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Beta Week 5: Keys from Week 5 have been released! Check the status page to see if you won.

by Published on 2013-05-25 10:43 AM

What Should an Endless Dungeon Have?, Blue Posts, SakuraFlame and Kotori Cosplay, ErlendOlsen's Barb Guide to Blowing Stuff Up

New Site Updates, Dream Cards, Info on Mission Cards and the Tutorial, Top 10 New Ability Cards

Patch 5.3 - One Death Knight Per Realm Restriction Removed
Ghostcrawler let us know that you can now make multiple Death Knights per realm instead of having to resort to server transfers to get them there.

Patch 5.4 Vengeance Change
Ghostcrawler made a few more comments on the proposed Vengeance change.
Originally Posted by Blizzard Entertainment
My original Vengeance tweet wasn't intended as a 5.4 announcement. I was trying to address concerns about the current iteration of Vengeance. Current Vengeance concerns include excessive tank DPS and motivation to do things like solo tank a two-tank boss. (Source)

Isn't that caused by a lack of severe tank swap forcing mechanics? Also agree tank dps too high, other than Warr
Still, a tank should never want to take more damage. He or she should want to avoid it. (Source)

What's considered "excessive"? Equal or higher to a damage dealer? 80%? 50%?
I hesitate to mention numbers because they will get dragged out every time it's not the case, but something like 50-80% is good. (Source)

Solo tanking is honestly the only valid concern, did you not think we were going to try to push our number to the limit?
I included the word "like" indicating that solo tanking was not in fact the only concern. Tanks should never want to increase the damage they take. (Source)
Make Vengeance scale with mitigation instead then. Rewarding tanks for damage taken makes no sense.
The benefit of damage taken is it also scales with content. Lei Shen hits harder than Hogger. (Source)

If vengeance is reaching these levels, why make it cap at health, did you think we weren't going to try to max that out too?
Health scales with gear. (Source)

There's just no way a tank should ever be out damaging a proper dps that is playing well.
In general, yes. The problem comes in say an add fight when the tank has 100% up time and DPS do not. (Source)

Now you think tank DPS is excessive and it wasn't the case 5-6 months ago. Anything in particular changed your mind?
The trend of trying to increase damage taken to increase damage done is a more recent one. (Source)

The proposed vengeance change will stop one tanking, but it won't fix tank dmg overall. even in 25H you rarely hit 50% hp AP.
Yeah, like I said, those numbers might not be right ones or even the right solution. (Source)
In retrospect I should have tweeted the problems we were trying to solve (as I did today) and not a solution in a vacuum. (Source)

What made you go with the Vengeance model instead of replicating the Death Strike model for other tanks? Curious.
The timing of Death Strike (5 sec vs. 20) is really important, which has advantages and disadvantages. (Source)

Make fire effects not trigger vengance and instantly solve everything
I've addressed this on twitter, and no it does not solve everything. Neither does nerfing paladin debuff removal. Any time a tank can increase both DPS and survivability by taking more damage, it's going to be a problem. (Source)

If you like "tank damage to be relevant", then why are the top DPS tanking classes so far from the bottom ones?
Some tank classes have to focus more on doing damage (which doesn't mean sacrificing tanking). Others get it naturally. (Source)

Survival->damage tradeoff has been around for ages, this has just made it really extreme. I like the change tho.
Yeah, survival -> damage done is fine. The problem now is damage taken -> survival + damage done. (Source)

Patch 5.3 Hotfixes - May 23
Originally Posted by Blizzard (Blue Tracker / Official Forums)

  • Lighting the Way: Minimum level to start the quest has been reduced to level 89.
  • That's a Big Bug: Minimum level to start the quest has been reduced to level 89.

  • Summonable bosses on the Isle of the Thunder King will drop their unique weapons more frequently.

Raids, Dungeons, and Scenarios
  • Karazhan
    • Chess Event: Medivh's buff to damage on chess pieces has been reduced to 100%, down from 200%.
    • Chess Event: Damage from Medivh's fire has been reduced to 4k, down from 10k.

  • Big Zokk Torquewrench should once again be selling their wares to characters that have attained the rank of Legionnaire (Horde), Knight-Captain (Alliance), or above.

Battlegrounds and Arenas
  • Deepwind Gorge has been added back to the map rotation for Rated Battlegrounds.

Pet Battles

  • Quest rewards from Path of the Last Emperor should now be eligible to be upgraded for Valor Points.
  • Fixed an issue where socket bonuses for a number of helmets were incorrectly giving a bonus to Resilience instead of PvP Power.

