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by Published on 2012-06-29 01:39 PM

World Premiere of Mists of Pandaria Opening Cinematic at gamescom 2012
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The largest games convention on Earth is happening in Cologne, Germany from August 15 to 19 this year. Blizzard Entertainment is excited to announce our presence at gamescom 2012, where visitors will have the chance to witness the world premiere of the World of Warcraft®: Mists of Pandaria™ opening cinematic. The latest creation from Blizzard’s cinematics team will be shown on giant screens at our booth on Thursday, August 16, the first fully public day of the event.

We’re also pleased to announce that this year we’ll be showcasing World of Warcraft: Mists of Pandaria, Diablo® III, and StarCraft® II: Heart of the Swarm™! Don’t miss your chance to experience the games first-hand and to meet members of the development teams. In addition, be sure to get creative and join in our famous dance and costume competitions.

Visit the Blizzard Entertainment booth in Halle 6.1 (B21) at the Koelnmesse in Cologne and prepare to be epically entertained. For more information on gamescom, check out the official site.
by Published on 2012-06-28 11:24 PM

Mists of Pandaria Beta - Build 15799
A new beta build will be deployed on beta realms soon. Tonight added a lot of heroic and normal raid gear, be sure to take a look!

Tier 14 Sets
Tier 14 gear is here, and you can find it all on WoWDB! Here is a recap of the set bonuses, as a few have changed since April!

Originally Posted by MMO-Champion
Death Knight (Forums)

Druid (Forums)

Hunter (Forums)
  • You can find all of the set pieces on WoWDB
  • Item - Hunter T14 2P Bonus - Your Kill Command deals $1% additional damage, your Chimera Shot deals 15% additional damage, and your Explosive Shot deals 5% additional damage.
  • Item - Hunter T14 4P Bonus - Increases the duration of your Bestial Wrath ability by 6 sec, increases the chance for Black Arrow to trigger Lock and Load by 20%, and increases the ranged attack speed granted by Steady Focus by an additional 10%.

Mage (Forums)
  • You can find all of the set pieces on WoWDB
  • Item - Mage T14 2P Bonus - Increases the damage done by your Arcane Barrage spell by 15%, increases the damage done by your Pyroblast spell by 5%, and increases the damage done by your Ice Lance spell by 5%.
  • Item - Mage T14 4P Bonus - Increases the damage bonus of Arcane Power by an additional 15%, reduces the cooldown of Icy Veins by 45%, and reduces the cooldown of Combustion by 20%.

Monk (Forums)

Paladin (Forums)

Priest (Forums)

Rogue (Forums)
  • You can find all of the set pieces on WoWDB
  • Item - Rogue T14 2P Bonus - Increases the damage done by your Venomous Wounds ability by 20%, increases the damage done by your Sinister Strike ability by 15%, and increases the damage done by your Backstab ability by 10%.
  • Item - Rogue T14 4P Bonus - Reduces the cooldown of your Shadow Blades ability by 90 sec.

Shaman (Forums)

Warlock (Forums)
  • You can find all of the set pieces on WoWDB
  • Item - Warlock T14 2P Bonus - Increases the damage done by your Corruption spell by 10%, increases the damage done by your Incinerate spell by 5%, and increases the damage done by your Shadow Bolt spell and Demonic Slash abilities by 6%.
  • Item - Warlock T14 4P Bonus - Reduces the cooldown of your Dark Soul abilities by 40 sec.

Warrior (Forums)

New Models

New Loading Screens

Achievement Changes
Originally Posted by MMO-Champion
Pet Battles

Dungeon Challenges
Dungeons & Raids


Feats of Strength
  • Theramore's Fall (New) Assisted in the covert assault of Theramore Isle and the rescue of Thalen Songweaver.
  • Theramore's Fall (New) Protected Jaina as she recovered the Focusing Iris from the Horde-ravaged ruins of Theramore.

  • Scenario Roundup was reworked: Complete every scenario while in a guild group. Reward: Guild Shirts
  • Scenario Roundup was reworked: Complete every scenario while in a guild group. Reward: Guild Shirts (Missing from this one, but likely will be fixed in a future build)

Pet Battles
  • Newbie now also rewards the ability to trap pets.

Pandaria Dungeon
Dungeons & Raids



Spell Changes
Originally Posted by MMO-Champion



Death Knight (Forums)
Tier Bonuses


  • Frost Strike now causes 110% weapon damage as Frost damage, down from 115%.
  • Howling Blast base damage was reduced by 68%.
  • Obliterate now does 240% weapon damage, down from 250% weapon damage plus 2,250.

Druid (Forums)
  • Faerie Swarm now has 37.8% AP scaling, up from 10.8%.
  • Lifebloom base healing was increased by 50% and duration of the heal was increased 50% for no net healing change.
  • Primal Fury is no longer Feral and Guardian only.
  • Track Humanoids had the tracking one thing at a time restriction removed.
  • Wild Mushroom: Bloom now heals all allies within 8 yards, down from 12. Now allows 5 mushrooms, up from 3.
  • Wild Mushroom: Detonate now heals all allies within 8 yards, up from 6. Now allows 5 mushrooms, up from 3.


  • Fae Empowerment (New) When you cast Faerie Fire, you gain Lunar Empowerment and Solar Empowerment. Lunar Empowerment Increases the damage of your next 3 Starfires within 18 sec by 20%. Solar Empowerment Increases the damage of your next 3 Wraths within 18 sec by 25%. Druid - Balance Spec.
  • Shooting Stars now has a 50% proc rate, up from 30%.
  • Starsurge damage was increased by 30%.
  • Wild Mushroom: Detonate now damages all enemies within 8 yards, up from 6.

Balance & Restoration

  • Lifebloom base healing was increased by 50% and duration of the heal was increased 50% for no net healing change.
  • Mastery: Harmony now grants an additional 10% bonus to periodic healing for 20 sec, up from 10 sec.
  • Wild Mushroom: Bloom now heals all allies within 8 yards, down from 12.

Major Glyphs
  • Glyph of Blooming has been reworked: Increases the bloom heal of your Lifebloom when it expires by 50%, but its duration is reduced by 5 sec and your Healing Touch, Nourish, and Regrowth abilities no longer refresh the duration.

Hunter (Forums)
  • Barrage now does 320% (was 400%) weapon damage to the main target and 80% (was 100%) weapon damage to other enemy targets in front of you.
  • Binding Shot now has a 60 sec cooldown, down from 90.

  • Bombardment now also grants 30% additional damage for 5 sec when Multi-Shot crits.

  • Improved Serpent Sting no longer increases the periodic critical strike chance of your Serpent Sting by 10%. Now is a Survival specialization ability.


Mage (Forums)


Monk (Forums)

  • Chi Wave now does 1,806 healing, down from 1,806 + 127.5% of SP.
  • Zen Sphere now heals the target for 1,171 and does 460 damage to the nearest enemy, AP scaling removed from individual damage amounts. All damage and healing for this spell now scales with 71.85% of AP.



Paladin (Forums)
  • Censure is now instant, down from a 3 sec cast.


  • Holy Shock now has an additional 25% chance to be a critical strike, rather than a 25% chance to be a critical strike.

  • Sanctuary now also increases your chance to dodge by 2%.

  • Inquisition now also increases critical strike chance by 10%.

Priest (Forums)
  • Mind Sear base damage was increased by 127%, and SP scaling by 50%.
  • Shadow Word: Death now has a spec specific tooltip for Shadow to show the Shadow Orb related portion of the spell.
  • Shadow Word: Insanity now costs 7% of base mana, down from 15%. Spell reworked: Blasts the target for (682 + 65.0% of SP) Shadow damage, and removes your shadow damage-over-time spells on the target. For each spell removed this way, Shadow Word: Insanity's damage is increased by up to 100%, based on how long the spell had been applied.

  • Archangel is now a Discipline Spec ability. Dark Archangel portion of the spell removed.

  • Chakra: Sanctuary no longer increases healing of Renew.
  • Chakra: Serenity now increases healing done by your single-target healing spells by 15%, rather than increasing critical effect chance.
  • Divine Hymn had SP scaling doubled.

Major Glyphs

Rogue (Forums)


  • Blindside now enables a single use of Dispatch with no energy cost.

Major Glyphs
  • Glyph of Sinister Strike has been renamed Glyph of Adrenaline Rush: Your Adrenaline Rush ability also reduces the global cooldown of your Sinister Strike, Revealing Strike, Eviscerate, Rupture, and Slice and Dice abilities by 0.2 sec.

