements and associated rewards
  • Browse the new Pet Journal and manage your pets
  • Use your pets across any character on your Battle.net account (Battle Pet achievements are account-wide)

Now, we also have a number of bugs and things that are just not finished. You are going to want to post about these things and that’s fine, but here are the ones that we want you to know about beforehand:

  • Pets are currently healing to full health after a battle. This is a known bug and we are hoping to hotfix it tonight.
  • Pre-existing pets have no stats. Any pets that you acquire new are fine. This is also a bug that we hope to hotfix tonight.
  • In certain cases, starting a pet battle with a creature in the world will report an error about the pet being currently in battle, or that the account is locked. Both of these are hopefully on the hotfix list for tonight.
  • Some pets will be missing abilites, ability FX or animations.
  • The questline is very much WIP. You can get started on it, but we are certainly still implementing it.
  • We are tuning the XP curve so any feedback on this is appreciated.
  • Spawn rates on pets in the world are WIP. Feedback on this is appreciated as well.
  • We have an issue where players are sometimes losing a battle slot. A relog should fix the problem. We are working on it.
  • I will update this post as we get more info.

And finally, an FAQ about how most of the basics in the system work.

Battle Pet Trainers
  • These NPCs teach players Battle Pet Training, granting the ability to fight and capture pets. The training comes with a pet heal/rez spell and the ability to track pets in the world. These trainers can be found in all the racial start zones as well as Orgrimmar and Stormwind. The guards in the capitals can direct you to them as well. Note that this training is account-wide, so you only need to learn it on one character.
  • Pet Battle Training requires level 5 and 100g.

Master Pet Tamers
  • These are NPCs for the battle pet questline. You can fight these characters in a pet battle for increased XP, achievements and rewards. Defeating the Grand Master on each continent will unlock daily quests (via an achievement) for all of the other Tamers on that same continent.

Accound-Wide Pets
  • Pets are now account-wide. This means that any pet you have on one character will be shared with all of the others on your Battle.net account. Earn level 6 with Grunty on character A? Log in character B and that level 6 Grunty will be there waiting for you.
  • If you have multiple versions of the same pet on multiple characters on your account, they will be merged into one. We will place any extras in your bags or mail them to you if you are out of space.

Pet Journal
  • Players can have up to 500 total pets and up to 3 versions of the same pet.
  • Pets can be named, released, marked as favorite or put in a cage for trading/selling from the journal.
  • Filters allow you to sort your collection by family, source, collected/not collected or favorites.
  • Source info shows you where to obtain a pet and small lore blurb about it.
  • Abilites loadouts for your pets are set in the journal. This becomes available on pets at level 10.
  • View stats on your pets. Stats include Health, Speed, Power and Quality.

Pet Quality
  • Pets that are captured in the world have varying levels of quality, just like an item would. The quality stat is randomly determined every time a pet spawns. Higher quality pets get a larger stat allotment each time you level. Be on the lookout for Rares!

Pets on the AH
  • Most pets can be bought and sold from the AH. A new section is on the AH specifically for this.
  • Pets that are sold on the AH retain their stats and levels. Pets that can't be traded will display a warning in their info text as well as having the “Put in Cage” option disabled.

Battles
  • PvE battles take place in two ways: against NPC trainers and against pets that you can fight in the world. Pet tracking will let you find pets in the world that you can fight and capture. Keep an eye out!
  • PvP battles also have two varieties. You can choose to duel another player or you can queue up and be matched against another player of similar skill. Note that you do not earn XP for duels.
  • Pets heal a portion of their health after every fight. The amount healed is 50% of the damage that they took during the fight. You can also full heal all of the pets in your journal with the Revive Battle Pets spell (10m cooldown)
  • If one of your pets die in battle you can resurrect it using the Revive Battle Pets spell (10m cooldown) or just find a friendly, neighborhood Stable Master

Capturing
  • Pets are caught via PvE battles in the world. Any pet you can fight, you can catch. In order to catch a pet, you need to get it to low health and use your trap ability. Traps upgrade via specific achievements, improving your chance to catch higher level pets.
  • You can catch up to three of the same type of pet.

Thanks for trying out the feature and make sure to post your feedback here in the forum! (Official Forums)

Raid Testing Schedule - July 17
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Tuesday, July 17, 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.

Spirit Kings (Mogu'shan Vaults) - 10 Player Heroic
10:30 PDT (13:30 EDT, 19:30 CEST)

Will of the Emperor (Mogu'shan Vaults) - 10 Player Heroic
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 Daily Blink - Ghostcrawler Makes His Point
The Daily Blink shows us what happens when you listen to everyone's feedback. This is a tall one, so click through for the full comic.

by Published on 2012-07-15 06:10 PM

Vale Faction Capital Portals
Each faction's capital city in Vale of the Eternal Blossoms no longer has an Auction House. This room is now dedicated to portals! There are portals to the Horde and Alliance cities, as well as portals to Dalaran and Shattrath.



Female Pandaren Face Options
Originally Posted by Blizzard (Blue Tracker)
Are the female Pandaren done? I hope not. Scars or choice of base hair color would be welcomed. Please let us know something
The request for more facial options has been provided to the team, but as far as I'm aware, there are no plans to add.

So far the only options are if you choose red skin you get red hair, black skin black hair ect. and you cant choose streakless.
There should be an option for "solid" color hair already. (It had been slated to be corrected in character creation.)

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Is it still intended for block to have diminishing returns? I'm looking at some data this evening, and as far as I can tell we're getting exactly 1% block for every 1% mastery all the way up to around 38% block (which is as high as my data set goes). If there were any meaningful DR on block (i.e., a cap lower than 1000 or so), I should have seen some nonlinearity by that point. But it's perfectly linear.

The data set is gathered from the character sheet, so it's possible (though unlikely, in my mind) that the character sheet block percentage just isn't updating properly.

Nope, Block chance does not DR.

I haven't tested this myself, but I had read somewhere that the new weapon chain (Living Steel Weapon Chain) is designed to also be applied to ranged weapons. The spell description says "Requires One-Handed Axes, Two-Handed Axes, Bows, Guns, One-Handed Maces, Two-Handed Maces, Polearms, One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers, Crossbows"
That is the intent, yes.

Do we still need to wait another build before testing pet scaling, or can we get started once we drag ourselves away from pet battles?
Yes, please go nuts. Warlock pet energy regen is something we are still futzing with so that may still be a little squirrely.

Death Knight (Forums)
So the question is, was blood tap meant to have a gcd and what was the thought process in adding one to the ability if it was meant to be added?
We didn't want DKs to feel the need to macro it into every ability, which is how it was trending. DKs have a 1 sec GCD now and free globals so we don't think it's too much of a hardship.

I just tested the new Army of the Dead with pet scaling fixes. At level 90 in full 483 PvP gear it dealt 297k damage. AoTD lasts 40s, so that's 7.43k DPS. It does not seem to be scaling any better than before.
Just for comparison, how does an Army of the Dead compare to, say, a Scourge Strike, a Festering Strike, and 2 auto attacks? I don’t have numbers in front of me on that, but it seems like 297k would significantly outweigh that, which is what you’re giving up to Army (well, plus 6sec of disease time, to be fair).

Druid (Forums)
How are the devs feeling about Fae Empowerment?
We’d definitely still like more feedback on Fae Empowerment. I don’t want to taint feedback too much with what we think about it, but I think it’s safe to say that it’s gotten a bit on the complex site, now that it provides the DPS boost we’re looking for. How it breaks up the rotation, and how it feels to use Faerie Fire rotationally, how that contributes to the feeling of repetitiveness, etc, are all things we’d love more feedback on.

Hunter (Forums)
Is this intentional or has aimed shot just not been tweaked yet to use a more straightforward formula?
We can give it a more sane formula. The damage it does is about in the right place.

Paladin (Forums)
Hey GC, sorry to ask/bother you again -- but is Divine Purpose supposed to have synergy with Hammer of Wrath, that the tooltips are not telling us? Also asking because it also affects how valuable the talent is with this extra synergy -- since it affects gameplay in an execute phase.
Just a bug left over from the Cataclysm version. Divine Purpose should proc from Word of Glory, Templar's Verdict, Inquisition, Eternal Flame, Shield of the Righteous, Light of Dawn and Divine Storm.

As it stands now there are no useful glyphs for Holy PvE since Ascetic was removed, Blessed Life nerfed and, while Battle Healer was buffed, it's still weak.
Every Holy paladin was taking those glyphs, which removed the choice about which glyph to use. Battle Healer is tricky to balance for Holy, because it wouldn't take much for every paladin to feel forced into melee, which isn't the intent. It should be an option.

Is Sacred Shield limited to one target still? The talent would be tremendously better if it had a small target cap. Also just to confirm EF does not longer have a target cap? It's still pretty limited without one but just wanting to confirm.
Sacred Shield is limit one. We could consider removing the target cap, but I suspect since it is free now you might see paladins trying to blanket a group and ignore their other spells, which would have gameplay and balance ramifications.

Eternal Flame does not have a target limit. It is in nearly every way a Word of Glory that also has a hot component. One exception is that Eternal Flame does not work with Harsh Words.

Is it intended for Eternal Flame not to consume Bastion of Glory because its not consuming it (while WoG still is)?
Unintended. Fixed for next build.

Shaman (Forums)
I am also wondering if we will see any Compensation for this nerf to our mana and our throughput as from what I seen we are not the top of the pile in healing or mana for beta. And like you pointed out it cuts out about 8% of our total healing and a big chunk of mana
As I said before, Resurgence and Water Shield are where we would add back Resto shaman regen if needed. It felt a little low last week so we might do that. Determining whether healer mana is sufficient is a slow process for us because it takes lots of testing (theoretical and in game) under a variety of situations. It's impractical to "target dummy" healing.