Battlefield: Barrens
  • Adjusted the pathing for southbound caravans being escorted by players. Those caravans should now stop before crossing into Southern Barrens.

Blue Posts
Originally Posted by Blizzard Entertainment
PvP Power
PvP Power is important because it allows us to make PvP gear better than PvE gear for PvP purposes.

PvP Power doesn’t count towards the ilvl budget, so for example, any Tyrannical piece with PvP Power in it should have around the same amount of stats of an equivalent PvE item converted to 496, PvP Power is a bonus stat that will make that Tyrannical piece have the edge over any PvE item.

It’s ok if players choose not to use PvP Power on gems as that means that we’ve managed to reduce the gap between PvE and PvP gear to a good level. If PvP power gems were a lot better than gems with PvE stats then that would make PvE players feel like they should keep switching all the gems on their gear every time they would enter into any instanced PvP combat situation.

I’m hoping to see many more players jump into Arena after 5.3, this is actually a good thing, even for the most Hardcore PvP players, more teams usually means more stability and by mixing the PvE and PvP population, it will probably become a bit easier to reach higher ratings as well.

There are many players that are skilled in both PvP and PvE but only have time to dedicate themselves to fully equip their characters into one of these roles, this patch means that such players will be able to enjoy much more content without feeling any huge competitive unfairness.

What you said is entirely understandable, except for one thing. Could you explain the purpose of PvP power gems? Because they only seem as a sub-par choice if pvp power is weaker then either pve stat on the whole spectrum, especially considering secondary stat gems are doubled in amount on gems as opposed to primary stat or pvp power. I am wondering what is the point for a sub-par stat to actually exist.
The gems were introduced when PvP Power and Resilience were much more valuable, we'll see what will happen to them, the verdict is still out there if they are or aren't useful in any way, and for any spec/class, players are still figuring out 5.3 stat weights for every combination.

If they really end up having no use other than to cause confusion to players, I’m sure devs will do something about it. For now I believe they’re still here mainly because they were here before, I doubt that they would have been added now if they didn’t exist before 5.3, but I could be wrong. (Blue Tracker / Official Forums)

Druids Shifting and Roots
Druids used to be able to shift out of roots for a very long time, when we changed it during Cataclysm there was a lot of negative feedback about it since it felt like we were removing a druid’s core ability. Shifting out of roots was already seen as part of a druid’s identity, part of what makes them distinctive.

At that time druids just seemed to have way too much mobility as they were able to kite every single class to a point where no one would go for the druid in higher ratings, they would just be left for CC and/or maybe for a quick switch.

But that was back then, classes had fewer and less powerful abilities, in MoP devs decided to bring back root shifting because after taking into account all of the changes that the expansion brought to every other class, it seemed like the added mobility wouldn’t be overpowered anymore, also this ability used to be part of the druid class for such a long time that it felt really nice to be able to return it to them.

Having said that, stuff is being changed all the time, we’re focused on providing a balanced PvP endgame experience, but in a game of this scope, we have to accept that tuning is probably a never-ending process, and your feedback is key to make this work.

I have to admit that I also have issues peeling ferals in Arena, even on my mage. I’m just not sure if it’s my lack of skill, if they counter my classes, or are actually op.

Anyway I’ll let devs know about your feedback. If this proves to be a real issue, rest assured that there are plenty of ways to address it; for example, we could add a CD or make it break snares but not roots, but note that this will never be done lightly, we don’t want to keep adding and removing such core abilities, as that can quickly become frustrating for those who are playing the respective class, we try our best not to make big unexpected changes in the middle of an expansion but sometimes we have to do it. Balance is very important.(Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
do you, collectively, want players to be dependent on other players' professions?
Don't have a strong feeling on that. We don't want players to feel they MUST have an army of alts to support all profs. (Source)

I guess what I mean is Crafting professions should be useful, not an afterthought for the average player
It has been a hard line to walk making them fun without forcing everyone to swap to whatever makes the best stuff at the time. (Source)

Any plans on other professions given a "catch-up" in MoP like BSmithing, Herbing, and Mining?
Yes. It might not be soon. (Source)

that's what I mean. Glyphs used to be a great money maker until you only had to buy them once.
We have to avoid making life annoying for every players just to guarantee some professions are profitable. (Source)

do you have any plans for a 3rd profession slot?
Probably not the way you're thinking. #crypticGCtweets (Source)

In future: starter-weapons could prob have lower mat cost and the end weapon could be higher. More commensurate with gains.
I think that's reasonable feedback. Just trying to avoid specific crafting skills feeling mandatory. (Source)

Any chance the TBC weapons will have a mat reduction? They're not profitable *and* take a month to make.
We think the problem was you couldn't start some of them until the forge opened. (Source)

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

by Published on 2013-05-24 10:21 AM

Diablo III’s One-Year Anniversary Infographic

HearthPwn - Hearthstone Database, Tools, and News

Patch 5.3 Dev Interview
Today we are taking a look at an interview on ArenaJunkies with Ghostcrawler and Holinka.