Shaman (Forums)
  • Unleashed Fury No longer increases the enemy target's damage taken from your Lava Burst ability.

  • Searing Flames has been reworked: When your Searing Totem deals damage or your Fire Elemental lands a melee attack, the damage dealt by your Flametongue Weapon is increased by 8% for 15 sec. Stacks up to 5 times. Your Lava Lash ability will consume this effect, dealing 20% increased damage for each application present.

Warlock (Forums)
  • Ritual of Souls has been renamed Create Soulwell. No longer requires additional players to complete.


Affliction & Destruction
  • Rain of Fire now costs 8% of Base Mana plus 4% per sec, up from 4% of Base Mana plus 4% per sec. Now a Affliction and Destruction Spec ability.

  • Drain Soul: If the target is at or below 20% health, Drain Soul causes double the normal damage and your periodic damage spells tick 100% faster, up from 50%.
  • Malefic Grasp had base damage reduced by 10% and SP scaling reduced by 40%. Duration increased by 50%. In addition, your periodic damage spells tick 100% (was 50%) faster while afflicted by Malefic Grasp.



  • Firebolt had base damage increased by 43% and SP scaling removed.

Major Glyphs

Minor Glyphs

Warrior (Forums)

  • Bladestorm now does 120% weapon damage, up from 75%.

  • Taste for Blood now causes procs to increase the damage of your next Heroic Strike or Cleave within 9 sec by 50%.


Major Glyphs
  • Glyph of Cleaving was renamed Glyph of Hindering Strikes: Heroic Strike and Cleave now additionally snare the target by 50% for 8 sec.

Blood Elf
  • Arcane Torrent now restores Energy instead of Chi.
  • Arcane Torrent (New) Silence all enemies within 8 yards for 2 sec and restore 1 Chi. Non-player victim spellcasting is also interrupted for 3 sec. Instant. 2 min cooldown. Blood Elf Racial.


Misc Spells

New Items
Check out all of the new items over on WoWDB! There are far too many to list here.

Level Type Slot Name
1ArmorShirtTailored Initiate's Shirt
1ArmorShirtArtisian Initiate's Shirt
1ArmorShirtTailored Member's Shirt
1ArmorShirtArtisan Member's Shirt
1ArmorShirtTailored Officer's Shirt
1ArmorShirtArtisan Officer's Shirt
1ArmorTabardTheramore Tabard
1JunkMini Mana Bomb
496JunkLeggings of the Shadowy Conqueror
496JunkLeggings of the Shadowy Protector
496JunkLeggings of the Shadowy Vanquisher
1PetChain Pet Leash
90MountReins of the Crimson Pandaren Phoenix
90MountReins of the Green Shado-Pan Riding Tiger
70MountReins of the Thundering August Cloud Serpent
90MountReins of the Red Shado-Pan Riding Tiger
90MountReins of the Blue Shado-Pan Riding Tiger
476WandSpell DPSRangedTorch of the Celestial Spark
489WandSpell DPSRangedTorch of the Celestial Spark
1ConsumableCelestial Offering
20ConsumableSack of Pet Supplies
85OtherCloud Ring
85OtherRacing Flag
85OtherFloating Racing Flag
85OtherFinish Line
85OtherFloating Finish Line
85OtherRestorative Amber
85OtherMogu Rune of Paralysis
85OtherStack of Wooden Boards
85OtherStack of Bamboo
85OtherStack of Stone Blocks

New Icons

Strings Changes
Originally Posted by MMO-Champion
  • ACHIEVEMENT_COMPLETED_BY - Completed by: |cffffffff%s|r
  • ACHIEVEMENT_FILTER_COMPLETE_EXPLANATION - Show achievements completed on your account
  • ACHIEVEMENT_FILTER_INCOMPLETE_EXPLANATION - Show achievements this character can complete
  • ACHIEVEMENT_FILTER_TITLE - Achievement Filter
  • ACHIEVEMENT_NOT_COMPLETED_BY - |cffff2020Not completed by:|r |cffffffff%s|r
  • BATTLE_PET_COMBAT_LOG_CAPTURED - You have captured %s %s!
  • BATTLE_PET_COMBAT_LOG_LEVEL_UP - %s %s has reached Level %d!
  • BATTLE_PET_SLOTS - Battle Pet Slots
  • BATTLE_PETS_ACHIEVEMENT - Battle Pet Achievements
  • BATTLE_PETS_ACHIEVEMENT_TOOLTIP - Your total pet achievements score. Some pet achievements unlock additional functionality.
  • BATTLE_PETS_FIND_BATTLE_TOOLTIP - Matches you against a player of similar skill in a pet battle.
  • BATTLE_PETS_SUMMON_TOOLTIP - Summons or dismisses your selected pet.
  • BATTLE_PETS_TOTAL_PETS_TOOLTIP - Total number of pets owned. You can have up to 500 total pets and three of the same pet.
  • DUNGEON_FLOOR_TIRISFAL12 - Night Web's Hollow
  • ENTER_PET_BATTLE - Enter Battle
  • ERR_CHALLENGE_MODE_FULL - A maximum of five unique players may enter a Challenge mode instance. Resetting the instance also resets this counter.
  • ERR_PETBATTLE_QUEUE_ALREADY_QUEUED - You are already queued for a pet battle.
  • ERR_PETBATTLE_QUEUE_JOIN_FAILED - Unable to join pet battle queue.
  • ERR_PETBATTLE_QUEUE_JOURNAL_LOCK - Pet Journal unavailable for battle.
  • ERR_PETBATTLE_QUEUE_OPPONENT_DECLINED - Opponent declined pet battle invitation. You have been returned to the queue.
  • ERR_PETBATTLE_QUEUE_PROPOSAL_DECLINED - You declined the pet battle invitation.
  • ERR_PETBATTLE_QUEUE_PROPOSAL_TIMEOUT - You did not respond to the pet battle invitation.
  • ERR_PETBATTLE_QUEUE_QUEUED - You are now queued for a pet battle.
  • ERR_PETBATTLE_QUEUE_REMOVED - You are no longer in the pet battle queue.
  • ERR_PETBATTLE_QUEUE_REQUEUED_INTERNAL - Internal pet battle error. You have been re-queued for battle.
  • ERR_PETBATTLE_QUEUE_REQUEUED_REMOVED - Pet battle opponent unavailable. You have been re-queued for battle.
  • ERR_PETBATTLE_QUEUE_SLOT_CANT_BATTLE - Pet in slot %d can't battle.
  • ERR_PETBATTLE_QUEUE_SLOT_DEAD - Pet in slot %d is dead.
  • ERR_PETBATTLE_QUEUE_SLOT_EMPTY - Pet battle slot %d is empty.
  • ERR_PETBATTLE_QUEUE_SLOT_LOCKED - Pet battle slot %d is locked.
  • ERR_PETBATTLE_QUEUE_SLOT_NO_TRACKER - Pet battle slot %d is invalid.
  • ERR_PETBATTLE_QUEUE_SLOT_REVOKED - Pet in slot %d is unavailable for battle.
  • LOOT_ROLL_LOST_ROLL - |HlootHistory:%d|h[Loot]|h: You have rolled %s - %d for: %s
  • PET_BATTLE_ANOTHER_PET_JOINED - Another pet has joined the battle!
  • PET_BATTLE_HEAL_SPELL_UNKNOWN - This spell can be learned from a Battle Pet Trainer
  • PET_BATTLE_TOOLTIP_SPEED_ADVANTAGE - You have a higher speed stat and will go first in battle.
  • PET_BATTLE_TRAP_UPGRADE - A new trap has been unlocked!
  • PET_BATTLE_TWO_PETS_JOINED - Two more pets have joined the battle!
  • PETBATTLE_QUEUE_SLOT_NO_SPECIES - Pet battle slot %d is invalid.
  • PLAYER_CLASS - |c%s%s %s|r
  • PLAYER_CLASS_NO_SPEC - |c%s%s|r
  • PVP_POWER_BASE_TOOLTIP - \nPower %s (+%.2f%% Power)
  • QUICKBUTTON_NAME_MY_ACTIONS_TOOLTIP - Show messages of actions done by you.
  • ROLL - Roll
  • SLASH_RAIDFINDER1 - /raidfinder
  • SLASH_RAIDFINDER2 - /raidfinder
  • SPELL_FAILED_CUSTOM_ERROR_167 - Target must be directly in front of you.
  • SPELL_RECAST_TIME_CHARGES_DAYS - %.3g day recharge
  • SPELL_RECAST_TIME_CHARGES_HOURS - %.3g hour recharge
  • SPELL_RECAST_TIME_CHARGES_MIN - %.3g min recharge
  • SPELL_RECAST_TIME_CHARGES_SEC - %.3g sec recharge
  • SPELL_RECHARGE_TIME - Recharging: %s
  • SPELL_RECHARGE_TIME_DAYS - Recharging: %d |4day:days
  • SPELL_RECHARGE_TIME_HOURS - Recharging: %d |4hour:hours
  • SPELL_RECHARGE_TIME_MIN - Recharging: %d min
  • SPELL_RECHARGE_TIME_SEC - Recharging: %d sec
  • SPELL_UNKNOWN - This spell is unknown.
  • STAT_RESILIENCE_BASE_TOOLTIP - \nResilience %s (+%.2f%% Resilience)
by Published on 2012-06-28 06:42 AM