1. Lightning Shield does not appear to be able to proc Echo of the Elements. Intended?
Intended.

2. With Unleashed Fury, it appears that synchronized weapon swings might be suffering from a hidden cooldown on Static Shock.
Another good catch. Fixed for next build.

Can you tell us a bit about the changes to Stormlash Totem? Pre-patch i was getting 1mil dmg single target from two Stormlashes on a 10min test, Post-patch I got 220k on the same test.
The build you just got includes our latest pass at tuning Stormlash Totem. It is not intended to be on the same scale as Bloodlust in value to a raid. Some specs will get more benefit from it than others, but everyone should get at least something out of it. In particular, Stormlash will favor class abilities and passives that increase all damage, or that increase nature damage. But, in the grand scheme of things, Stormlash shouldn’t be a major impact on class/spec balance, even if one spec gets double the damage from it another spec does, since its total damage contribution isn’t a significant percent of a player’s total damage.

Fundamentally, there’s a base Stormlash damage, which is currently (but may be too strong) 30% of SP or 20% of AP. Then, various attacks deal a percentage of that base damage. Auto attacks deal 40% of base for main-hands, and 20% for off-hands, and are normalized to a 2.6 weapon speed. Spells and abilities generally deal 100%, and are normalized to a 1.5 sec cast time. It generally only procs from direct non-periodic damage, but there are exceptions for Mind Flay, Malefic Grasp, and in the next build Drain Soul. Finally, we do customize these formulae for certain spells which we want to tune to be stronger or weaker, to make up for significant deficiencies or proficiencies.

Warlock (Forums)
I thought it would have been fixed in this build, but Drain Soul is doing too much damage out of Execute.
There’s a bug in the current build you have, where Drain Soul is doing significantly more damage than it should (triple, I believe), all the time. That should be fixed for the next build.

Warrior (Forums)
I did some extensive mathematics on warrior tanking, more precisely, Shield Block vs. Shield Barrier.
Short Version: There is currently nearly no reason for any warrior to use Shield Block. The amount of physical damage done by a boss melee swing to be high enough that the 30%/60% block outshines the absorb puts it out of reach of the vast majority of the playerbase. Obviously, this is even more true with non-blockable or magic damage, but even with the kind of attacks that can be blocked, Shield Barrier is just plain better for everything other than non-nerfed 25H bosses who use debuffs on the tank.

Thanks for the great analysis.

The scaling we chose for Shield Barrier was to keep it competitive with Shield Block with very high end gear (beyond even the gear available in the first tier). The problem is this is one of those situations where linear AP scaling can't really fit the curve nicely. Shield Barrier (and by extension Frenzied Regen) will either be too good at low gear levels or too weak at high gear levels. We could use a more complex curve, such as squaring attack power as long as that doesn't prove confusing. For sake of argument, imagine that Shield Barrier (and Frenzied Regen) is roughly half as strong as it is on beta when you're in greens, but scales up in strength about 50% faster than it currently does.

Hey GC, I'm fairly positive there's some crunching or something weird going on with Bloodbath for both Arms and Fury (and likely Prot as well). I noticed its damage seemed a bit low when I was testing it, but never really got around to seeing if it was truly bugged or something until today.
We’re not able to reproduce any discrepancy. Maybe you’re seeing some because you’re using Bloodbath in the middle of doing your rotation, making it difficult to clearly identify which attacks were made with Bloodbath active and which weren’t (combat log timestamps aren’t necessarily 100% reliable for this). Can you reproduce this if you hit Bloodbath, wait a second, then start attacking, and then stop using any specials at least a second before Bloodbath ends? This shouldn’t be an issue in practice, but the exact timing of the buff going up and fading make analysis of it difficult. It’s possible that there’s a bug with some damage being munched, and we want to solve that if so.

Hey GC, did you all do something intentional to rage generation? It was 5 rage per second for MH strikes and 2.5 rage for OH strikes (full report here: http://us.battle.net/wow/en/forum/to...015?page=7#129). Now it seems to have been reduced to 2.5 rage per second for MH strikes and 1.25 rage per second for OH strikes. Is this intentional or a bug of some kind?
We lowered it. Fury had an abundance of Rage for sure. For Arms, we need to balance the number of free attacks (CS, MS and OP) vs. the spenders (HS and Slam). There is some incentive to sit on Heroic Strikes to build up the stack rather than use them whenever possible, but if you sit on them too long, then you will overflow with Rage. We are trying to engineer a decision about when to Heroic Strike and when to Slam instead, but that decision is dependent on not having too much Rage (especially before everyone is geared in epics in the very first tier).

I acknowledge that this is different feedback than we have received from some players, so there may be something else going on. The feedback is never clear cut because we know that there are warriors out there who never want to feel rage limited and want to essentially be a cooldown-driven class and it's hard to separate that feedback from the players who understand the design intent.

The intended design is that we never fill all our GCDs, except maybe while Avatar and/or Bloodlust are up. So we'll never get close to where we were. Slam is the rage dump, which only works if you have the ability to use Slam when you need to dump rage. This means you need empty GCDs. Always. At every gear level.
I'd say that when you use cooldowns (even things like Battle Shout and Storm Bolt), it's fine to use every GCD, but that means there are times when you don't fill every GCD either.

We also don't have a problem with warriors eventually filling every GCD when they have the maximum amounts of haste and crit possible in the final tier of gear. But that needs to be an eventual destination, not where everyone starts in quest blues.

We don't want Arms to stand around waiting for 2-3 Mortal Strikes before being able to afford a Slam, even in quest blues. (We also don't think that's happening.) Once you have enough Rage to Slam regularly, then the only thing to spend Rage on is Heroic Strikes. Once you're able to hit Heroic Strike almost on cooldown, then there is no little room for warriors to scale with haste and crit (you'll get the extra damage of course, which is always nice, but you won't have the rage). We don't want to reach that point anytime soon.

PvP with the Blues Mon. July 16 at 4:30PM PDT
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Monday, July 16, at 4:30 p.m. PDT (1:30 a.m. CEST, 9:30 a.m. AEST) you can join the World of Warcraft Encounter, Level Design, Class Design, and QA teams in the Mists of Pandaria beta for a few rounds of random battlegrounds. The blues will be testing Temple of Kotmogu and Silvershard Mine, and we hope you’ll join us.

Keep an eye on this thread in our forums for the latest information, as we’ll be updating it with details, and answering general questions you may have about the test.

As always, we ask that you post your feedback and questions about the specifics of the beta battlegrounds and PvP in our Beta Battlegrounds, Arenas, and PvP forum.

Blue Posts
Originally Posted by Blizzard Entertainment
Challenge Mode Valor Point Rewards
But I'd like to see them reward more VP for a clear than heroic mode, such that for a skilled group they'll always be the most efficient way to grind valor.
Challenge modes do award Valor, and there will also be a questgiver that offers what is effectively a "random daily Challenge mode" quest for bonus Valor. If you have a group of friends with whom you enjoy running dungeons, Challenge modes will offer among the most lucrative sources of weekly Valor, even if you fail to medal. And if you have a skilled group, as you suggest, I suspect your wish is already a reality. (Blue Tracker / Official Forums)

Pet Battle Training Cost
So do Pet Battles still require you to be Level 90 to do them?
To take part in the system you have to be level 5 and pay up 100g.

On another note, 100g seems like it may be a bit restricting to new players. I wonder if this is the intent. I can see new players wanting to try out Pet Battles, although they probably already have a lot on their plate as it is with all the other features currently in the game.
That's the current thinking. It's essentially a low, but notable barrier to entry to try to avoid distracting new players who may not know it's a mini-game that's very much auxiliary to the leveling experience.

None of this is completely final though, so everyone is welcome to provide feedback on any part of the system (including the cost of training) on the new forum. (Blue Tracker / Official Forums)

PvPers Slapped With Unnecessary Restriction
I ask Blizz why are PvPers smacked with this restriction but PvErs are not? While they are getting all of their fancy mounts on their mains to use on alts, we PvPers don't have this option. This means more RBGs on more toons, and more honor farming.

I say we should have the same rights as PvErs. The whole point of everything being account wide now was to have it be about the player, not the toon. By restricting us PvPers of this feature you contradict yourselves. We, the players, earned the PvP mounts just like the PvErs. So please, allow us to take advantage of this as well.

No one is being "slapped" or "smacked" with anything here. The current feeling though is that if you earned a PvP mount on a specific character (class) it was a symbol of your PvP prowess with that particular class. I'm sure you could say that this should (or could) apply to PvE, but I don't think people quite associate these the same.

Feel free to discuss this (constructively) further if you wish, but just know this is not an attempt on our end to treat PvPers badly or to "slap" anyone "in the face". This is more of a nod to your ability with a specific class in PvP.

*Just a quick amendment, I'm reading through the thread and we'll be sure to pass on feedback. I'm not just tossing in an off the cuff statement then running away.

Yes it may be a pain in the butt to get all over again on another toon, but you still feel SOME accomplishment for getting it again on a whole new toon/class, right?
I've seen others in this thread say they would want the Gladiator Mount to be account-wide, so that contradicts your sentiments here. I'm just curious as to how many agree with them being restricted vs. being account-wide.

Again, I'm following along the discussion and can carry on feedback, just be aware that doesn't guarantee a change. (Blue Tracker / Official Forums)

Content Difficulty and Consumption Speed
1% had good reason to stand around looking good while people stood there gasping at there achievements. It was the desire to be
I'm yet to see someone that actually gasped at another player. (Don't confuse this with players being surprised with what top guilds were accomplishing in their realms or even as world firsts, is not the same). It's one of those things that's kinda always been there as some kind of justification about why things were better back then.

Most of the whispers I was getting back then where "where did you get that from?" from players that were new to the game or even the whole genre and hadn't seen those things. And perhaps, questions from less progressed raiders about how were defeating a given boss.