  • Prior to Patch 5.3, players would often complain about how quickly they died in PvP if they didn't have PvP gear.
  • The idea behind adding PvP Power was to give PvP gear an extra stat that didn't count towards its item level, not making it the only good stat in PvP. The changes made in Patch 5.3 make other stats a good choice as well when gemming your gear.
  • Patch 5.3 also addresses concerns that PvE trinkets would be BiS for PvP by increasing duration of procs and reducing the effect, making them less powerful for bursting players down. Trinkets above item level 496 are also scaled down in Battlegrounds, Rated Battlegrounds, and Arenas, along with your other gear.
  • More cosmetic rewards are coming in the upcoming patches and next expansion, as well as the potential for some rewards that are not just cosmetic.
  • Now that you can't upgrade PvP gear anymore, the developers will try to find something else for players to spend excess Conquest Points on.
  • Spells doing different amounts of damage in PvP and PvE is a rare thing and only used in cases where there will be a large difference because it is a lot to keep track of for less hardcore players that don't keep up with all of the changes.
  • Making a Warlocks gateway able to be killed was done to make sure there was a way to counter it, and make matches less binary. If a Warlock got a gateway then the match played differently than if the Warlock was unable to make one initially.
  • Patch 5.2 tried to give Rogues more survivability and more attractive talents, such as Shuriken Toss, Mark for Death, and Cloak and Dagger. These were a little bit too much, and Patch 5.3 brought them more in line with other talents while keeping the survivability changes.
  • The changes to Hunter pet CC were caused by Hunters having a little bit too much CC, especially Beast Mastery Hunters.
  • Warriors were too good in the beginning of the season and saw some hotfixes to address the issue. However, these hotfixes weren't enough, so in Patch 5.2 some larger nerfs were made. These ended up being a little bit too strong.
  • The devs end up with burst being dominant because they don't want a match that goes on forever with no one able to kill anyone until the healers run out of mana. They often err on the side of too much burst, but try hard not to overcompensate.

Patch 5.3 Hotfixes - May 23
Originally Posted by Blizzard (Blue Tracker / Official Forums)

  • Elite versions of Quivering Filth should now have a chance to drop Half-Empty Food Container.

Pet Battles
  • Pet Abilities
    • Blackout Kick should now correctly have a 100% chance to hit.
    • Deep Freeze should now only stun 100% of the time when target is chilled.
    • Fury of 1,000 Fists should now only stun 100% of the time when target is blinded.
    • Surge of Light should now only stun 100% of the time when the weather is darkness.

Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Dark Animus
      • Anima Golems now generate more threat when attacking their current target.
    • Durumu the Forgotten
      • Crimson Fog and Azure Fog should now properly remain visible after being revealed by cones of light.

Battlegrounds and Arenas
  • Deepwind Gorge capture points will now properly use the faction you have been assigned to when capturing mines.


Battlefield: Barrens
  • Goblin Kor'kron Commanders' Throw Dynamite ability now deals 40% less damage.
  • Shaman Kor'kron Commanders' Crackling Fury will now only increase in damage by 50% each jump, down from 200%.
  • Warrior Kor'kron Commanders will now only cast Titanic Thunderclap when there are enemies within 10 yards.
  • Some Kor'kron Commander abilities will no longer target or affect pets and totems.
  • Fixed an issue where Overturned Caravans were despawning earlier than intended.

Brawler's Guild
  • Challenge Card quests can now be completed while in a raid. Note that credit for defeating a boss will not be shared amongst party or raid members.
  • Anthracite will now reset properly when a player dies or leaves the arena and can no longer be attacked by players spectating the fight.

Bug Fixes
  • Achievement: Waste Not, Want Not should now be properly awarded to players that satisfied all but the Cooldown Power-Up requirement.
  • Sound effects should no longer be cut out in areas with a large number of ambient sounds.
  • Fixed an issue where some sounds were not playing correctly during boss fights.
  • Fixed an issue where the raid warning sound was not playing correctly.