1.0.3b Delayed, Inferno Drop Rate Hotfix Coming Tomorrow, 200k Gold Inferno Act 2 Challenge, Natalya's Wrath to Remain Untouched

The Spirit Kings Raid Encounter Preview
The Spirit Kings is the fourth boss of the Mogu'shan Vaults encounter.

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


The Spirit Kings
  • Meng Sharpfang - When the players defeat the Mad King, he remains in battle in a weakened state and only uses his Maddening Shout ability.
    • Maddening Shout - The Maddening Shout of Meng Sharpfang causes all enemies to go mad, inflicting 10,000 Shadow damage every 3 sec. and causing all enemies to hate each other. Players regain their sanity after taking 10,000 damage from another player.

      The Mad King retains Maddening Shout after being defeated.
    • Crazed - The Mad King becomes more insane every 0.5 sec. Crazed increases the Mad King's Physical damage dealt by a percentage equal to twice his current Insanity. When the Mad King reaches 100 Insanity, he switches personalities to Cowardice.
    • Cowardice - The Mad King becomes more insane every 0.5 sec. Cowardice causes the Mad King to reflect damage equal to 50% of his current Insanity. When the Mad King reaches 100 Insanity, he switches personalities to Crazed.
    • Crazy Thought - A Crazy Thought crosses the Mad King's warped mind, increasing his Insanity by 10.
    • Delirious - The Mad King enrages, doubling the rate he gains insanity.
  • Qiang Steelskin - When the players defeat the Warlord King, he remains in battle in a weakened state and only uses his Flanking Orders ability.
    • Flanking Orders - The Warlord King orders a flank, calling in a wave of Mogu attackers. These Flanking Mogu cast Overhand Strike, inflicting 100,000 Physical damage to enemies in front of them within 0 yards. The Warlord King retains Flanking Orders after being defeated.
    • Massive Attacks - No single man or woman can stand against the brutal attacks of the Warlord King. His Massive Attacks inflict 900,000 Physical damage, split among all enemies hit.
    • Annihilate - Qiang focuses on Annihilating his enemies in front of him, inflicting 300,000 damage to enemies within 0 yards.
    • Impervious Shield - The Warlord King uses his Impervious Shield, gaining immunity to all attacks and spells and increasing his attack speed by 200% for 10 sec.
  • Sebotai Swiftfoot - When the players defeat the Bandit King, he remains in battle in a weakened state and only uses his Pillage ability.
    • Pillage - The Bandit King charges a random player and Pillages them, stealing all of the target's posessions. The Pillaged effect reduces the player's damage and healing done by 50% and reduces their armor by 50%. The Bandit King retains Pillage after being defeated.
    • Volley - Sebotai launches three Volleys in quick succession. The first inflicts 50,000 Physical damage to enemies in a large cone in front of the caster, then 75,000 Physical damage in a medium cone, and finally 100,000 Physical damage in a small cone.
    • Rain of Arrows - The Bandit King fires a Rain of Arrows at the location of a random player, inflicting Pinned Down on all targets within the 8 yard area. Pinned Down inflicts 10,000 Physical damage every 1 sec. until another player removes the arrow from the victim.
      • Pinning Arrow - The Pinning Arrow causes Pinned Down, inflicting 10,000 Physical damage every 1 sec. until a player destroys the Pinning Arrow.
    • Sleight of Hand - Damaging attacks against the Bandit King cause the attacker to suffer being Robbed Blind. The effect reduces damage and healing done by 50% and reduces armor by 50%. The Bandit King becomes vulnerable to Stun effects while using Sleight of Hand.
      • Robbed Blind - Robbed Blind reduces the target's damage and healing done by 50% and reduces their armor by 50%.
  • Zian of the Endless Shadow - When the players defeat the Sorcerer King, he remains in battle in a weakened state and only uses his Undying Shadows ability.
    • Undying Shadows - The Sorcerer King creates an Undying Shadow at the location of a random player. The Undying Shadow inflicts 15,000 Shadow damage every 1 sec to players within 10 yards until destroyed. The Sorcerer King retains Undying Shadows after being defeated.
      • Undying Shadow - The Undying Shadow inflicts 15,000 Shadow damage every 1 sec to players within 10 yards until destroyed. An Undying Shadow fixates on the closest nearby player when the Sorcerer King summons it. After the Undying Shadow dies it starts to reform itself, creating Coalescing Shadows. After 30 seconds the Undying Shadow fully coalesces and reforms.
        • Coalescing Shadows - The Coalescing Shadows inflicts 15,000 Shadow damage every 5 sec. to players within 10 yards. After 30 seconds the Undying Shadow fully coalesces and reforms.
    • Shadow Blast - The Sorcerer King launches a Shadow Blast at the location of a random player. The Shadow Blast inflicts 70,000 Shadow damage upon impact to players within 8 yards of the targeted location.
    • Charged Shadows - The Sorcerer King blasts a random player with Charged Shadows, inflicting 85,000 Shadow damage to the target then chaining to further targets within 8 yards of each other.
    • Shield of Darkness - The Sorceror King protects himself with a Shield of Darkness. The Shield inflicts 200,000 Shadow damage to all enemies whenever a damaging ability lands on the Sorceror King.
      • Darkness - Inflicts 200,000 Shadow damage to all enemies.

The Lorewalker Stories
In Mists of Pandaria there are several extra lore related achievements to go with the regular zone exploration achievements.

Once you have found all of the objects for an achievement, Lorewalker Cho will send you mail that asks you to meet him at the Seat of Knowledge. Once there he will narrate a small story that gives you some more information about Pandaria lore.

In the video below, the Song of the Yaungol and Hozen in the Mist stories are told to you.

UI Addons Enabled in the Next Beta Build
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Starting with the next Mists of Pandaria beta build, we plan to enable the use of UI addons. So whether you’re a savvy addon author or the most discriminating player, there’s no time like the present to start planning out your perfect UI.

Addon authors should also make sure to check out prominent addon sites such as WoWInterface and Curse for a chance to apply for a Mist of Pandaria beta key. These sites have recently been given a lot of beta keys to distribute specifically to active addon authors. We likewise strongly encourage authors who have access to the beta to start testing out and fine-tuning their addon updates in the beta as soon as possible.

If you use an addon and start seeing errors, try downloading the most recent version of it. If you are still having errors, you may need to turn off the addon until it has been updated.

Raid Testing Schedule - June 28
Check back tomorrow afternoon for streams of the raid testing!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Thursday, June 28, 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.

Garalon - 10 Player Normal
10:30 PDT (13:30 EDT, 19:30 CEST)

Amber-Shaper Un'sok - 10 Player Normal
16:00 PDT (19:00 EDT, 01:00 CEST)

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

Blue Posts
Originally Posted by Blizzard Entertainment
Lack of New Content
Where has all of the updates gone. I can't remember the last time anything was added to this game. I know blizard is busy and blah blah, but nothing?? really? where does that 15 bucks a month go. I know most of you will say "Just quit" and I probably will, but I miss enjoying the game. The raids are easy and the content is old.
We're working on the next expansion. We understand that people want new content and are hungry for it, but we have to also be able to recognize when we need to put our efforts into the next expansion rather than trying to divide up our focus too much.

I'm sure many of those that are in the beta will say that it's come a long long way. We're making great progress and are looking forward to getting the expansion out to everyone as soon as we possibly can.