Back in earlier expansions you had to progress for a long time to reach another raid content and that felt so damn amazing.
What was so amazing about knowing that you weren't going to make it into the next tier of content? I mean, the journey you mention has always been there.

If you were around when raiding began in Wrath of the Lich King, by the end of the expansion you had visited Naxxramas, Obsidian Sanctum, Eye of Eternity, Ulduar, Trial of the Crusader and Icecrown Citadel.

If you were around when raiding began in Cataclysm, you've gone through Blackwing Descent, Throne of the Four Winds, Bastion of Twilight, Firelands and Dragon Soul.

The only difference with TBC and Vanilla in that regard, is that now there are alternative means to allow players to catch up with the newest content.

You have worked so hard to allow everyone to see the final raid of an expansion, that you've forgotten what would become of the first tier of raids. If there was progression involved between tiers, we (I) would have the chance of doing them.
The first tier of raids were seen by many as well. If you weren't around then, sure, you missed that content when it was current (and that sucks).

If there was this requirement of starting from the first tier of the expansion, and then progressing from there all the way to Deathwing. Wouldn't you feel frustrated (and perhaps, even feel unfairly treated) if at some point in your progression, the new expansion comes out, everyone moves on, and you are just forced to not see raids that were actually current content at the moment you were playing?

Would it really be satisfying to leave Deathwing behind, untouched, simply because you were away from the game and joined too late? (for whatever reason, be it because you chose to, or because you had to, it doesn't matter).

The current approach still lets you experience these "old raids", at your own pace, when (and if) you want to, while experiencing the newest content in the game.

If this is your view of loot, why the hell do you even bother making legendary items? Only a small handful of players will see them, and according to you, only arrogance makes someone want to obtain an item not many players will see.
I'd hope people that go after legendaries go because they find them awesome for what they are, what they bring to the table, etc. Not because they are thinking "Oh lord, how much I'm going to brag about this!". It's not that bragging is bad, come on. If you're proud of something go and show it, by all means.

But don't try to use the "we should be able to brag about something" as the argument to justify excluding other players of content.

Why is it fine that someone can brag about a legendary, but the casual player that wants to brag about how hard was for him/her getting the Molten Front mount gets laughed at? As I've said in the past, everything has as much value as you want to place on it, not more, not less.

almost everyone had content to do at any one time that was challenging.
Unless you have an 8/8 Heroic character, you obviously still have content that is challenging to complete (not saying you don't have one).

why is it better in your eyes that I should kill Deathwing but not Ragnaros or Sinestra? (due to another break in the game, I never killed them either; yet general concensus is that actually they were far better encounters than Deathwing and his Dragon Soul cronies)
You should kill them all. The difference is that if you are in the point where you can kill Deathwing, the only thing preventing you from killing Ragnaros and Sinestra is finding other like-minded players to go back and defeat those bosses. Unlike the other way around, where it's not just a matter of finding other individuals to complete that content, it's also a matter of continuing to complete a road that you might not be able to in hopes of getting to see that final boss.

The "Do it while its current" when i have Exams or i am looking for a Job does not fly.
So, you think it's better to find out that, after coming back from those exams/finding a job and realizing that now everyone is even farther from you is a positive thing?

Honestly all I see from your posts is arguing with players who are giving you their honest opinions about the state of the raiding game, and defending the development team's design decisions. You should be listening to these (many) players and passing their genuine feedback upstairs, rather than trying to tell them how they should or shouldn't feel.
That's actually the point of my posts. There's no genuine feedback in "TBC was great, bring it back". That's an opinion, as valid as that of the player next door saying "I hated TBC". But it's one that doesn't have anything useful for the developers to consider. I'm not telling anyone how they should feel. What I'm trying to do is to present you the opposite perspective. I'm trying to make you cross the street and see things from the other side. Because that's one of the best ways to have a discussion going on. If we keep it one-sided, there wouldn't be much discussion on pretty much anything.

You want everyone to see Deathwing because, for some abstract reason it would be absolutely crippling for a player to finish the expansion but not fight him, but at the same time for those who missed the other 75% of Cataclysm raiding content, it just 'sucks for you'.
There's no contradiction. The only meaning of "and that sucks" is that not being able to experience it as the current content when it was released is unfortunate.
I do think is still a better prospect than having to experience it when you're in a new expansion because you were always behind of what, for the other players, was actually "current content". (Blue Tracker / Official Forums)

FEEDBACK: Temple of the Jade Serpent (Challenge)
The Dungeon Journal only reflects Normal and Heroic abilities, and does not have a separate section for any added mechanics on Challenge mode. Consider that part of the challenge, as it were.

In the case of Befouled Waters, you may want to take a look at the buffs visible on the boss during the fight, as well as the combat log tooltip of the effect that is killing you, for a hint. (Blue Tracker / Official Forums)

FEEDBACK: Temple of the Jade Serpent (Challenge)
The Challenge mode for this dungeon is unlocked for the weekend (and perhaps longer).

A few relevant testing notes:
  • You must have completed the Heroic version of the dungeon once in order to attempt the challenge mode.
  • Item level will be normalized to 463.
  • There is no queue system for challenge modes; groups must be formed manually and you must zone in from the outside world.
  • The current Gold/Silver/Bronze times are not final.
  • While the challenge is active, the group leader may Reset the dungeon at any time via a drop-down accessible by right-clicking your unit frame.
  • You may want to dig up those dusty keybindings for things like crowd control and interrupts.
  • Enemies in Challenge mode dungeons are 1 level higher than in Heroic versions, as a rule, such that bosses are now level 93.

Please use this thread to share feedback regarding the dungeon, including information on group composition and completion times.

If you speak to the large pandaren gentleman on the northwestern side of Halfhill, in the center of Valley of the Four Winds, he will teleport you into the instance at whatever difficulty you currently have specified, including Challenge. (Blue Tracker / Official Forums)

FEEDBACK: Shado-Pan Monastery (Challenge)
The Challenge mode for this dungeon is unlocked for the weekend (and perhaps longer).

A few relevant testing notes:
  • You must have completed the Heroic version of the dungeon once in order to attempt the challenge mode.
  • Item level will be normalized to 463.
  • There is no queue system for challenge modes; groups must be formed manually and you must zone in from the outside world.
  • The current Gold/Silver/Bronze times are not final.
  • While the challenge is active, the group leader may Reset the dungeon at any time via a drop-down accessible by right-clicking your unit frame.
  • You may want to dig up those dusty keybindings for things like crowd control and interrupts.
  • Enemies in Challenge mode dungeons are 1 level higher than in Heroic versions, as a rule, such that bosses are now level 93.

Please use this thread to share feedback regarding the dungeon, including information on group composition and completion times. (Blue Tracker / Official Forums)

Weekend Sale – 25% Off Faction Change
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Keep your friends close and your enemies closer. Through this weekend and for a limited time only, you can change your World of Warcraft character’s faction from the Horde to the Alliance (or vice versa) for 25% off the regular price.

To get started, simply click here. Alternatively, you can log in to your Battle.net account at http://www.battle.net, select your World of Warcraft account, and then click “Faction Change” at the bottom of the page.

Don’t delay -- this offer ends Monday, July 16 at 11:59 p.m. PDT.

Curse Weekly Roundup
Pico gives us news on Steam's Summer Sale, Ultima Forever, Guild Wars 2, Minecraft, Cube World and a preview of Scrolls.

by Published on 2012-07-13 10:18 PM

Mists of Pandaria PTR
It appears an update is going out for the PTR as well, to Patch 5.0.3!

Mists of Pandaria Beta - Build 15851
A new beta build will be deployed on beta realms soon. We will be updating these notes frequently, so keep checking back! You will need to redownload the entire client (~20GB) as the beta patches so far have been merged back into the base install. The game is now at Patch 5.0.3, up from 5.0.1.



Wrathion Legendary Quest
The first part of the Wrathion Legendary Questline is open now. Part 2 requires items that drop in the raids.



Beta Patch Size
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The next patch for the Mists of Pandaria beta will require a sizable patch – about 16 gigabytes – so please be prepared to utilize those internet tubes. We’re re-organizing data to make things more efficient for future updates, which accounts for this update’s size. Please also be aware you’ll need a good chunk of free hard drive space to handle this particular update.

The good news is that this patch also contains the highly anticipated Pet Battles system!

We really appreciate your continued testing efforts – you’ve been a great help to ensuring we release a great expansion.

New Pet Battle Site is Live
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With the addition of Pet Battles to the World of Warcraft: Mists of Pandaria beta test, we’ve also launched our all new Pet Battles System website. You can head over there now to read all about the new system, learn how your pets will fight for glory and victory, and look at several screenshots of pets in action.

For all those testing the new system, please join the Pet Battles discussion in our beta feedback forum.

New Models
The Mage PvP set below is missing gloves, we will update with a nicer preview at some point!













New Loading Screen


Achievement Changes
Originally Posted by MMO-Champion
Battle
Pet Battles

Collect
Pet Battles

Cooking
Professions

Eastern Kingdoms
Quests

Feats of Strength

General

Level
Pet Battles

Pandaria
Exploration

Quests
  • Every Day I'm Pand-a-ren Complete 25 daily quests in Pandaria in a single daily reset period, changed from in a single day.

Reputation
  • The Shado-Master (New) Prove your worth to the Shado-Pan elite by completing all of the achievements listed below. Rewards the Shado-Master title.

Pandaria Dungeon
Dungeons & Raids
  • School's Out Forever Defeat 50 (was 60) Expired Test Subjects within 20 seconds in Scholomance on Heroic Difficulty.

Pet Battles

Player vs. Player

Professions
Guild



Spell Changes
Originally Posted by MMO-Champion
Tier 14 Bonuses
Hunter (Forums)
  • Item - Hunter T14 2P Bonus: Your Kill Command deals 20% additional damage, your Chimera Shot deals 15% additional damage, and your Explosive Shot deals 5% additional damage.