Blue Posts
Originally Posted by Blizzard Entertainment
Valor Points Catch Up
That’s a reasonable and logical argument but I kind of agree with Máz here, in the sense that we can’t compare Conquest to Valor as if they were exactly in the same league, they’re quite different.

The conquest catch up lets you get some extra points in order to buy some initial Tyrannical pieces of gear in the middle of the season, the only other alternative would be to farm honor and get Malevolent or craft some blue gear.

In PvE, there are already plenty of other alternatives for “catching up” in terms of gear without having to waste any Valor Points, there are Heroic Scenarios, LFR, Challenge Modes, and even Arenas and RBGs… because PvP gear is actually decent to step into PvE since PvP stats like PvP Power are out of the ilvl budget.

Even though the ilvl of all of this gear will be lower than normal mode raiding gear or valor gear, they provide great upgrades at zero cost to those who’ve been away for some time, allowing them to quickly catch up with the current PvE content a bit faster.

But, like I said, I still find it a perfectly reasonable argument, and maybe devs can consider it for future updates, first let’s see how the PvP catch up works out for everyone and we’ll build upon and think about other possibilities from there.

I think this is more a question of how fast do we want PvE players to catch up with current content, and not if we want them to catch up at all, because there are already plenty of ways for them to do that. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Reputation / Questing
Or look at dailies. Blizz removed 25 daily limit, people burned out on it, doing ALL dailies every day.
Agreed that removing daily limit was a mistake. Not sure we made the right call with 10 vs. 25. (Source)
Why restrict people from running 100 dailies every day if they want to just because others don't want to?
Huge challenge for us. "Don't nanny me" vs. "Don't make me do all of this content." Very hard to solve. (Source)
But you're not 'making' anyone do anything. People who invest more time and effort get more rewards. Why is that a problem?
That's certainly one side of it. The other is players who feel like the game asks so much of them that they can't compete at all. (Source)

if you bring back limits on dailies, make them weekly limits, not daily limits, some of us like to grind out stuff in one day
I don't know that we need quest limits. Overall when we try to "save players from themselves" it can backfire. (Source)

so only one option that devs think is best > multiple options for players? You do realize that players can choose for themself
That's not what I said. I said if there are multiple ways to earn the same reward, players will take the most efficient. (Source)
We try to discourage that because it's not fun to do the same thing over and over. (Source)
And we try to discourage it by putting different rewards in different activities. (Source)
Then why the dailies? The essence of doing the same thing over and over.
The hope was that you would not do the same dailies over and over, but the reward system didn't reinforce that behavior. (Source)
E.g. you could have chosen GL one day and Klaxxi the next, but since GL unlocked other factions, it felt mandatory. (Source)
If your goal is valor or lesser charms, you honestly have a lot of options (as it should be). (Source)
"Which dailies will I do?" isn't options. It's dailies. No matter how appealing you try to make them. They're dailies.
Very few players cap valor and charms every single week. They still make progress over time. (Source)
Very dedicated and / or hardcore players might, but they are also the ones who want more and more stuff to do. (Source)
If you hate them that much, just don't do them. Yes, you might be a few ilevels behind your friends. Maybe it's worth it. (Source)
crap answer. Maybe Mr. Heroic raider doesn't need valor gear, but some of us lesser fools do.
But why do you *need* valor gear? And even if you do, you can still earn it even if you skip dailies completely. (Source)

With respect, by that logic, you shouldn't add new classes and races. They take time away from the older ones.
Some truth to that, but ultimately I think there is also a player expectation that we will add news ones from time to time. (Source)

Fan Art
Over on Reddit, ngk08 shared some nice panorama screenshots with a Photoshop filter applied.

by Published on 2013-05-23 08:09 PM

Patch 5.4 Vengeance Change, BG Healer Balancing Disabled, May 22 Hotfixes, Blue Posts

Reminder: Hearthstone is still under development and constantly changing, including card details. All of this is information is from an early game client and WILL change before release.

HearthPwn - Hearthstone Database, Tools, and News
As we get closer to the Hearthstone Beta and news happen more frequently, now is a good time to announce HearthPwn, our sister site for Hearthstone news! You will find much more frequent Hearthstone news updates there, along with the cards database, deck builder, and decks database.

You can participate in the discussion on the HearthPwn Forums or on our Hearthstone forum!

Card Database
Take a look at all of the previously unseen cards in the Card Database!