There is still a lot to do in the game that perhaps you've never taken the time to do in the past. I acknowledge that doesn't make-up to many people the lack of new shiny things to do, but we're hoping we'll make the wait worthwhile for you.

We've been running summer challenges as well that we hope inspire people to go back to see older content again or perhaps even for the first time.

There's a lot to do in World of Warcraft. The limitations often are self-imposed, such as if you don't like PvP or don't like Raiding or Achievements. Many people are spending their time with Transmogrification right now as well.

I'm sure there are many others who could give you some great ideas of things you could try.

Is there an ETA?
None that I can share yet. (Blue Tracker / Official Forums)

Why is WoW Never Balanced?
Balance! You mean you guys actually balance this game, that's the first I heard of this. Right now we will hear how you are trying to balance the new expansion. I will bet my life on it that the monks and the new cuddly utterly hateable pandas will be either so weak or way over powered. Your developers never seem to get it right when it comes to balance.
Let's get one thing straight here. World of Warcraft (and all MMOs) are in a constant state of being balanced and tweaked. As more content or more game changes are added, so too must additional balancing be done. There is no such thing as a "finished" MMO. That is the nature of them. Balance, is an ongoing work. Also, what you may think is "right" may not be either. It's pretty easy to sit on the other side of the fence and say, "Get it right!" But there are so many variables at play that it's never that simple.

Also, it seems there are several discussions going on here. My comments have been directed at Heroic Dungeons and dungeons in general. I wasn't commenting on Dragon Soul.

In regard to Dragon Soul: I work on a global community report each week in which every week I see a mix of people that are upset about the buff, and those that are thankful for the buff so that they can progress. It's not a black and white issue. We did something similar in Wrath of the Lich King and we changed it again for Dragon Soul. Who knows what we'll do in future raids.

Yes, people can experience the Raid with the Raid Finder, but that doesn't mean their guild isn't interested in accomplishing the Raid together either. I think there is also an assumption that "everyone has seen it/done it" and that's not exactly true either.

As to whether or not we will "nerf" Challenge Modes, I couldn't say. I can say we will balance the dungeons that they occur in. But they are intended to be very challenging for organized groups. There is no Challenge Mode Finder by which you can make a new group and go in with strangers.

I see a lot of people upset about how this hurts their own experiences. How by making it too easy, you're getting people who may not fully understand the mechanics of some of the encounters or may not play at the top of their game. On the flip side, if only a small portion of people can get through that content, it gives you a very very limited pool of folks to be able to play with.

Again, we're not in a black and white situation here.

That all said, /broken record on-

We are always open to constructive feedback on how you think the system could work better. No one on our side has packed up a suitcase and walked out of the studio because their work is "done". We have a large team of folks who have been working their tails off to get the next expansion ready and out to you. They have been reading over the forums, listening to the community team, reading outside the forums, and still putting in their time to work on a variety of thoughts and ideas whether they came from without or within.

Will things potentially be "out of balance" with the release of Mists of Pandaria? It's possible. Beta can only tell us so much. Even with such a large pool of people taking part, there is always a difference when it comes to the live environment. The developers do the best they can to make sure the choices they make are for the betterment of the game.

Back to the topic at hand, we're back to the simplicity of the original statement I made-- Challenging is different for everyone.

I would also caution people to avoid these statements, "If only Blizzard had had their eyes open and brains engaged." This is not thoughtful or helpful in any way shape or form, nor is it constructive. If the developers don't agree with your ideas, that does not mean they don't have their "eyes or brains engaged".

A little experience that i had on my paladin....
I'm glad you had a great experience. I do think people are mistaking balancing for "casuals" with just providing balance in general. When we balance, we're not going, "hey this guy can't get through the dungeon, we need to nerf that". We're looking at, "hey a lot of people are getting stuck right here. Why is that?" Sometimes, there's just a rough spot that we need to smooth out. That's simply it. Challenging does not mean we want people banging their heads on their desks. It means, we want them to feel that there is a challenge that they can rise to and have a chance of overcoming if they work at it. Again, it's back to the difference between frustrating (I give up) and challenging (let's go at it again). (Blue Tracker / Official Forums)

Diablo 3: A Different Angle
Malu05 shows us some Diablo 3 art from another perspective!

by Published on 2012-06-27 06:48 AM

Digital Purchase Restrictions Have Been Updated, Repair Costs, Diablo III Feedback, Blue Posts, Diablo 3 - From a New Angle

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

Gara'jal the Spiritbinder - Raid Encounter Preview
Gara'jal the Spiritbinder is the third boss of the Mogu'shan Vaults encounter. During testing only one group was able to defeat the boss.

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


Gara'jal the Spiritbinder
  • Spirit Totem - Gara'jal the Spiritbinder periodically summons a Spirit Totem at a random location.
    • Cross Over - Spirit Totems cause the nearest 3 players within 7 yards to cross over to the spirit world when they are destroyed. The process of Crossing Over leaves the victim with 30% of their current health.
    • Cross Over - Players use Spirit Totems to cross over into the spirit world. Players exist in the spirit world for 30 sec before returning to the real world.
    • The Spirit World - Players crossing over to the Spirit World must return to the real world within 30 sec or die.
      • Frail Soul - Returning to the real world from the Spirit World inflicts players with a Frail Soul for 60 sec. Attempting to cross into the Spirit World with a Frail Soul kills the player.
    • Spiritual Innervation - Healing a player in the Spirit World energizes their soul with Spiritual Innervation. The effect of Spiritual Innervation varies depending on the class and specialization of the healed player, and the effect grows with larger heals.
  • Shadowy Minion - Shadowy Minions only exist in the Spirit World, but damage players in the real world with Spiritual Grasp.
    • Spiritual Grasp - A Shadowy Minion reaches into the real world with a Spritual Grasp, inflicting 20,000 Shadow damage on a random player in the real world.
    • Shadow Bolt - A Shadowy Minion fires a bolt at a random player in the Spirit World, inflicting 26,000 Shadow damage.
  • Voodoo Dolls - Gara'jal the Spiritbinder fixates on his current target and then that player and 2 other players to turn into Voodoo Dolls. A Voodoo Doll copies 100% of their damage received to all other Voodoo Dolls in the raid. The Voodoo Doll effect persists until either the victim perishes or Gara'jal the Spiritbinder banishes his fixated target to the Spirit World. Players turned into Voodoo Dolls cannot enter the spirit world. In 25 player raids, Gara'jal chooses 3 other players from the raid to turn into Voodoo Dolls.
  • Banishment - Gara'jal the Spiritbinder banishes his current target to the Spirit World. While in the Spirit World, a Severer of Souls assaults the victim. In Heroic Difficulty, three Severers of Souls attack.
    • Severer of Souls - Severers of Souls attempt to tear apart the soul of Banished victims.
      • Soul Sever - If players do not defeat every Severer of Souls within 30 sec., the Banished victim dies.
      • Soul Explosion - The Severer of Souls immense spirtual energy explodes outward at a random player in the real world. The Soul Explosion inflicts 45,000 Shadow Damage to the target and all players within 5 yards of them.
  • Frenzy - Gara'jal the Spiritbinder Frenzies when he reaches 20% remaining health, gaining 100% melee haste and inflicting 50% additional damage. Gara'jal the Spiritbinder also stops summoning Spirit Totems.
  • Right Cross - Gara'jal the Spiritbinder attacks with a crushing right handed punch, inflcting 100% weapon damage as Shadow damage to his target.
  • Left Hook - Gara'jal the Spiritbinder attacks with a mighty swing of his left fist, inflcting 100% weapon damage as Shadow damage to his target.
  • Hammer Fist - Gara'jal the Spiritbinder slams his opponent with both fists, inflcting 100% weapon damage as Shadow damage to his target.
  • Sweeping Kick - Gara'jal the Spiritbinder attacks with a sweeping kick, inflcting 100% weapon damage as Shadow damage to his target.

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Why do Unholy Aura/Windfury Totem (and other attack speed buffs) not increase rune regeneration speed? Same question with goblin racial. Heroism and Unholy Frenzy however do. In contrast a caster's Cast time, DOTs and HOTs are affected by group buffs as well as things like Heroism and Power Infusion. Is this a bug? If not, could you please outline exactly what it is that will affect a Death Knight's rune speed regeneration?
Sure. “Haste” is somewhat of an overloaded word, in WoW’s vocabulary. There are, mechanically, several different kinds of haste:

Melee: Affects melee attack speed
Ranged: Affects ranged attack speed
Spell: Affects spell casting speed
Regen: Affects rune/energy/focus regen speed

Various sources of haste provide some or all of those. Haste rating, for example, provides all of them. There’s a raid buff that just applies 5% spell haste. And another that just applies 10% melee and ranged Haste. Typically, we refer to the combination melee+ranged as "attack speed," to indicate that it’s only affecting your attack speed, not your regen.