Monk (Forums)

Rogue (Forums)

Mounts
Flying
  • Red Flying Cloud (New) Summons and dismisses a Red Flying Cloud. This mount changes depending on your Riding skill and location. Account wide. 1.5 sec cast.

Ground
  • Black Riding Goat (New) Summons and dismisses a rideable Black Riding Goat. Account wide. 1.5 sec cast.
  • Brown Riding Goat (New) Summons and dismisses a rideable Brown Riding Goat. Account wide. 1.5 sec cast.
  • Kafa-Crazed Goat (New) Summons an ridable but kafa-crazed goat. This is a very VERY fast mount. Only works outdoors in Kun-Lai Summit. Account wide. Instant.
  • Unruly Behemoth (New) Summons an ridable but unruly Sungraze Behemoth. This is a very VERY fast mount. Only works outdoors in Valley of the Four Winds. Account wide. Instant.
  • White Riding Goat (New) Summons and dismisses a rideable White Riding Goat. Account wide. 1.5 sec cast.

Companions

Death Knight (Forums)
  • Blood Boil base damage has been increased by 80% and AP Scaling increased to 19.2% from 9.6%.
  • Death Strike weapon damage increased by 33% and additional damage increased by 79%.
  • Raise Ally now grants the risen player 20% mana, down from 60%.

Blood
  • Heart Strike weapon damage decreased by 29% and additional damage decreased by 49%.
  • Soul Reaper is now a Blood Specialization spell, costs 1 Blood.

Frost
  • Soul Reaper (New) Strikes an enemy for 100% weapon damage and afflicts the target with Soul Reaper. After 5 sec, if the target is below 35% health, this effect will deal 49,852 additional Shadow damage. If the enemy dies before this effect triggers, the Death Knight gains 50% haste for 10 sec. Death Knight - Frost Spec. 1 Frost. Melee range. Instant. 6 sec cooldown.

Unholy
  • Soul Reaper (New) Strikes an enemy for 100% weapon damage and afflicts the target with Soul Reaper. After 5 sec, if the target is below 35% health, this effect will deal 49,852 additional Shadow damage. If the enemy dies before this effect triggers, the Death Knight gains 50% haste for 10 sec. Death Knight - Unholy Spec. 1 Unholy. Melee range. Instant. 6 sec cooldown.

Druid (Forums)
  • Faerie Fire now has 30.2% AP Scaling, down from 37.8%.
  • Faerie Swarm now has 30.2% AP Scaling, down from 37.8%.
  • Lacerate was reworked: Lacerates the enemy target, dealing (1 + 61.6% of AP) bleed damage and an additional (5 * (1 + 51.2% of AP)) over 15 sec. Stacks up to 3 times. Each time Lacerate hits, it has a 25% chance to reset the cooldown on Mangle.
  • Mangle (Feral, Guardian) now also reduces the target's movement speed by 50% for 12 sec.
  • Swipe damage reduced by 89% and AP Scaling reduced to 35.7%, down from 43.1%.
  • Thrash no longer has a Rage cost. Damage reworked: Strikes all enemy targets within 8 yards, dealing (16.2% of AP + 1) bleed damage and an additional (8 * (74.9% of AP + 1)) damage over 16 sec, and also causing the Weakened Blows effect.
  • Wild Mushroom: Bloom was reworked: Causes all of your Wild Mushrooms to bloom, healing all allies within 8 yards for (6,710 + 62.0% of SP).
  • Wild Mushroom: Detonate was reworked: Detonates all of your Wild Mushrooms, dealing (323 + 34.9% of SP) Nature damage to all nearby targets within 8 yards, and creating a Fungal Growth in each mushroom's wake covering an area within 8 yards, slowing all enemy targets by 50%, and lasting 20 sec.

Balance
  • Fae Empowerment now also grants Astral Empowerment. Astral Empowerment: Increases the Lunar or Solar energy generation of your next 3 energy generating spells within 12 sec by 35%. Duration increased to 20 sec, up from 18.
  • Shooting Stars now has a 40% chance to proc, down from 50%.

Feral
  • Predatory Swiftness Now allows your next Cyclone, Entangling Roots, Healing Touch, Hibernate, or Rebirth to be castable in all forms.

Major Glyphs
  • Glyph of Blooming duration reduced to 5 sec, down from 5000.
  • Glyph of Lifebloom: This effect will not occur while in Tree of Life Form, or when Lifebloom has less than 2 sec remaining.

Hunter (Forums)
  • Aspect of the Beast now has a 1 sec cooldown.
  • Aspect of the Cheetah now has a 1 sec cooldown.
  • Aspect of the Fox now has a 1 sec cooldown.
  • Aspect of the Hawk now has a 1 sec cooldown.
  • Aspect of the Pack now has a 1 sec cooldown.
  • Readiness now has a 5 min cooldown, up from 3. Now only finishes the cooldown on all Hunter abilities with a base cooldown less than 5 minutes, down from 6 min.
  • Stampede now has a 5 min cooldown, down from 10. Now instant cast, down from 3 sec. Duration increased to 20 sec, up from 10 sec. Your pets deal 175% of their normal damage while summoned this way.

Talents
  • Binding Shot now has a 45 sec cooldown, down from 60 sec.
  • Blink Strike (New) Causes your pet to instantly teleport behind an enemy target and inflict 200% normal damage. Requires Level 75. 30 yd range. Instant. 20 sec cooldown.
  • Dire Beast is now learned at level 60, down from 75.
  • Thrill of the Hunt now causes your next Arcane Shot or Multi-Shot to be free.
  • Wyvern Sting no longer causes damage when the target wakes up.

Pets
  • Roar of Courage The beast lets out a roar of courage, increasing the mastery of all party and raid members by 3,000 within 100 yards, down from 3,500.

Major Glyphs
  • Glyph of No Escape Increases the ranged critical strike chance of all of your attacks on targets affected by your Freezing Trap by 20%, up from 6%.

Mage (Forums)
  • Conjure Familiar no longer has a range.
  • Mage Armor Increases your Mastery by 3,000, down from 3,500.
  • Shatter no longer increases the damage done by Frostbolt against frozen targets. Now doubles the critical strike chance of all your spells against frozen targets plus an additional 50%, up from 40%.

Talents
  • Incanter's Ward passive now increases spell power by 6% (was 8%) and increases mana regeneration by 65%.
  • Rune of Power now has a 6 sec cooldown, down from 10 sec. Now increases spell damage by 15%, up from 12%.

Arcane
  • Slow no longer increases the time between ranged attacks.

Fire

Monk (Forums)
Talents
  • Chi Burst now does 11,768 healing rather than healing based on AP.
  • Chi Torpedo no longer scales with AP.

Brewmaster

Mistweaver
  • Life Cocoon now absorbs (550% of Spell Power + 39,958) damage, up from 374% of Spell Power + 39,958.
  • Mastery: Gift of the Serpent: Allies who walk through the sphere will be healed for 9,986.
  • Renewing Mist mana cost increased to 6.55% of Base Mana, up from 4.2%. Cooldown increased to 15 sec, up from 8 sec. Healing reduced to 3,806 + 22.0% of SP, down from 3,806 + 31.5% of SP.
  • Soothing Mist healing reduced to 22,208 + 17.9% of SP, down from 22,208 + 25.6% of SP.
  • Surging Mist now costs 8% of Base Mana, up from 5.5%.
  • Teachings of the Monastery: Spinning Crane Kick healing no longer scales with AP. Healing yourself does not count for Chi generation.
  • Thunder Focus Tea now causes Uplift to refresh the duration of your Renewing Mists on all targets, rather than heal for double.
  • Uplift now heals all targets with your Renewing Mist active for (4,872 + 42.5% of SP).

Major Glyphs

Paladin (Forums)

Talents
  • Divine Purpose now has a 20% chance to proc, down from 15%.
  • Eternal Flame was reworked: Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for (4,260 + 37.7% of SP) and an additional (1,393 + 16.0% of SP) every 3 sec for 30 sec. Healing increased per charge Holy Power. Replaces Word of Glory.
  • Execution Sentence healing reduced by 10%.
  • Hand of Purity now has a 40 yd range, up from 30.
  • Holy Prism now costs 5.4% of Base Mana, down from 6%. Healing and damage reduced by 10%.
  • Sacred Shield no longer has a mana cost. Now has a 6 sec cooldown.

Holy

Retribution
  • Sword of Light Increases the damage you deal with two-handed melee weapons by 20%, down from 25%.

Major Glyphs

Priest (Forums)

Discipline & Holy

Holy
  • Chakra: Serenity healing increased by 70%.
  • Rapid Renewal (New) Your Renew heals for an additional 15%, instantly heals the target for 15% of the total periodic effect, and has a 0 sec reduced global cooldown. Priest - Holy Spec.

Rogue (Forums)
Talents
  • Nightstalker now increases the damage your abilities deal while stealthed by 25%.

Combat

Subtlety
  • Sanguinary Vein now also increases the damage of your Rupture ability by 50%.

Shaman (Forums)
  • Grace of Air Empowering winds swirl around the Shaman, granting all nearby party and raid members 3,000 Mastery, down from 3,500.

Talents
  • Call of the Elements now has a 3 min cooldown, down from 8 min. Now finishes the cooldown on all totems with a base cooldown shorter than 3 minutes, down from 5.
  • Elemental Blast Harness and direct the raw power of the elements towards an enemy target, dealing (4,036 + 181.1% of SP) Elemental damage and increasing the caster's Critical Strike, Haste, or Mastery by 3,000 for 8 sec, down from 3,500.
  • Unleashed Fury now increases the enemy target's damage taken from your Lightning Bolt by 30% for 10 sec, up from 25%.