  • Every Card - Every Hearthstone card found in the game as of the current build is listed, except for the placeholder cards that we have hidden and two that will be revealed by Blizzard next week.
  • Many Views - There are three different ways to browse cards:
    • Visual - View both the picture and all the card information in text form. Gives all the information you could need about the card (including if it can be gold).
    • Images - View every card in picture form (Great for looking at all the art)
    • Listing - Simply lists the name, and basic stats. Great for quick browsing.
  • Filters - We have a filter for every class, type, and attribute there is. We also list the set names and more that you will only find on HearthPwn.
  • Artist Names - The database also has the name of the artist for each and every card.
  • Card Flavor Text - Many cards have flavor text, such as "Alexstrasza was enslaved by the orc Nekros Skullcrusher just before the Second War. When she was freed, she swallowed him whole. Yum!"
  • See Decks That Include Your Favorite Cards - Every card page has both a graph showing how many decks hold that card, along with links to every deck that has that card in it. Find a new fun card, and instantly find decks based off it!

Deck Builder
Build your deck using the current cards available in Hearthstone!

  • Every Card - Hearthpwn's deck builder is the only deck builder around with EVERY card that Hearthstone has!
  • Save, Share, and Vote - Once you have finished your deck, you can save it with a name and description. Players can now browse over decks on our deck database, vote on them, and even copy the deck over and work on their own version.
  • Easy to Share on Forums - HearthPwn makes it easy for you to share your deck on the HearthPwn forums. Simply copy the Deck BBcode and your deck will automatically be outputted for easy viewing.
  • More to Come - Keep in mind this is only the first version. There are many tweaks and additions in the works, such as sharing your decks on Facebook, info graphs, and more!

New and Updated Cards
You can see a full list of the new and updated cards on HearthPwn!

Foil / Gold Card List
Some cards will have a chance to have a gold border that improves the visual, but doesn't make the card more powerful.

Card Tooltips On Your Site
HearthPwn also supports card tooltips! Check out the Tooltips page for information on how to setup these tooltips on your site.

Hearthstone Wiki
The Hearthstone Wiki is also in the process of being updated with all of the new cards, so be sure to check it out later today!

by Published on 2013-05-23 04:59 AM

A Few Hours Left of the Anniversary Buff, Matching System for Public Games, Sword of Justice Trade Paperback, ChromeOnRust: How Magic Find Works

Patch 5.4 Vengeance Change
Ghostcrawler talked about a potential change to how Vengeance works in Patch 5.4 last week, as well as answering a few questions about it.

Originally Posted by Blizzard Entertainment
Please don't do this. I do not wish to be made back into a simple meatshield. Staying alive and doing good damage is fun.
Your damage will still be fine and higher than pre Vengeance. Tanks don't need to win meters IMO. (Source)

Who benefits from this change? dps who like topping metres?
Healers who don't have to contend with tanks sitting in fires? (Source)

If all that loot didn't get people running 25 mans why do you think vengeance will? I don't get it man honestly.
It's not intended as a 25 perk. The environments are different in terms of DPS and require different numbers. (Source)

I think it's in addition to the PvP nerf tanks are getting theyre working hard to balance PvP and it's PvE
It's not a PvP issue. It's some protection against tanks doing unusual or goofy things to increase their AP to unintended levels. (Source)

Why do you want to make tanking more difficult? I would think with few tanks and healers you would want to make it easier.
Do some quick calculations. Do your tanks hit those numbers regularly without doing things like solo tanking? (Source)
If that's your reasoning I guess I understand it. If your goal is to make solo tanking harder this will do it.
We do want to make solo tanking harder on fights intended for 2 tanks. Solo tanking is fun to a degree, but it shouldn't be the right answer to increase DPS or mitigation. (Source)
Just want to point out that this change would hurt 10m far more than 25m though, compounding factors involved. I really don't understand why you think the cap in 25m should be higher than 10m even with higher tank damage.
Tanks are a greater percent of damage done in 10s. 1 per 4 DPS rather than 1 per 7 or so in 25s. Which means tanks should care more about their damage in 10s than in 25s which is odd. And because tanks do get hit harder in 25s they need more Vengeance to translate to higher active mitigation. So we think the pitch is sound on those fronts. Where it runs into trouble is that tanks don't have the same health. When the cap is lower, high health tanks will just have higher Vengeance. Furthermore, mitigation not based on Vengeance, such as Death Strike, just become more powerful at the cap. These are problems we'd have to solve if we go through with it, but there should be lots of PTR testing for 5.4. (Source)