However, we’re not entirely consistent about this. On the character screen, the line that says “Haste” is really showing attack speed. We try to be specific about which one we’re giving you in specific spells or abilities. For example, the goblin racial and Unholy Aura specifically state that they increase attack speed, so they don’t give regen haste. Occasionally we mess up and refer to something as the wrong type of haste, but I don’t know of any more of those offhand.

Hunter (Forums)
What? It's already not worth using either single target or in an AoE situation. Also, hunter shots are currently partially blockable as are pet attacks. Pet attacks are also suffering from glancing blows. Is this intended?
All of the hunter level 90 talents are getting an across the board damage buff (they’re intended to be worth using single-target, and currently they’re not). I just meant that Barrage’s damage will be lowered a bit relative than Powershot. Hunter ranged attacks should not be blockable, and they currently are (known issue, will be fixed). Pet attacks should be blockable and able to glance.

Mage (Forums)
In regards to the mage level 90 talent Incanter's Ward, I have a bad feeling the fact that Priest shield spells are absorbed on higher priority than IW is going to foster a hateful relationship between a mage with the talent and the disc priest who is spell-blocking him. It would be a nice improvement to have Incanter's Ward at least have a higher absorb priority than other raiders' absorb spells if not also higher than Ice Barrier.
That’s a bug (or rather, we’re waiting on some code changes to support it that haven’t been implemented yet). Incanter’s Ward should always be used first to absorb damage.

Is Mage mana regen intended to increase only with Haste Rating, or with total haste? At present, it appears that neither the Frost Armor 5% haste buff nor the 5% haste aura increase regen.
Bug. Mage mana regen is currently scaling with melee haste instead of spell haste like it should be. That will be fixed in a future build.

We're also really wondering about the various "ignite-like" mechanics in the game....

Specific questions: Do these mechanics have the same basic implementation internally? In other words, can we trust that there is a single set of assumptions we can make about how the damage calculation and propagation works that will allow us to simulate all these mechanics correctly? And are there any details you can give us that would reduce the number of assumptions we need to make?

Ahhh, Ignite mechanics. What a storied history they have.

While there have been several versions of Ignite and similar effects, historically, the general goal for quite a while now has been for this sort of effect to be simply a way to move part of the damage from an attack into a DoT, to reduce burst, and add flavor. And since these attacks were likely to happen again before the DoT finished, each one needed to "roll" the damage left over from the previous DoT into the new one. However, that damage rolling processing has always been somewhat delayed. That leads to the “munching” problem (two hits could land at nearly the same time, and the first one wouldn’t have been processed yet when the second one lands, leading to the first one’s DoT getting overwritten by the second one’s).

However, we got some code changes done in 5.0 that handles rolling periodics better. If Blackout Kick does 20% of its damage as a DoT, then at the end of the fight, Blackout Kick’s DoT should have done exactly 20% of the damage of Blackout Kick (barring any rounding errors or overkill of course). The actual logic involved is rather simple: When reapplying this DoT, take the damage left in the previous DoT and distribute it evenly across the new DoT’s ticks. Do remember that refreshing a DoT refreshes it to the full duration, plus the next tick (so that you can clip DoTs by 1 tick and have no loss).

For example, suppose Blackout Kick does 20% additional damage as a DoT that ticks every 2 sec, for 4sec.

0sec: Blackout Kick lands for 100 damage. DoT applied, with 4sec remaining, doing 10 damage per tick.
2sec: Blackout Kick DoT ticks for 10 damage. 2sec remaining, still 10 damage per tick.
3sec: Another Blackout Kick lands, and this time it crits, for 200 damage. The DoT is refreshed and extended to 4sec past the next tick; 5sec remaining, or 3 ticks. It needs to do a total of 10 damage still from the previous DoT, and 40 more for this one, for a total of 50 damage over 3 ticks, so ticks for ~17 damage, 3 more times.
4sec: Blackout Kick DoT ticks for 17 damage. 4sec remaining, still 17 damage per tick.
6sec: Blackout Kick DoT ticks for 17 damage. 2sec remaining, still 17 damage per tick.
8sec: Blackout Kick DoT ticks for 17 damage, and expires.

Hope that helps.

Spells that use this mechanic include: Ignite, Blackout Kick, Echo of Light, Devouring Plague, Touch of Karma, Hand of Gul’dan, Bloodbath, Temporal Shield, Piercing Shots, Explosive Shot, and several set bonuses.

One additional addendum on the Ignite things: Explosive Shot does not do this in your current build, but will in the next. The others should all work that way in your current build.

Priest (Forums)
How does Psyfiend pick which target and in what order to fear if there are more then one enemy attacking the priest? Is it based on location, order of who attacked when, or is it totally random?
Without trying it out, I believe it prefers the last target that attempted an attack on the priest.

What counts as the three direct attacks for Spectral Guise? Any attack that isn't a DoT, or is there more specific list of attacks?
Any damage event, including DoT ticks.
What exactly is considered a range attack for Phantasm? Is it any attack that can be cast beyond melee range, or are there spells that are exception to this?
The mechanics for this are identical to Smoke Bomb or Camouflage, so try those out to compare.

Shaman (Forums)
Our shaman guy is working on implementing Stormlash, but he's lacking details on how the damage scales, in particular whether or not it scales with the cast time of the proccing spell, and if so what the formula is. I haven't looked into it myself so I don't have any more specific questions, but any other details you could share on Stormlash would be helpful as well.
We’re currently in the process of tuning Stormlash, so you can expect its numbers to change somewhat. It does vary the damage by the cast time of the spell or attack that proc’d it, but that formula is likely to change (and/or likely to include other variables). I’ll try to get that formula for you after we tune it.

Warlock (Forums)
I'm assuming you're referring to the dot it triggers, Shadowflame, but that functions as a dot with a stacking mechanic: For one, it can crit, which seems counter to the whole premise of rolling forward a fixed amount of damage. It also just doesn't roll damage in that way at all - I can cast two HoGs back-to-back or I can wait and do the second one just before Shadowflame wears off, and after the second HoG I get a 2-stack dot ticking 7 times for the same amount in both cases.
By Hand of Gul’dan, I did indeed mean Shadowflame. However, as you point out, this rolling periodic mechanic interacts rather oddly with debuffs that stack. So, we’re just going to take it off of Shadowflame. Shadowflame will be a simple DoT that can stack, not using this rolling periodic mechanic.

Warrior (Forums)
Pre-MoP Deep Wounds used this mechanic - does the MoP version continue to use it, or something else?
Mists’ Deep Wounds is no longer that kind of DoT; it’s now much more similar to Rend.

Raid Testing Schedule - June 27
Check back tomorrow afternoon for streams of the raid testing!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Wednesday, June 27, we'll be testing two encounters.

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

Will of the Emperor - 10 Player Normal
10:30 PDT (13:30 EDT, 19:30 CEST)

Imperial Vizier Zor'lok - 10 Player Normal
16:00 PDT (19:00 EDT, 01:00 CEST)

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

Blue Posts
Originally Posted by Blizzard Entertainment
Add Facebook Friends Option in WoW
Can Blizzard find a way to hook FB accounts and wow accounts together so when im on wow i can find all my FB friends that play wow and send them a real ID friend request?
It's a possibility for the future. We have this for Starcraft II as someone already mentioned, I just couldn't promise it or give any sort of potential date by which such a thing would happen (if we do it.) (Blue Tracker / Official Forums)

Dungeon Difficulty
My question is why does Blizzard nerf heroic dungeons, i mean at first they are hard but what people don't realize about them is that you gear up. Hard is good and i'm sure most people don't want an easy game but a hard game that takes skill.
It's always about balance as always. We have a variety of people who play the game and we have to keep in mind what constitutes challenging and what constitutes frustrating and find a way to move frustrating back in line with challenging. Then from there, we run into different ideas of what challenging is.

So, we have to take a look at where the trouble spots are, investigate who is making it through and who is having difficulty. Beyond that, it then gets down to the nitty gritty. Is it simply a class issue? Is it a mechanic issue? Is the dungeon overall just too difficult for a variety of class combinations to get through? At what point do people "give up" or just flat out leave or not even attempt the dungeon to begin with?