Elemental & Restoration

Enhancement
  • Flurry now lasts until 5 melee attacks have occurred, up from 3.

Restoration

Major Glyphs
  • Glyph of Riptide has been reworked: Removes the cooldown of Riptide, but reduces the initial direct healing by 90%.

Minor Glyphs

Warlock (Forums)
Talents
  • Grimoire of Sacrifice: You sacrifice your demon to increase the power of your direct damage spells by 30%, up from 15%.
  • Harvest Life (Affliction) now costs 1% of Base Mana, plus 1% per sec, down from 2% of Base Mana, plus 2% per sec. Damage reduced by 25%. Soulburn: Healing increased by 133%.
  • Soul Link: When active, all damage and healing you and your demon take is share, but your demon's health is reduced by 50%.

Affliction

Demonology

Pets
  • Torment no longer causes a high amount of threat.

Major Glyphs

Warrior (Forums)

Talents
  • Double Time: Charge can only grant Rage once every 12 sec.
  • Vigilance: During the duration of Vigilance, your Taunt has no cooldown and attacks against the target cause you to become Enraged for 6 sec.

Arms
  • Taste for Blood proc now increases the damage of your next Heroic Strike or Cleave within 9 sec by 100%, up from 50%. This effect stacks up to 5 times, down from 10 times.

Fury

Protection
  • Revenge now has a 9 sec cooldown. A successful dodge or parry will reset the cooldown on Revenge.
  • Unwavering Sentinel: Increases your total Stamina by 15%.
    Reduces the chance you will be critically hit by melee attacks by 6%. Increases your armor value from items by 10%. Reduces the Rage cost of Thunder Clap by 100%.

Racials
Night Elf
  • Elusiveness no longer increases your speed while stealthed by 5%.

Professions
Alchemy

Archeology
  • Worn Monument Ledger "Even with powerful magic at their disposal, the Mogu often preferred to use slaves to build their massive monuments. This ledger documents the cost, in slaves, during the construction of one such monument." 2 sec cast. Even with powerful magic at their disposal, the Mogu often preferred to use slaves to build their massive monuments. This ledger documents the cost, in slaves, during the construction of one such monument. 2 sec cast.

Inscription

Leatherworking
  • Sha Leather Combine 5 sha leather scraps to create a piece of sha leather. Cleanse five pieces of sha-touched leather to create one exotic leather. Reagents: Sha Leather Scraps (4). Touched Leather[/url] (4).

Riding

Tailoring
  • Imperial Silk This delicate cloth can only be created once a day. 2 sec cast. 1 sec cooldown. Reagents: (Unknown Item) (8).
  • Song of Harmony (New) This special method of creating imperial silk can be performed as often as the tailor likes, as long as they can supply the necessary materials. 2 sec cast. Reagents: (Unknown Item) (5), Spirit of Harmony (3).

Raid & Dungeon Abilities
  • Aerialist's Kick Whirls towards an enemy, dealing 80,000 Physical damage. 115,000 Physical damage.
  • Agony Inflicts 70,000 Shadow damage. Inflicts 100,000 Shadow damage.
  • Amassing Darkness Deals 28,000 Deals 40,000 Shadow damage to the current target.
  • Amber Volley Launch a bolt of burning amber at the ground beneath a target, dealing 35,750 100,000 Fire damage to enemies within 5 yards of the impact point.
  • Ball of Fire Inflicts 135,000 Inflicts 202,500 Fire damage to the target.
  • Ball of Fire Inflicts 135,000 Inflicts 202,500 Fire damage to the target.
  • Breath of Fear Afflicted enemies are feared for the duration. also feared for 5 sec.
  • Brew Bolt Brew Bolt inflicts 120,000 Frost damage. 150,000 Frost damage.
  • Brew Bolt Brew Bolt inflicts 30,000 Frost damage. 45,000 Frost damage.
  • Brew Bolt Brew Bolt inflicts 75,000 Frost damage. 100,000 Frost damage.
  • Bubble Burst Bursts the protective bubble, inflicting Frost damage and knocking back all enemies within 10 yards. 40 yards.
  • Bubble Shield Summons forth a shield of frothy bubbles, reducing damage taken by 15%. 20%.
  • Bubble Spray Deals 70,000 Deals 120,000 Frost damage to an enemy target.
  • Carbonation Inflicts 20,000 Inflicts 35,000 Frost damage every 1 sec.
  • Carrot Breath Carrot Breath inflicts 140,000 200,000 Physical damage and knocks targets back in a cone in front of the caster.
  • Caustic Pitch Throws a glob of pitch at an random location. a random location.
  • Consuming Terror Inflicts 325,000 Inflicts 130,000 Shadow damage and fears enemies in a 0 yard cone in front of the caster.
  • Convert Charmed targets inflict 200% more damage and can break free of the charm whenever spell damage is received. 150% more damage and have their maximum health increased 150%. If a charmed target ever reaches 30% health they break free automatically. Reducing a charmed target to 50% health frees them from the charm. 5 sec cooldown.
  • Corrosive Resin Covers an enemy in Corrosive Resin, inflicting 10,000 30,000 Nature damage every second for 30 sec.
  • Corrosive Resin Pool A pool of Corrosive Resign inflicts 10,000 70,000 Nature damage to all players within it.
  • Create Bonus Noise Cancelling Area Trigger [DNT] (New) Creates a Noise Cancelling area near the caster. Unlimited range. Instant.
  • Cry Havoc Lets loose a shrill cry, inflicts 90,000 58,000 Physical damage to random enemies, and increases ability cooldowns by 15 sec.
  • Cry of Terror Inflicts 150,000 Inflicts 30,000 Shadow damage to all allies every 2 second.
  • Dashing Strike Charges a target, knocking back and inflicting 0 Physical damage. 200,000 Physical damage.
  • Dispatch Inflicts 84,000 Inflicts 54,600 Physical damage to an enemy.
  • Dispatch Inflicts 100,000 Inflicts 65,000 Physical damage to an enemy.
  • Dread Screech Inflicts 150,000 Inflicts 30,000 Sonic damage to an enemy and their nearby allies within 5 yards.
  • Dread Screech Waves Inflicts 150,000 Inflicts 30,000 Sonic damage to nearby allies within 5 yards.
  • Dread Shadows Inflicts 5,000 Inflicts 10,000 Shadow damage and increases Dread Shadows damage taken by 10%.
  • Dread Spray Unleashes a spray of Dread Bolts in a cone in front of the caster, inflicting 35% 75% of weapon damage as Shadow and afflicting the target for 8 sec.
  • Evict Soul Inflicts 60,000 Shadow damage every 3 sec for 6 sec. 1 sec for 6 sec.
  • Expelled Corruption A mass of corruption inflicts 100,000 85,000 Shadow damage to all players within 30 yards every 3 sec.
  • Ferment Restores 2% Restores 5% of health and mana every 1 sec.
  • Fire Breath Potion Deals 40,000 Deals 60,000 Fire damage to enemies in front of the caster.
  • Fire Flower Inflicts 27,000 Inflicts 67,500 Fire Damage to all enemies within 3 yards.
  • Flaming Spear A fiery spear sears the flesh of an enemy target, inflicting 13,000 20,000 Fire damage every 2 sec for 20 sec.
  • Force and Verve Inflicts 41,625 Inflicts 115,625 physical damage to all players within 500 yards of the caster.
  • Get Away! Lei channels, pushing her enemies away and inflicting 26,000 periodic Frost damage. players away and inflicting 60,000 periodic Frost damage. Lasts 30 sec or until Lei takes 4% of her max health in damage. Players who fight the current take half damage. Lasts 30 sec or until Lei takes 5% of her max health in damage.
  • Get Away! Lei channels, pushing her enemies away and inflicting 26,000 periodic Frost damage. players away and inflicting 60,000 periodic Frost damage. Lasts 30 sec or until Lei takes 4% of her max health in damage. Players who fight the current take half damage. Lasts 30 sec or until Lei takes 5% of her max health in damage.
  • Haze of Hate Although your Physical damage is increased by 20%, your chance to hit is reduced by 90% 100% and your healing done is reduced by 25%. 75%.
  • Ice Arrow Inflicts 50,000 Inflicts 80,000 Frost damage and immobilizes enemies within 8 yards of the impact point.
  • Instability (New) Inflicts 0 Shadow damage to Nalomoni. Unlimited range. Instant.
  • Instability Inflicts 2,500,000 Shadow damage to Nalomoni. Inflicts 0 Shadow damage to Nalomoni.
  • Jade Serpent Wave Inflicts 200,000 Fire damage. Inflicts 275,000 Fire damage.
  • Jasper Chains (New) Chains two enemy targets together. While the targets are over 8 yds apart the chains inflict 30,000 Fire damage every 1 sec. This damage increases by 20% each second they remain apart. The chains will break if the targets remain apart for 15 total seconds. Unlimited range. Instant.
  • Jasper Chains (New) Chains two enemy targets together. While the targets are over 8 yds apart the chains inflict 30,000 Fire damage every 1 sec. This damage increases by 20% each second they remain apart. The chains will break if the targets remain apart for 15 total seconds. 1 sec cast.
  • Kor'thik Strike Charges to an enemy, inflicting 150,000 Physical damage. 160,000 Physical damage.
  • Lightning Bolt Hurls a bolt of lightning at an enemy, inflicting 100,000 Nature damage. 200,000 Nature damage.
  • Lightning Bolt Blasts an enemy with lightning, inflicting 148,000 Nature Damage. 277,500 Nature Damage.
  • Lightning Prison Stuns a target in a field of lightning, causing them to inflict 75,000 35,000 Nature damage to all nearby players.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 400,000 100,000 Nature damage to all players caught in the lightning strikes.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 400,000 100,000 Nature damage to all players caught in the lightning strikes.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 400,000 100,000 Nature damage to all players caught in the lightning strikes.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 400,000 100,000 Nature damage to all players caught in the lightning strikes.
  • Lightning Storm A Lightning Storm forms around the caster, inflicting 400,000 100,000 Nature damage to all players caught in the lightning strikes.
  • Mantid Munition Explosion Inflicts 147,250 Inflicts 228,000 Fire Damage to the target.
  • Meteor Inflicts 600,000 Inflicts 800,000 Fire damage divided evenly amongst all targets within 10 yards.
  • Nothingness A profound sense of nothingness seeps into the minds of the target and its nearby allies, dealing 50,000 80,000 Shadow damage every 2 seconds.
  • Overwhelming Corruption The Sha's corruption overwhelms the Protector, inflicting 30,000 6,500 Shadow damage to all players every 3 sec. and increases damage taken from Overwhelming Corruption by 5%. 10%.
  • Pool of Shadows A pool of shadows surrounds the caster, inflicting 45,000 50,000 Shadow damage every 1 sec.
  • Prey Time Grabs a nearby enemy and squeezes the life out of Charges a nearby enemy and devours them, inflicting 50,000 Physical damage every second.
  • Quickening Quickens all of Mel'jarak's swarm, increasing their damage done and attack speed by 25% for 15 sec. 35% for 15 sec.
  • Reckless Inspiration Renders a target ally immune to many crowd-control effects and increases haste by 25% 40%, but increases damage taken by 25%.
  • Rising Hate Projects Sha energy at several targets, inflicting 26,250 50,000 Shadow damage and increasing their hatred.
  • Rusting Rattlegore's dull blades rust with each successful melee attack, increasing damage by 10% 25% but lowering attack speed by 5% and movement speed by 5%.
  • Sabotage Inflicts 45,000 Inflicts 148,500 Fire Damage to the victim and all players within 2 yards, then creates four directional explosions that travel in the cardinal directions.
  • Sabotage The bomb explodes, inflicting 100,000 270,000 Fire Damage to all players within 5 yards.
  • Savage Cleave Deals 50% weapon damage and causes all enemies hit to suffer an addition additional 20,000 damage every sec for 5 sec.
  • Serpent Wave Inflicts 200,000 Fire damage. Inflicts 400,000 Fire damage.
  • Sha Blast Inflicts 60,000 Inflicts 100,000 Shadow Damage to the target.
  • Sha Energy Deals 80,000 Deals 40,000 Shadow damage to random players.
  • Sha Globe If not consumed within 8 sec the globe will return to the bowman, healing him for 5% of his maximum health. 8% of his maximum health.
  • Sha Globe If not consumed within 8 sec the globe will return to the bowman, healing him for 5% of his maximum health. 8% of his maximum health.
  • Sha Nova Dark magic is unleashed, linflicting 50,000 400,000 Shadow Damage and knocking back all enemies within 10 yds. 40 yds.
  • Sha Spike Summons a spike to erupt at the target location, dealing 135,000 175,000 Shadow damage and knocking targets back.
  • Sonic Discharge Deals 220,000 Deals 143,000 damage to all enemies, deals more damage to those standing within the dissonance field at the time of detonation.
  • Sonic Ring Inflicts 74,000 Inflicts 323,750 physical damage to all enemies within 3 yards.
  • Spray Water bursts from the ground at an enemy's feet, inflicting 65,000-136,500 104,000-218,400 Frost damage to all enemies within 2.5 yds and increasing their Frost damage taken by 10% for 10 sec. 15 sec.
  • Stomp 2 2.5 sec cooldown.
  • Storm Unleashed Inflicts 8,500 Nature damage. Inflicts 16,000 Nature damage.
  • Suds A pool of suds inflicts 30,000 Frost damage. 95,000 Frost damage.
  • Terrorize Terrorize inflicts 10% of a player's current health and 1% of Tsulong's maximum health as Shadow damage every 2 sec for 10 sec. 1 sec for 10 sec.
  • Throw Torch Deals 65,000 Deals 90,000 Fire damage to an enemy target.
  • Tornado Kick Inflicts 95,000 Inflicts 152,000 physical damage to all enemies within 8 yards of the caster and knocks them back.
  • Touch of Sha Fills an enemy with the Sha's corruption, inflicting 30,000 35,000 Shadow damage every 3 seconds.
  • Toxic Hivebomb Hurls a toxic hivebomb at a randomy enemy, inflicting 80,000 52,000 damage to them and their nearby allies within 4 yards.
  • Toxic Potion 40 55 yd range.
  • Toxic Spew Periodically spewing a toxic substance that inflicts 45,000 30,000 damage to all enemies in a 12 yard cone.
  • Unseen Strike Inflicts 4,000,000 Inflicts 6,000,000 Physical damage split amongst all enemies near his target.
  • Visions of Demise After 4 sec they will be feared, and inflict 40,000 22,750 Shadow damage to all players within 8 yards.
  • Water Bolt Hurls a bolt of water at an enemy, inflicting 95,000 50,000 Nature damage to them and all enemies within 3 yards.
  • Whirling Blade Hurls a blade at a player's location, inflicting 80,000 100,000 Physical damage to all enemies in its path. After the blade reaches its destination it will return to Mel'jarak, inflicting 80,000 100,000 Physical damage to all players in its return path.
  • Wildfire Infusion Deals 15,000 Fire damage. Deals 20,000 Fire damage.
  • Wither Will Inflicts 70,000 Inflicts 100,000 Shadow damage to 2 random enemy targets.