Seems like a 180 from what you preached awhile ago, awhen you were fine with it. Why the change in philosophy?
Tank DPS will still be quite high even with this change. Wait for some players to estimate numbers. (Source)

I can't understand, why tanks dps was affected by this feature, if you could have just buffed threat directly.
We like for tank damage to be relevant, and for active mitigation to scale. Vengeance provides all of that in addition to threat. Having huge threat modifiers on low damage abilities was also something tank complained about constantly. It may bug DPS players to get out DPSd by a tank, which is understandable, but that happened in dungeons way before Vengeance. Overall Vengeance still solves a lot more problems than it creates. (Source)

Perhaps the source of vengeance needs to be looked at. Im not sure the complexity but can ground aoe not give it
Yes. We are going to start flagging certain ground mechanics to not give Venegance. (Source)

Random Battleground Healer Balancing Disabled
It looks like the long queue times were being caused by the new balancing system.

Patch 5.3 Hotfixes - May 22
Originally Posted by Blizzard Entertainment
  • Players that die and release around the Seat of Knowledge area will now be provided with a Spectral Gryphon (Wisp for Night Elves) or a Spectral Wyvern; allowing them to fly back to their bodies.


Druid (Forums / Skills / Talent Calculator)
  • Talents
    • Force of Nature: Balance Treant should be more responsive while chain casting. The global cooldown on their version of Wrath has been reduced to 0.5 seconds, down from 1.5 seconds.
    • Force of Nature: Restoration Treant should no longer cause their target to Taunt enemies.

Priest (Forums / Skills / Talent Calculator)
  • Shadow
    • Vampiric Embrace should now split healing amongst multiple allied targets by the proper amount.

Shaman (Forums / Skills / Talent Calculator)
  • General
    • Healing Rain area-of-effect now should cap properly at 6 targets.
  • Talents

Warlock (Forums / Skills / Talent Calculator)
  • General
    • Demonic Gateway now should correctly gain charges while the Warlock is mounted or on a passenger mount.
    • Siphon Life should now heal for the proper amount for Warlocks that have the Fel Armor passive ability.
  • Glyphs

  • Enemy at the Gates: Fixed an issue where players were unable to ride the War Serpent.

Pet Battles
  • Fabled Pandaren Pet Supplies should now always contain a Lesser Pet Treat.

Pet Battles
  • Scenarios
    • Secrets of Ragefire: Fixed an issue where certain situations could cause the Scenario to get stuck on Stage 3.

  • Enchant Weapon - Spirit of Conquest is now soulbound.
  • Enchant Weapon - Bloody Dancing Steel is now soulbound.

Battlefield: Barrens
  • Kor'kron Commanders are now non-faction specific multi-tap for all characters that attack them.

Blue Posts
Originally Posted by Blizzard Entertainment
Elite Gear and Rating Requirements
Don't worry, elite gear tied to rating is coming back next season.
As I understand it, this is indeed the current plan. (Blue Tracker / Official Forums)

Talent Choice Simplicity
Well. To be fair, a lot of people never look up how to spec their characters, and so in those cases the old system probably felt slightly more dynamic. Unfortunately what they didn't know is that their choices were probably wrong. But maybe they don't care that their choices were wrong and their character was suboptimal - that's an honest way to play a game. Not everyone wants to ensure their character is maximizing its output, and it's the look and feel of the system that's more important than its actual effect.

That said, the new trees are still superior in offering competing options and each one can change up how your character plays, and differentiate it from someone else. If you look at build guides these days the suggestions for talents are usually just breakdowns on how each one works and which ones work better in what situations. There generally aren't any clear cut builds because most choices are viable depending on what you're doing. Obviously everyone is going to have favorites, but the fact that talent builds are a discussion instead of a map on how to place points, I think it's worked out quite well.

I'll add in the caveat that it's not perfect, some trees don't offer great options, some options aren't taken very often, and those are things we'll continue to tweak. Overall though we're quite happy with how the new trees have hit the goals we set forth. (Blue Tracker / Official Forums)

Conquest Point Catch Up
I've not even done arena on this char in this season, and my cap is only 10k.
This is because the catch up system doesn't function as is explained in the opening post of this thread. The cap you mentioned in your post is actually correct if you have not earnt any Conquest points yet this season, because we are in week 10. The formula is as follows (As Russlad said):

(Week of season x 1000) - Conquest already earned. = Conquest cap

If the result of this equation is a negative or below your normal weekly cap, this means that your Conquest cap will be calculated as it would any other normal week.