Once we determine what is the "core" contributing factor, the designers decide on a course of action. Sometimes that course of action is to alter the dungeon itself and make it more accessible. We want the game to be fun. We want people to feel like they can accomplish the task at hand without it being a painful endeavor. We also ultimately want people to get a chance to see the content to begin with. The idea of creating a "piece of art" is to share it with others. The same is true for the various aspects of the game. While there may be aspects of the game that are less accessible for one reason another to a wide array of people, something that's considered a key aspect of the available gameplay is not something we want to heavily restrict or hold people back from.

They were good for 5 man groups. They were not good for 5 random people playing together.
This is a very good statement. I have often said that World of Warcraft has a lot of working parts and part of making development changes and balance is in being able to discern which parts need a little extra greasing to work better. There is also a distinct difference between a random group vs. a guild group or group of friends working together. While skill plays a part, so does understanding the people you're playing with and making what they do/how they play work for the group. If you aren't able to adapt to that, or the mechanics of the dungeon make adjusting too difficult, then it's another flag that perhaps something isn't working as well as it should be to allow that progress.

Again, people do want challenge, but challenge is different for everyone. Understanding where the limits of human patience are is important. For example, I'm more apt to stubbornly keep going up against something until I get it right no matter how long it takes, (give it a break maybe now and then) but go back to it so I can "beat" it. Others may give something a try once or twice then give up. In this case, our tolerance levels for "failure" or anticipation of gaining success at some point are a bit different.

I'm a bit confused with these parts in comparison to that of mechanics. For myself and doing the random groups and succeeding in the majority of them, I found what was usually the key point was players willing to work together and help each other and that those who are unwilling to adapt typically resulted in failure. With that said, are you saying that in the case of players not willing to be team players, the developers will make changes even if its not the fault of the mechanics?
Generally speaking, if a majority of randoms are not succeeding, then there is some potential evidence that it's a mechanics issue either in the classes being used (and their abilities) or the dungeon mechanics being difficult or hard to understand. If we're seeing a margin of error but overall progress is "acceptable" for a large portion of players given time, we may just hang back and watch. The key is in allowing for that reasonable amount of time to go by in order to gather appropriate data to know for sure what it is that's occurring.

So let me turn this around. Does Blizzard think that it's acceptable for a dungeon to be punishing?
Sure, to a degree. We're introducing Challenge Modes in Mists of Pandaria and those will be challenging though I hesitate to use "punishing". Again, we want it to be fun, so if you feel "punished" for trying to do it versus enjoy the challenge, it can be potentially problematic getting more people interested in it. After all, we expect that those who take part are going to be doing it with friends or guildmates which should keep it at "challenging" vs. /beatheadondesk .

The thing is why make harder content for the ones you call hardcore players just to nerf it later for others to get in?
Usually the changes are done after a period of time has gone by in which most of those "hardcore" players have done the content. That's cool and all, but again, getting others the opportunity experience the content isn't a bad thing either. (Blue Tracker / Official Forums)

Human Female Model Update
Blizzard keeps talking about updating the models, but nothing has happened. How about in the next expansion? Please at least give the girls legs!
We did indeed say we'd like to update the models and it's definitely on our to-do list. (Blue Tracker / Official Forums)

Undead Model UIpdate
More customization options would be fun, for sure. We're always having to weigh up which areas to work on in the game next though. Right now the team is focusing on Mists, then we'll be creating new content beyond that to keep everyone progressing. I'd personally love to be able to change my character's build, cheekbones, leg length etc. but if I had to choose between that and waiting longer for new content, I'd probably go with the new content.

It's all very well having a great-looking character, but I need content to make me want to log on in the first place. What priority would you give things, just out of interest? (Blue Tracker / Official Forums)

Server Faction Balance
We continue to look into possible changes, we're not ignoring the issue. The cross-realm zones will make areas feel less secluded on low-population realms, you'll feel less vulnerable to passing raiding parties from the opposing faction. But aside from that, we don't have any news for you on this subject yet. I'll reiterate; we are aware of your situation, and believe me, we want you all happy and enjoying the game, and as soon as we come up with anything else that may help those of you who are unhappy on these affected realms, we'll let you know.

For now though, please continue adding your thoughts to the existing threads (Blue Tracker / Official Forums)

Trading Card Game Art
Blizzard has updated the Trading Card Game art gallery to feature ten new pieces.

by Published on 2012-06-26 06:45 AM

Patch 1.0.3a Tomorrow - Official Patch Notes, 1.0.3b Soon

Account Wide Mounts Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We have been discussing this issue the last couple of days and we made the call to make the following mounts account-wide:

At this point, the only mounts that are not account-wide are either class specific or rewarded from PVP. We feel like both these types of mounts should still be character specific.

Thanks for your feedback on this issue!

Challenge Mode Valor Rewards
Valor Point rewards were added to the Challenge Mode UI in a recent patch, but we have no word on if they are final yet. As a comparison, doing a random Heroic Dungeon rewards 60 Valor Points, and a random scenario rewards 30 Valor Points.

It is very unlikely the times that you see are final, as they are the same for every dungeon.

Heroic Scholomance Video Guide
Tonight we take a look at the revamped Heroic Scholomance!


Level Type Slot Name
463ArmorTankBackPhantasmal Drape
463ArmorTrinketSearing Words
463ArmorMeleeTrinketLessons of the Darkmaster
463ArmorSpell DPSTrinketPrice of Progress
463ArmorTankNeckNecklace of the Dark Blaze
463ArmorSpell DPSNeckAnarchist's Pendant
463ClothSpell DPSHeadBarovian Ritual Hood
463ClothSpell DPSWaistIncineration Belt
463ClothSpell DPSLegsLeggings of Unleashed Anguish
463ClothSpell DPSWristsDeadwalker Bracers
463LeatherSpell SpiritHandsRattling Gloves
463LeatherPhysical DPSHeadSoulburner Crown
463LeatherPhysical DPSWaistIcewrath Belt
463LeatherPhysical DPSLegsGhostwoven Legguards
463LeatherPhysical DPSHandsTombstone Gauntlets
463MailSpell SpiritChestShivbreaker Vest
463MailSpell SpiritWristsShadow Puppet Bracers
463MailSpell SpiritHandsGloves of Explosive Pain
463MailPhysical DPSFeetBone Golem Boots
463PlateTankShouldersVigorsteel Spaulders
463PlateTankChestBreastplate of Wracking Souls
463PlateTankFeetWraithplate Treads
463PlateMeleeHandsDark Blaze Gauntlets
463PlateSpell SpiritShouldersShoulderguards of Painful Lessons
463ShieldSpell SpiritOff HandMetanoia Shield
463Two-handed AxeMeleeTwo HandGoresoaked Headreaper
463Two-handed SwordMeleeTwo HandGravetouch Greatsword
463WandSpell DPSRangedNecromantic Wand

Originally Posted by MMO-Champion
Individuals seeking to master the powers of undeath know well of Scholomance, the infamous school of necromancy located in the dark and foreboding crypts beneath Caer Darrow. In recent years, several of the instructors have changed, but the institution remains under the control of Darkmaster Gandling, a particularly sadistic and insidious practitioner of necromantic magic.


  • Heroic: Scholomance - Defeat Darkmaster Gandling in Scholomance on Heroic Difficulty.
  • Attention to Detail - Defeat Jandice Barov without ever eliminating a false image in Scholomance on Heroic Difficulty.
  • Rattle No More - Defeat Rattlegore without allowing him to gain more than 5 stacks of Rusting in Scholomance on Heroic Difficulty.
  • Sanguinarian - Defeat a Krastinovian Carver that has 99 stacks of Boiling Bloodthirst in Scholomance on Heroic Difficulty.
  • School's Out Forever - Defeat 60 Expired Test Subjects within 20 seconds in Scholomance on Heroic Difficulty.