New Items
For the full list of items, check out WoWDB! Some items appear to have no stats, these are items with random stats.

Level Type Slot Name
1JunkCrate of Dust
1JunkCrate of Leather
1JunkCrate of Ore
1JunkAncient Mogu Treasure
1JunkAncient Mogu Treasure
1JunkDesecrated Herb
1JunkCrate of Herbs
1PetChi-ji Kite
1PetYu'lon Kite
20PetJade Tentacle
20PetPorcupette
1OtherBag of Kafa Beans
1OtherFeverbite Egg Sack
1OtherOddly-Shaped Horn
90OtherScotty's Lucky Coin
90MountReins of the White Riding Goat
60MountDisc of the Red Flying Cloud
90MountReins of the Black Riding Goat
90MountReins of the Brown Riding Goat
384MiscellaneousTrinketQuilen Statuette
1MiscellaneousTabardAnglers Tabard
450MiscellaneousTankNeckGorget of Usurped Kings
450MiscellaneousTankFingerThunderstone Ring
450MiscellaneousMeleeNeckTriumphant Conqueror's Chain
450MiscellaneousMeleeFingerSignet of the Slumbering Emperor
450MiscellaneousSpell SpiritNeckPendant of Endless Inquisition
450MiscellaneousSpell SpiritFingerSorcerer-King's Seal
509MiscellaneousSpell SpiritHeld In Off-handFan of Fiery Winds
483MiscellaneousSpell SpiritHeld In Off-handFan of Fiery Winds
496MiscellaneousSpell SpiritHeld In Off-handFan of Fiery Winds
450MiscellaneousPhysical DPSNeckAmulet of Swirling Mists
450MiscellaneousPhysical DPSFingerMark of the Dancing Crane
450MiscellaneousSpell DPSNeckNecklace of Jade Pearls
450MiscellaneousSpell DPSFingerEtched Golden Loop
463MiscellaneousSpell DPSHeld In Off-handUmbrella of Chi-Ji
450ClothTankBackCloak of the Silent Mountain
450ClothMeleeBackRibcracker's Cloak
489ClothSpell SpiritChestRobe of the Five Sisters
450ClothSpell SpiritLegsSubversive Leggings
450ClothSpell SpiritWristsBracers of Eternal Resolve
450ClothSpell SpiritHandsEmperor's Riding Gloves
450ClothSpell SpiritBackPressed Flower Cloak
450ClothPhysical DPSBackBladesong Cloak
489ClothSpell DPSChestVestments of Thundering Skies
450ClothSpell DPSChestRobe of Eternal Dynasty
450ClothSpell DPSChestRobe of Quiet Meditation
450ClothSpell DPSLegsLeggings of Unfinished Conquest
450ClothSpell DPSWristsTranquility Bindings
450ClothSpell DPSHandsKrompf's Fine-Tuning Gloves
450ClothSpell DPSBackCloak of Ancient Curses
50LeatherTankHeadHeadband of the Stampeding Ox
50LeatherSpell SpiritHeadHeadband of the Coiled Serpent
450LeatherSpell SpiritChestVestment of the Ascendant Tribe
450LeatherSpell SpiritHandsWandering Friar's Gloves
50LeatherPhysical DPSHeadHeadband of the Pouncing Tiger
450LeatherPhysical DPSChestRefurbished Zandalari Vestment
489LeatherPhysical DPSChestSoftfoot Silentwrap
450LeatherPhysical DPSLegsTough Mushanhide Leggings
450LeatherPhysical DPSWristsCruel Mercy Bracers
450LeatherPhysical DPSHandsSurehand Grips
489LeatherSpell DPSChestMistfall Robes
450LeatherSpell DPSLegsBrambleguard Leggings
450LeatherSpell DPSWristsSudden Insight Bracers
450MailSpell SpiritChestMountain Stream Ringmail
450MailSpell SpiritWristsRunoff Wristguards
450MailPhysical DPSChestUndergrowth Stalker Chestpiece
489MailPhysical DPSChestBreastplate of the Golden Pagoda
450MailPhysical DPSLegsLeggings of Twisted Vines
450MailPhysical DPSWristsEntombed Traitor's Wristguards
450MailPhysical DPSHandsBrushcutter's Gloves
489MailSpell DPSChestRobes of the Setting Sun
450MailSpell DPSLegsSnowpack Waders
450MailSpell DPSHandsGloves of Forgotten Wisdom
489PlateTankChestCuirass of the Twin Monoliths
489PlateMeleeChestDawnblade's Chestguard
450PlateMeleeChestChestplate of the Stone Lion
450PlateMeleeLegsLeggings of Ponderous Advance
450PlateMeleeWristsSerrated Forearm Guards
450PlateMeleeHandsWall Breaker Gauntlets
489PlateSpell SpiritChestBattleguard of Guo-Lai
450PlateSpell SpiritLegsValiant's Shinguards
450PlateSpell SpiritHandsGauntlets of Restraint
450PlateSpell DPSChestInner Serenity Chestplate
450PlateSpell DPSWristsBracers of Inner Light
87Purple GemTense Roguestone
88Purple GemPerfect Tense Roguestone
87Purple GemAssassin's Roguestone
87Purple GemPerfect Assassin's Roguestone
90Purple GemAssassin's Zyanite
90Purple GemTense Zyanite
463GunPhysical DPSRangedAmber Sprayer of Klaxxi'vess
463One-handed MacePhysical DPSOne HandAmber Sledge of Klaxxi'vess
463PolearmPhysical DPSTwo HandAmber Spear of Klaxxi'vess
463One-handed SwordMeleeOne HandAmber Espada of Klaxxi'vess
463One-handed SwordSpell DPSOne HandAmber Saber of Klaxxi'vess
463Two-handed SwordMeleeTwo HandAmber Flammard of Klaxxi'vess
55StaffSpell SpiritTwo HandStaff of Pilgrimage
289StaffSpell SpiritTwo HandStaff of Serenity
45StaffSpell SpiritTwo HandSparring Staff
142StaffSpell SpiritTwo HandStaff of Fallen Blossoms
35StaffSpell SpiritTwo HandInitiate's Staff
25StaffSpell SpiritTwo HandNovice's Staff
20StaffSpell SpiritTwo HandAspirant's Staff of Harmony
93StaffSpell SpiritTwo HandStaff of Meditation
282StaffSpell SpiritTwo HandStaff of the Summit's Breeze
20StaffPhysical DPSTwo HandAspirant's Staff of Grace
282StaffPhysical DPSTwo HandStaff of the Echoing Gong
282StaffPhysical DPSTwo HandStaff of the Frozen Mountain
463StaffSpell DPSTwo HandAmber Scythe of Klaxxi'vess
20Fist WeaponPhysical DPSOne HandHandwrap Test
282Fist WeaponPhysical DPSOne HandTiger Lord's Razor Claws
93Fist WeaponPhysical DPSOne HandHandwraps of Meditation
282Fist WeaponPhysical DPSOne HandTiger Lord's Bladed Claws
55Fist WeaponPhysical DPSOne HandHandwraps of Pilgrimage
142Fist WeaponPhysical DPSOne HandHandwraps of Fallen Blossoms
45Fist WeaponPhysical DPSOne HandGrappling Handwraps
25Fist WeaponPhysical DPSOne HandNovice's Handwraps
289Fist WeaponPhysical DPSOne HandHandwraps of Serenity
35Fist WeaponPhysical DPSOne HandInitiate's Handwraps
463DaggerSpell SpiritOne HandAmber Spine of Klaxxi'vess
463DaggerPhysical DPSOne HandAmber Slicer of Klaxxi'vess
87Item EnhancementEnchant Bracer - Exceptional Strength (Scaling)
1OtherAnatomical Dummy
90OtherWater Spirit
90OtherLife Spirit