If you weren't 90 during those weeks you missed don't get any extra points from what I understand. Seems kinda buggy, my SP that has missed loads of weeks didn't get a bigger cap either but granted it has full gear.
This is incorrect. If a character dinged level 90 this week, their cap would be the same as a character that has been level 90 since patch 5.2 but has not earned any Conquest points this season. You do not miss out on cap for weeks of the season that you were not level 90 for. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Please dont nerf flying because of a small minority sport like world pvp.
We like the MoP solution for now - no flying while leveling with some no fly zones on top of that. (Source)

Consider adding a LFD-style bag system to LFR. Dps get shorter queues, tanks and healers get occasional rewards. Everyone wins
We might. (Source)

How long do you think your expansion design methodology (new continent, new class/race, 3 new herbs/ores/cloth) can last?
I think players want to see some new gameplay too and not just new iterations of the things they've seen before. (Source)
Even if they aren't for you, challenge modes, pet battles, the farm, scenarios were all new types of ways to spend time. (Source)

Not saying it’s bad, I like it…just feels totally different.
The 5.0 talent design will stick around for awhile. We agree that leveling is missing frequent rewards though. (Source)
The *current* talent design feels pretty solid to us. We'll iterate but no overhaul plans. #famouslastwords (Source)

Why not spend time optimizing existing game systems like crafting instead of adding new systems that eat up developer time?
Ideally we try to do a little of both. Some players get bored of the old systems even if they are very well polished. (Source)

A patch used to include dungeons and raids, not a patch is just balance and dailies.
Dragon Soul came with few new boss models and virtually no new architecture because of the 3 dungeons included in that patch. (Source)
By contrast, Throne of Thunder has a lot of new boss models and a lot of architecture. It came at the expense of no dungeons. (Source)
Is there a happy medium? Can we do both? Perhaps. It's something we will work on in the future. (Source)
Now granted many players enjoyed the heck out of those dungeons. But others were quite candid about the raid. (Source)
This makes me believe that dungeons take a lot more effort than many peeps realize. oO Loved the Eternity one.
The architecture (the physical dungeon) takes a very long time. The encounters take time too, but usually less. (Source)
You can mitigate that by doing outdoor dungeons, but it's easy to overdo those. (Source)
Why can't the scenario team work on dungeons instead? Can't stand scenarios as healer; even in guild as disc.
Good dungeons require a lot of art. (Source)

ICC had new boss models, a lot of arche AND dungs. And you were going to hire more people since 4 years ago
We could only do that because the previous tier had a rather small raid and dungeon (that are not universally loved). (Source)
We could delay patches more in order to have more content per patch. Not sure that's the right answer either. (Source)
Could also hire more, which we are trying to do. That's a slow solution though unless you're willing to sacrifice quality. (Source)
Couldn't you combine Scenarios with 5 man logic and use existing environment? Same for raids?
We could, yes. Concern would be that players may view that as rehashed content and not the "real" dungeons they were looking for. (Source)

I hope you guys understand the no new 5 mans announcement, non-queueing for heroic scenarios, etc. drive away casual players.
We're not sure that just 1-3 new dungeons provides content for players for very long. Even Magister's I didn't run 30-40 times. (Source)

tri-spec won't happen, fine... Where are the proving grounds? A whisper in the wind.
Working on them. But when we talk about unannounced features too much they tend to become "promises." Just the way it goes. (Source)

Why not use scenario to show progress in the stories in EK/Kalimdor? Like scenario showing the war in Ashenvale/Gilneas?
That would be cool. Currently our scenarios are focused on recent events, but the possibility certainly exists. (Source)

Will an item level squish affect our ability to solo older content? If it doesn't, I have no problem with it.
The goal is it will not affect your ability to solo older content. (Source)
Squish is useless, because it just delays the inevitable. Numbers will get out of hand again. Regular squishs inc?
Maybe? With the squish we had planned for MoP, we wouldn't need to do it again for 2-3 expansions. Every 1 might feel weird. (Source)

Any plans to impelement an in game voice communication? You need other software to play any serious pve/pvp. Isn't that weird?
Would love to do it, but it's one of those solutions that you have to get right and we certainly did not with our first attempt. (Source)

Icy Veins Class Guides 5.3 Update
Icy Veins has updated their class guides for Patch 5.3, as well as having them reviewed by top players of each class.

by Published on 2013-05-22 10:24 AM

Diablo III’s One-Year Anniversary Infographic

Patch 5.3 Dev Interviews
Gamebreaker had a live video interview with Blizzard this week, so here is a recap in case you missed it!