Instructor Chillheart
  • Stage One: First Lesson
    • Ice Wall - Instructor Chillheart summons a wall of ice that slowly sweeps across the room, instantly killing any player it touches.
    • Wrack Soul - Instructor Chillheart shatters the soul of a player, inflicting 15,000 Shadow damage every second for 10 sec. When Wrack Soul expires, it jumps to another player.
    • Ice Wrath - Instructor Chillheart wreaths a player in ice for 10 sec, causing them to inflict 45,000 Frost damage to all of their allies within 3 yards every second.
    • Touch of the Grave - Instructor Chillheart's icy touch causes her next 10 melee attacks to inflict an additional 45,000 Frost damage.
    • Frigid Grasp - Instructor Chillheart summons ice at a player's location that explodes from the ground, inflicting 200,000 Frost damage to all nearby players.
  • Stage Two: Second Lesson - When Instructor Chillheart's physical body dies, the foul magic that animated her escapes back to her phylactery. Fragments of Instructor Chillheart's soul escape the phylactery and animate the tomes of magic scattered throughout the classroom.
    • The Anarchist Arcanist
      • Arcane Bomb - The Anarchist Arcanist creates an orb of magic that explodes on impact, inflicting 60,000 Arcane damage to all players within 2 yards.
    • Antonidas' Self Help Guide to Standing in Fire
      • Burn - Antonidas' Self Help Guide to Standing in Fire inflicts 60,000 Fire damage to all players within 2 yards of it.
    • Wander's Colossal Book of Shadow Puppets
      • Shadow Bolt - Wander's Colossal Book of Shadow Puppets hurls bolts of dark magic at random players, inflicting 37,500 Shadow damage.

Jandice Barov
  • Wondrous Rapidity - Jandice rears her staff back with a flash of wondrous Arcane force, unleashing a barrage of attacks that inflict 175,000 Arcane damage in a cone in front of her.
  • Gravity Flux - Jandice creates a gravity distortion field that inflicts 175,000 Shadow damage to all enemies who enter it, knocking them back and causing them to briefly go blind.
  • Phantasmal Images - At 66% and 33% health Jandice dissipates into thin air, creating multiple illusions of herself. Destroying the one illusion Jandice hides behind forces her back into the fray. In Heroic difficulty, defeating the wrong image causes a Flash Bang, inflicting 60,000 Arcane damage to all enemies.
    • Whirl of Illusion - Whereas Jandice hides behind images of herself, the real Jandice dances in a Whirl of Illusion, inflicting 15,000 Arcane damage to all enemies every 1 seconds.

  • Rusting - Rattlegore's dull blades rust with each successful melee attack, increasing damage by 10% but lowering attack speed by 5% and movement speed by 5% for 15 sec. This effect stacks.
  • Bone Spike - Rattlegore launches a powerful spike of bone at a random player, inflicting 225,000 Physical damage and knocking them back a great distance. Bone Armor absorbs the effect of Bone Spikes.
  • Soulflame - The souls of the dead Boneweavers continue to torment the living, periodically engulfing a section of the room in Soulflame. The flame inflicts 80,000 Fire damage every 0.5 sec. and grows in size over time.
  • Bone Pile - Bone Piles lie scattered throughout the summoning room. Interacting with a Bone Pile grants a player a charge of Bone Armor.
    • Bone Armor - Surrounds the caster with a series of whirling bones that absorbs one Bone spell.

Lilian Voss
  • Stage One: Fetch Me Their Bones! - Darkmaster Gandling turns Lilian Voss against her former allies, employing her powerful abilities to gather more corpses for his devious purposes. Though she tries to fight against his dark will, she cannot control her actions at this time.
    • Shadow Shiv - Lilian leaps onto a player and strikes them with both runeblades, inflicting 60,000 Shadow damage to players within 8 yards.
    • Death's Grasp - Lilian draws upon dark powers to pull all players to her location.
    • Dark Blaze - Periodically summons a patch of dark fire at the player's location, inflicting 25,000 Fire damage every 0.5 seconds.
  • Stage Two: Your Soul is Mine! - When Lilian's health reaches 50%, her will finally breaks. Darkmaster Gandling forcefully rips her anguished soul from her physical body, then commands Lilian's Soul to attack the players.
    • Blazing Soul - Lilian's soul blazes with barely-contained hatred, periodically inflicting 30,000 Fire damage to all players.
    • Unleashed Anguish - Lilian's anguish is further unleashed when striking players in melee. For every melee strike, Lilian will unleash another barrage of Blazing Soul. However, the movement speed of Lilian's Soul is significantly reduced.
    • Fixate Anger - Lilian's Soul fixates on a player. She will only attempt to attack that player and cannot be taunted.
  • Stage Three: A Perfectly Good Corpse - When Lilian's Soul reaches 1% health, Lilian's Soul fades into the spirit realm and cannot be attacked. Darkmaster Gandling reanimates what remains of Lilian's physical body to fight alongside Lilian's Soul. The reanimated corpse retains all abilities Lilian Voss used in Stage One.
  • Finale: Die, Necromancer! - When Lilian's physical body reaches 1% remaining health, she musters the strength to recombine with her soul for a final assault on Darkmaster Gandling.

Darkmaster Gandling
  • Incinerate - Gandling deals 70,000 Fire damage to his current target.
  • Immolate - Gandling burns an enemy for 50,000 Fire damage, then inflicts 30,000 additional Fire damage every 3 sec. for 21 sec.
  • Rise! - Gandling summons a legion of Failed Students to fight for him. The students swarm the area, fighting anything they can. While channelling this spell, the Darkmaster takes 50% less damage.
    • Failed Student - The Darkmaster raises the bodies of failed students to attack players.
  • Harsh Lesson - Darkmaster Gandling teleports a random player to one of his study rooms for a harsh lesson!
  • Study Rooms
    • Expired Test Subject - The Darkmaster keeps these former test subjects in the nearby rooms. They attack anyone who enters their rooms.
    • Fresh Test Subject - The Darkmaster keeps these subjects alive in the nearby rooms for testing. Each test subject suffers from Explosive Pain.
      • Explosive Pain - Gandling's experiment inflicts excruciating pain on the Fresh Test Subject. Dispelling the effect from the Fresh Test Subject unleashes an explosion of magical energy. This explosion inflicts 75,000 Shadow damage to Expired Test Subjects within 8 yards.

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
How committed is the development team to having all tanks perform within an "acceptable variance" on all encounters? In Cataclysm we saw several "niches" become severe problems for tank balance on certain heroic encounters. For example:

Deathknights on Yor'Sahj, "Bearcatting" on Madness, Spine, Ultra, and Blackhorn, Deathknight and Druid compared to Paladin and Warrior for Impales on Madness, Warriors for Blood tanking on Spine, Paladins for most of heroic T12 due to Divine Guardian, and Warrior/Druid/Deathknight vs Paladin on Al'Akir.

We don't think any of those cross the line. If it were the same class showing up for all of those bullet points, that would be a problem. Our tanks all have strengths and weaknesses and unusual encounter mechanics may synergize or clash with them, but that's more interesting than extreme homogeneity, which would be the alternative. We like the puzzle aspect of "solving" boss encounters according to the comp and strengths of individual groups. We think it has helped contribute to the fun of killing bosses having such extraordinary legs (meaning that we're on tier 14 now and have made hundreds of dungeon bosses).

If memory serves the first Spine kill was Blood DK / Prot paladin and the second was a pair of druids. Now granted, world firsts sometimes have to resort to unusual strategies since they undergear the fights because they haven't had weeks to farm up better gear. Your mileage may vary.

As a counter-example, paladins on Heroic Major Domo initially were able to solo-soak the scorpion cleave, letting guilds with paladin tanks keep him in scorpion form longer than those without. We thought that crossed the line and we changed the boss mechanics to disincentivize that particular strategy. I fully admit that these calls are subjective.

It was explained that "Expertise will negate dodge and spell miss, then parry". No. I've tested this. Expertise reduces Dodge then Parry. Paperdoll is wrong and hasn't been updated yet.
Expertise does indeed reduce dodge and then parry. The character sheet itself does not appear to update correctly.

You're missing the point. Expertise doesn't help spell miss, which is a huge problem for any melee class that still has abilities on the spell hit table.
As far as we know, it does (and if it does not, it's a bug). You can't trust the tooltip in this case, because as I said, it is not yet updating -- you would have to actually test it in game.

Some follow ups on things that I said we’d investigate. More still to come. This thread has been great. Please try to keep it focused on theorycrafting discussion ("How does Combat Potency’s proc chance work?") and not general Q&A ("Explain your design intent with X"). Thanks!