New Icons
Some (or many) may be missing.



New Client Strings
Originally Posted by MMO-Champion
  • BATTLETAG - BattleTag
  • BATTLETAG_FRIEND_LABEL - Enter BattleTag
  • BATTLE_PET_ABILITY_MULTIROUND - %d Round Ability
  • BATTLE_PET_CANNOT_BATTLE - This creature\ncannot battle.
  • BATTLE_PET_COMBAT_LOG_CAPTURE_LOST - Your trapped pet was lost. You must win the battle to claim your trapped pet.
  • BATTLE_PET_FIND_BATTLE_DISABLED - Unlock all three battle slots to queue for a pet battle.
  • BATTLE_PET_FIND_BATTLE_READONLY - Find Battle is locked because this account is logged in multiple times.
  • BATTLE_PET_MESSAGE_CHARGING - Charging
  • BATTLE_PET_MESSAGE_COOLDOWN_DOWN - Cooldown Decreased!
  • BATTLE_PET_MESSAGE_COOLDOWN_RESET - Cooldowns Reset!
  • BATTLE_PET_MESSAGE_COOLDOWN_UP - Cooldown Increased!
  • BATTLE_PET_MESSAGE_RECOVERING - Recovering
  • BATTLE_PET_MESSAGE_SPELL_LOCK - Spell Locked!
  • BATTLE_PET_NOT_TRADABLE - This pet is not tradeable.
  • BINDING_NAME_TOGGLEPETJOURNAL - Toggle Pet Journal
  • CONFIRM_LAUNCH_URL - Clicking \"Okay\" will open a window in your web browser.
  • DUNGEON_FLOOR_AZUREMYSTISLE3 - Stillpine Hold
  • DUNGEON_FLOOR_BADLANDS18 - Uldaman Entrance
  • DUNGEON_FLOOR_BARRENS20 - Wailing Cavern Entrance
  • DUNGEON_FLOOR_DEATHKNELLSTART12 - Night Web's Hollow
  • DUNGEON_FLOOR_DESOLACE21 - The Wicked Grotto
  • DUNGEON_FLOOR_DESOLACE22 - Foulspore Cavern
  • DUNGEON_FLOOR_ECHOISLESSTART9 - Spitescale Cavern
  • DUNGEON_FLOOR_KUNLAISUMMIT17 - Tomb of Conquerors
  • DUNGEON_FLOOR_TELDRASSIL2 - Shadowthread Cave
  • DUNGEON_FLOOR_THEHIDDENPASS5 - The Ancient Passage
  • DUNGEON_FLOOR_THEJADEFOREST6 - Upper Quarry
  • DUNGEON_FLOOR_THEJADEFOREST7 - Lower Quarry
  • DUNGEON_FLOOR_VALEOFETERNALBLOSSOMS18 - Guo-Lai Halls
  • DUNGEON_FLOOR_VALEOFETERNALBLOSSOMS19 - The Hall of the Serpent
  • DUNGEON_FLOOR_WESTFALL17 - The Deadmines Entrance
  • ENTER_NAME_OR_BATTLETAG - Enter: BattleTag, Character Name
  • ENTER_NAME_OR_BATTLETAG_OR_EMAIL - Enter: Email, BattleTag, Character Name
  • ENTER_NAME_OR_EMAIL - Enter: Email, Character Name
  • ERR_PETBATTLE_QUEUE_SLOT_NO_PET - Pet battle slot %d has no pet.
  • ERR_PETBATTLE_WILD_PET_TAPPED - Pet is being battled by another player.
  • ERR_VOID_TRANSFER_ITEM_INVALID - One or more of your items are ineligible to be deposited into void storage.
  • LIGHT_FORCE - Chi
  • OPTION_TOOLTIP_AUTO_QUEST_WATCH - Automatically track quests with objectives as soon as you obtain them and for 5 minutes after achieving an objective.
  • OPTION_TOOLTIP_COMBAT_TEXT_SHOW_ENERGIZE - Shows all instant gains of mana, rage, energy, and chi.
  • OPTION_TOOLTIP_SHOW_ACCOUNT_ACHIEVEMENTS - Turning this option on will only display your character achievements when people inspect you or use the Armory web site.
  • OPTION_TOOLTIP_SSAO - Controls the rendering quality of the advanced lighting effects. Decreasing this may greatly improve performance.
  • PET_BATTLE_CURRENT_XP_FORMAT_PERCENT - XP: %d%%
  • PET_BATTLE_CURRENT_XP_FORMAT_TOOLTIP - %d/%d (%d%%)
  • PET_BATTLE_FORFEIT_CONFIRMATION - Are you sure you want to forfeit the match? Your opponent will be deemed the winner.
  • PET_BATTLE_TRAP_ERR_7 - Can't trap an NPC's pets
  • PET_BATTLE_TRAP_ERR_8 - Can't trap twice in same battle
  • PET_JOURNAL_HEAL_SPELL_LOCKED - This spell is locked because this account is logged in multiple times.
  • PET_JOURNAL_HELP_5 - The pet card displays information about a pet's abilities and stats.\n\n\n\nHover over the Info button to see how to obtain a pet.
  • PET_JOURNAL_HELP_6 - Use this ability to revive and heal your pets.\n\n\n\nYou can also visit a stable master in any town if this is on cooldown.
  • PET_JOURNAL_READONLY - Locked
  • PET_JOURNAL_READONLY_TEXT - Your battle slots are locked because this account is logged in multiple times.
  • PET_RENAME_DEFAULT_LABEL - Default
  • REALID_BATTLETAG_FRIEND_LABEL - Enter email address\n(or BattleTag)
  • REALID_FRIEND_LABEL - Enter email address
  • SHOW_ACCOUNT_ACHIEVEMENTS - Display Only Character Achievements to Others
  • SPELL_FAILED_CUSTOM_ERROR_168 - You can't do that during a Challenge Mode
  • STAGE_COMPLETE - Stage Complete
  • STAT_HASTE_MELEE_MONK_TOOLTIP - Increases attack speed and energy regeneration.
  • SYSTEMOPTIONS_MENU - System
by Published on 2012-07-13 05:18 AM

Update: Zarhym confirmed that today's patch will bring us Pet Battles!

Gold Selling on RMAH Live, Winning at The Crumbling Vault, Official Game Guide Updated With Magic Find, Dual-Wielding and More, Barbarian Budget Video

Mists of Pandaria Beta Key Giveaway
If you aren't in the Mists of Pandaria Beta yet, or didn't win a key last time, now is your chance! If you entered the last contest, please log in and check your PMs, there are still many beta keys unclaimed. This time around we have a few more keys!