  • Pet Scaling: Still working on a more comprehensive description of our new pet scaling system. Please continue to report things that seem like bugs or inconsistencies.
  • Shadowy Apparitions: Looks like this got fixed sometime recently; its damage matches the tooltip now. Not sure which way was correct, but an example data point is that it does 19908 damage with 16334 spell power and Shadowform and no other buffs.
  • Gargoyle and Haste: It was incorrectly getting only melee haste from the DK, not spell haste. It now gets spell haste from your highest haste.
  • Barrage vs Powershot: We’re currently planning to reduce Barrage’s damage a bit, so that it ends up being on par with the others on the row in terms of overall DPS.
  • Frost DK Weapon Twisting: We’re looking for a more elegant way to solve this, but may end up just disabling Threat of Thassarian and Might of the Frozen Wastes for ~10 sec whenever you swap weapons. Obviously, the weapon twisting behavior is not what we want to encourage; we want Frost DKs to choose either DW or 2H, and stick with that choice (and have them be competitive choices).
  • Spinning Crane Kick: Will only generate Chi if it hits at least 3 targets.
  • Malefic Grasp: There’s another bugfix coming still for this so it won’t match what you see quite yet, but here’s how it should work:

    1) DoT hastening of Malefic Grasp and Drain Soul back to +100%, from +50%.

    2) Damage of MG and DS reduced, so that the total DPS gain remains constant (-40% to MG, -13.333% to DS).

    3) Since MG once again simply doubles tick rate, it effectively means there should be an additional tick between each existing tick. So, if MG is active during a midpoint between normal ticks, an extra tick goes off.
  • Brain Freeze with Multi-DoTing: Brain Freeze will only be triggered by your most recently applied bomb.

Druid (Forums)
Nature's Vigil is currently affecting Frenzied Regeneration. That doesn't seem intentional.
I believe the intention is that the healing amount is increased, but that it does not deal damage based on that healing.

Here are some more incoming changes relevant to Balance Druid theorycrafters.

We are experimenting with some changes to the rotation. No promises that these changes will stay, but we definitely look forward to your feedback (both in terms of theorycrafting and how fun it is). Shooting Stars should occur much more frequently, and Starsurge should be a more important (read: high damage) button. Additionally, we’re adding a new passive that has some interesting implications. Should you choose to ignore it, your DPS will likely be only a few percentage behind someone who uses it optimally, but it should hopefully provide some more varied gameplay. To use some game designer jargon, we’re happy with Moonkins’ macro level rotational gameplay, but think they needs some more mirco-level decisions.

  • Shooting Stars chance increased from 20% to 50%.
  • Starsurge damage increased by 30%.
  • Fae Empowerment: New passive for Balance Druids. When you cast Faerie Fire, you gain Lunar Empowerment and Solar Empowerment.
  • Lunar Empowerment: Increases the damage of your next 3 Starfires within 15 sec by 15%.
  • Solar Empowerment: Increases the damage of your next 3 Wraths within 15 sec by 20%.

Please note that these changes are straight DPS buffs, and we don’t think Moonkin need a buff right now, so we need to reduce overall damage (probably across the board) so that overall DPS stays the same. These nerfs may take a few builds, because we need to evaluate if these rotation changes are worth doing. However, don't be surprised when you see them, and help spread the word when you see the inevitable "I can't believe we were nerfed!" posts.

Hunter (Forums)
I'm curious about the Hunter technique of macro'ing Fox and Hawk into cast time/instant shots, respectively, to maximize uptime with the Hawk AP buff while moving.
We don't consider that fun gameplay. You're basically opting out of Aspects as a mechanic and just always benefiting from the right Aspect because you're "clever" enough to know there is a macro. Usually in this situation we put the "stance" on the normal GCD or make the shared GCD longer.

Barrage: This ability seems to do 400% weapon damage in total but it does not seem to be normalized, unlike powershot which is normalized (as well as just about every other hunter ability). Is this an oversight or is it not normalized for a reason?
Bug (and a slightly sneaky one). The issues you raise with Murder of Crows and Dire Beast are one of the challenges with summoned creatures. It's possible they won't always get the same number of attacks off, but we can balance around the average.

As an aside, we have a lot of abilities that summon extra creatures for hunters, including Stampede. This can create client performance problems on lower end machines, so we may ultimately have to redesign some of them. (We don't want to hear raid or BG leaders asking hunters not to use certain abilities.) Stampede would be the last one we touch.

Nowhere was a promise made that Piercing Shots, Mastery, et al. would be exempt from break CC. "Not a fair requirement" and "probably do need to pause" are not the words of a promise.
If you CC someone (say Scatter Shot, Freezing Traps and Wyvern Sting) and your autoshot gets turned off but Piercing Shots or Wild Quiver merrily break the CC, then that's a bug. If you CC someone and then keep shooting at them, then you're a bad hunter, and it's fine to break the CC. (In other words, you're supposed to choose between CC or damage.) Serpent Sting is a bit of a gray area, because you do have control over whether you put it up. You could be in a situation where you have a dot up and then decide to CC that target, but that situation happens for a variety of classes. We provide the glyphs for that situation. (Like everything else we discuss in this thread, none of that is set in stone.)

Mage (Forums)
Hi Doctor Street. A question has arisen concerning the mage tier 6 talents and if we'll be balanced around 100 up time on their use for our dps to be competitive with other classes.
Are Mages going to be balanced under the assumption that they have perfect 100% uptime of their level 90 talents? No. Are they going to be balanced under the assumption that they take one of them and use it reasonably well? Yes.

Monk (Forums)
Is that a range Mistweaver or a melee one?

Paladin (Forums)
Currently because of the mana cost of spells and how slowly we generate Holy Power, I'm basically relying on Holy Shock and Holy light, with some WoG's / Eternal Flame on the tank. But I'm almost forced to not use Flash of Light of Divine Light because of the mana cost to heal ratio. More than a few casts of either of those will put me in the danger zone of going oom, with not a lot of healing to show for it. Also Holy Radiance doesnt do nearly as much AoE healing as it was in Cataclysm, where i could rely on it to keep the group up during rough raid damage periods.
Holy Radiance is quite overpowered on many Dragon Soul fights, so I wouldn't use that as a yardstick for how spells should perform. Many of the nerfs we have made to Holy paladin healing over the course of beta have come about when our internal raid tests were dominated by Holy paladins (both throughput and efficiency) and Mistweaver monks. We'll compare these results to healers on beta now that raid tests are open.

Priest (Forums)
What was the decision process behind moving Vampiric Embrace from a passive ability to an active one?
In order to balance it, the number either needs to be very small, or the duration needs to be less than 100%. We generally think active abilities are more engaging than passive ones, so we went with the latter.

As far as your other Shadow questions go, I suggest just waiting until the next build so that you can see all of the numbers. It might take a lot of time to explain via text that would just lead to more questions. If the intent still isn't clear at that point, we can clear things up.

Shaman (Forums)
Currently Stormlash totem is scaling to ridiculous levels for certain classes(I've noticed Warlocks, Balance Druids, and Warriors so far) getting almost 400% more usage out of the totem than the myself as Elemental(With 2 back to back totems during heroism it did 300k damage for myself, but 1.2m for the warrior, 1.6m for the demo lock, 1.6m for the Balance druid.) Are you going to balance this down to those classes and then look at Stormlash and balance it around 25m but make sure it'll still be worth it for 10m.
That sounds off. It is possible something is proc'ing it than we don't intend. We don't want the shaman dropping the totem just to make someone else super awesome. It's a matter of degree -- if melee benefit a little more, no big deal. If some specs get 400%, then that may lead to a stacking issue. If it becomes a mandatory raid cooldown, then that's a problem. The benefit should be more like Shattering Throw -- nice to have, but not mandatory. (Mandatory tends to be in the eye of the beholder however.)

GC - you wanted more info on the Earth Elemental dodge thing:
Thanks, we’ll investigate this.

Blue Posts
Originally Posted by Blizzard Entertainment
Level 90 Premade Character Availability
We are not planning on making new max-level template characters available in the near future, so if you're looking to participate in testing the Normal or Heroic versions of the Mists raid zones, you'll want to level to 90 in the beta.

By way of explanation: While we're excited about moving into the raid-testing phase of our beta, we're still looking closely at feedback and player behavior across all types of content, including the level-up experience and max-level daily quests. When we make raid-ready template characters available, that inevitably comes at the expense of the quality and quantity of testing in these other areas. In the past, this was an unavoidable sacrifice, since it was unrealistic to ask people to fully gear up for endgame raiding, much less Heroic raiding, in a beta environment. The new item-scaling system we have in place, however, provides an alternate solution. (Blue Tracker / Official Forums)

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