  • The giveaway is for 300 x Mists of Pandaria Beta Keys.
  • To enter the giveaway, just reply to this post!
  • Entering more than once is useless and will get you disqualified. There will be no 2nd chance for people posting more than one comment in this thread, you have been warned. (We will also of course check for double accounts, etc)
  • The giveaway will be closed on Monday, July 16th at 11:59 PM EDT (5:59 AM CEST) and winners will be chosen randomly.
  • If you want to talk about the rest of the news post, head over to this topic on the forums!



Upcoming Beta Patch
It has been a while since we have had a beta patch, but Zarhym hinted at another beta build coming tomorrow or soon after. Cory Stockton jumped in to tease us as well!



Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
GC -- if you dont mind me asking -- what is the armor value for lvl 93 raiding dummies? Theck needs that data for some of his calculations.

I'm not GC, so this isn't official, but the armor number I've gotten from other sources is 24835 for the 93 dummies.
And yet, you never see Zeherah and GC anywhere at the same time. Coincidence? In any case, the number 24835 is correct.

Weapon modifier scaling is simply more fluid and linear. It benefits from both weapon upgrades and from additional AP as more AP boosts that +WDPS% that gets calculated in our shot coefficients.
Totally agree that certain classes/specs have scaled slower or faster than others in the past, but we’re not convinced that the only solution is to make everything an equal component of AP and weapon damage percent.

These are just hypothetical numbers, but if you have two shots, one of which does 100% weapon damage + 1700, and one which does 60% Attack Power, both of those shots will stay the same damage both in 463 gear, and gear at the end of the expansion. If you upgrade just your weapon, the 100% weapon damage will be ahead. If you upgrade just your armor, the %AP one will be ahead. We’re fine with the idea that when a new tier of content opens up, and you get a new weapon, Marksmanship (for example) gets slightly more of a boost from that than Survival. But if you upgrade a few pieces of armor first, Survival gets slightly more of a boost. And once you upgrade all of your gear, they’re equal again. If the two didn't reach the same target (which has happened in the past) then there would be a problem.

Essentially, is smart healing based on absolute heath values or on relative health percentage. Further, does smart healing have an inherent 'priority', preferring to heal say, Tanks over healers over DPS?
The logic for target selection on smart heals is potentially customized for each heal, but the general behavior is that they choose their target(s) based on % health, and prefer players over pets and guardians. The specific example you’re asking about, Glyphed Surging Mist, is slightly tweaked from that in that it only smart heals players, not pets or guardians at all, unless you’re channeling Soothing Mist at them.

Once upon a time there were like two smart heals in the game and now there are probably dozens. We need to eventually sit down and see if they should all use a more consistent system. (It may be fine for some of them to work differently in the name of being different too.)

But I don't need them to be equal when I've cleared all the content, I need them to be equal when I actually getting the gear and I need my abilities to scale.
If we were talking about a situation where the hunter with the new bow gets a 10% DPS increase and the hunter going for armor had to piece together an entire set of armor to get that 10% DPS increase, then that could be a problem, but it's not nearly that extreme. It's more on par with one spec that prefers haste and gets a haste trinket while the guy who likes crit has to wait a couple more weeks for a crit trinket. We want different specs to favor slightly different types of stats and items, and it's always possible for one player's current collection of gear to favor one spec or another at that moment. We don't see it as an inherent advantage for Marks, and in fact it can be a disadvantage if the weapon drops late in the zone, or has no vendor equivalent.

We can take another look at the damage scaling from just weapon damage in subsequent raid tiers (for all specs) and make sure it feels appropriate to us.

Hunter (Forums)
When he says 3 Explosive Shots adding to 80k, he's referring to the individual ticks.
I meant the entire shots, not ticks. Remember that the periodic effect is rolling now, so looking at individual ticks can be misleading when multiple Explosive Shots are chained back to back to back, so we look at entire shots instead.

In regards to the Explosive Shot ticks vs shots, why in the world are we comparing 3 individual shot casts to a single shot? That's just a simple curiousity in order to understand your PoV on the topic Ghostcrawler.
That was the context. The original (probably hyperbolic) claim, IIRC, was that a Lock and Load proc didn't beat a Chimera Shot.

It's not intended that every attack in the game do equal damage, and as I said before, we think the choice of hunter spec would be pretty lame if all you got was a different icon and name for essentially the same attack. Lock and Load is two free / instant shots, and a Survival hunter tends to fire about three times as many Explosive Shots as a Marks hunter fires Chimera Shots, and the three Lock and Load shots is the burst damage that a Survival hunter would want to use for a kill window in PvP. The comparison seemed reasonable to me.

I've got some concerns about the damage of Arcane Shot versus Cobra Shot. GC has said regarding Holy Radiance and Light of Dawn that it doesn't feel very good for the builder to do more than the spender, and I think this applies here too. I'm in the vendor pvp gear fully gemmed except the meta and my Arcanes are hitting for 15-20k (so we'll say an avg 17.5k for calculating purposes) and my Cobras are hitting for 22-27k (24.5k for calculating). I went ahead and reforged for the raid levels of hit and expertise and then crit, leaving me with 5.36% haste, which brings my Cobras to a 1.9 second cast.
We agree that Arcane Shot should probably beat a Cobra Shot. It's something we can adjust as we continue to refine hunter numbers.

Also, are you able to elaborate on your previous comments about Dire Beast's tier move and Thrill of the Hunt's redesign? Like are there any thoughts on this that you would be willing to share? Both potential changes actually have pretty substantial impact on the playstyle of the Beast Mastery Hunter, far more than the other two specs.
This is sort of like the Soul Reaper problem, where giving a hint of something without you guy being able to dive into all the details and trying it out ends up producing more questions than answering anything. However, for the same reason I mentioned Soul Reaper (we didn't want DKs to keep spending effort exploring it when we're potentially going to redesign it), I'll offer a little.

At the moment, Dire Beast is on the same tier as Fervor and Thrill of the Hunt. Thrill of the Hunt has been redesigned to make Arcane or Multi-Shots free. Readiness is no longer a talent and we might try it as a core ability in some form. There is a new talent called Blink Strike with Murder of Crows and Lynx Rush. Blink Strike lets your pet teleport behind a target and cause damage on a 20 sec cooldown, somewhat like the old Warp Stalker ability. We are trying to preserve the idea of Murder of Crows in a format that is more performance friendly (as I said before, creating units is surprisingly tough on the client). Try not to make assumptions about the numbers of any of these until you get a chance to try them.

Monk (Forums)
I understand and agree with your reasoning but if embers, rage, demonic, runic and holy power decay and, if you stretch the definition a little, combo points do too, why doesn't chi? Is it intended?
Chi does decay out of combat, or at least it should. It does in our current build.

Paladin (Forums)
Is the splash heal from Daybreak Holy Shocks intended to not apply mastery?
Bug. Daybreak splash should apply Illuminated Healing.

Warrior (Forums)
Can you clarify on what you mean by losing some of the Revenge kit?
I just meant that "Revenge" makes more sense to hit someone back after they hit you, not Charge in and exact revenge against a creature that has never seen you before. It's a minor point. Kit is important to the game, but fun is too.

Blue Posts
Originally Posted by Blizzard Entertainment
Guild Mentor Selection Process
On the other side, I do trust our Community Managers; and I'm sure these three month MVP candidates will have to go through crazy checks before they get to participate in the program. So I'm not that worried yet, we'll just have to wait and see.
All applicants for the Guild Mentoring Program will go through an approval process to ensure that they fit all necessary requirements. On top of this, the guild leader and anyone else who receives MVP status through the program will also be checked thoroughly to ensure that their tenure in the program will not cause any problems.

In the end an MVP is all about being a helpful player who generates a positive influence amongst the community and these are just some of the qualities we are looking for in these guilds.

To sum up; it takes a lot more than just a well written email to get into the program, we will ensure every candidate fits the bill for the new status they receive (Blue Tracker / Official Forums)

Content Difficulty and Consumption Speed
I would be surprised if she does because it would show a complete lack of realism.
She can, realistically, feel entitled to a Madness heroic kill. She probably knows the only thing she has to do is being capable of overcoming that encounter, which means she'll have to improve as everyone else.

It's time Blizzard started treating it's customers like adults and telling them that this huge cookie jar is filled with a lot of different flavoured cookies but that due to the fact that tastes differ, and that not everyone has the same amount of time to eat cookies, some will eat more cookies and some cookies won't be to your taste.
This is kind of a good comparison to what the game offers right now. Some cookies you don't like (there're pve players that don't enjoy pvp, and vice versa), and some will eat more than the rest (World First guilds reaching the end before everyone else). But still, the same jar of cookies to everyone.

The equivalent to what some people are asking here for would be something like having a different jar of cookies that has a label saying "Sorry, this is only for people that are this cool". (Blue Tracker / Official Forums)

Arena Pass 2012 Rewards - Mount/Title been given yet?
Just as an update on this for you all: We are now aware of why the pet has not been received by many of you and we will hopefully have the Armored Murloc in your mailbox "Soon™". (Blue Tracker / Official Forums)

St. Jude Children’s Research Hospital® Charity Auction: Thank You!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Thanks to the overwhelming generosity of the World of Warcraft® community around the world who took part in our recent server-blade charity auction, we’ve raised more than $330,000 USD to benefit St. Jude Children’s Research Hospital®.

In October 2011, we announced that a selection of retired World of Warcraft server blades -- hardware that once housed World of Warcraft realms -- would be made available for auction for this great cause, and you responded by opening up your hearts and your guild banks. Thanks again for your support and for helping to make a difference in the lives of children.

Comics - Dark Legacy Comics #346
Dark Legacy Comics questions everything!


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