Subscription Numbers
  • Players come back for expansions, and patches help a little bit, but players are always lost over time until the next expansion. Blizzard is trying to get content and expansions out quicker to make sure everyone has something to do.
  • When quitting the game, players mention that the game changes too fast and they couldn't keep up.
  • The devs read fansites and the official forums to get feedback and see what players are thinking, but the players that actually post or even read those sites are the minority.

PvP Changes
  • The PvP gearing changes in Patch 5.2 were meant to address the different tiers of PvE gear by matching them with different tiers of PvP gear. Upgraded items made this a messy and a non optimal solution.
  • Patch 5.2 tried to make some of the less interesting talents more desirable choices, but the changes went a little bit too far and made some classes too good. This will hopefully be corrected by the changes in Patch 5.3.
  • The goals of any class changes are to try and make different classes and specs competitive, then make the gameplay fun, and then make some talents and rotations interesting and fun to play.
  • World PvP outcomes generally depend on how many players of each faction there are in the battle and not the item level of the other faction's gear. The gearing changes in 5.3 aren't likely to cause drastic changes for most world PvP battles.
  • After the gearing changes made in 5.3, Conquest gear should let you start to raid with your friends, and PvE gear should let you start to PvP with your friends.
  • There is no advantage to be gained by queuing as an incorrect role for battlegrounds, as the system has no set number for each role, it just roughly matches the number of healers on both sides. Signing up as a healer when you are not healing won't give you a faster queue, but it will put your team at a disadvantage.
  • Matching players by gear for battlegrounds is a nice idea, but it would be hard for players to tell that it is working. The base resilience change and other changes in 5.3 should help to address large gear disparities.
  • Warsong still has problems with graveyard camping. One potential solution can be seen in Deepwind Gorge, which has two different graveyards, putting you at the one on the opposite side when you die.
  • The best kind of CC has a cast time and is interruptible and the worst kind is instant cast that has no cooldown or stuns.

  • The original scenarios are too easy now, as they were designed for players with older gear with lower item levels. Heroic scenarios provide more difficulty and better rewards.
  • Throne of Thunder had to be a big and epic raid, which took up a lot of dev time. When the team compromised with Dragon Soul and delivered a raid and five man dungeons in one patch, the raid ended up being a little bit smaller than everyone wanted. The team is growing though, so progress is being made towards being able to do both.
  • The first tier of raids in this expansion had slightly easier content in the 10 player difficulty, which matched the audience who was raiding 10 player difficulty.
  • There aren't many 25 player raiding guilds that only focus on Normal difficulty. These guilds usually try to get through Normal difficulty encounters quickly to move on to Heroic difficulty encounters.
  • There are a lot of 10 player raiding guilds that just focus on Normal content though, which means the players doing 10 player difficulty in Throne of Thunder struggled a little bit compared to the 25 player guilds.

Patch 5.4
  • In Patch 5.4, Valor Points will still be used to upgrade your items. There may also be other sources of gear for players that don't like raiding, which will not require Valor Points.
  • The new events in the Barrens are designed to keep players out in the world, without using daily quests. As long as things go well in 5.3, there will be something similar added in Patch 5.4.

Patch 5.3 Hotfixes - May 21
Originally Posted by Blizzard Entertainment
  • Druid (Forums / Skills / Talent Calculator)
    • Talents
      • Force of Nature now summons Treants that have 40% of the Druid's health, up from 10%.
        • Balance Druid Treants: Cast time for Wrath has been increased to 2.5 seconds, up from 2.0 seconds, and damage dealt has been increased by 25%.
  • Monk (Forums / Skills / Talent Calculator)
    • Mistweaver
      • Surging Mist will again properly grant Chi to the casting Monk when healing targets other than themselves while Glyph of Surging Mist is active.
  • Paladin (Forums / Skills / Talent Calculator)
    • General
      • Divine Protection should now be usable while stunned.
  • Shaman (Forums / Skills / Talent Calculator)
    • General
      • Fixed an issue for Restoration Shamans where Ascendance did not divide the amount healed by Restorative Mists among nearby allies properly.

  • Path of the Last Emperor: Seer Hao Pham Roo should no longer be overlapping with Lorewalker Cho.

  • Galleon should now use the correct loot table while awarding loot.

Raids, Dungeons, and Scenarios
  • Karazhan
    • Chess Event: Increased the delay between moves for enemy chess pieces.
  • Scenarios
    • Fixed an issue with characters not shape-shifting back into the correct race while under the effects of an illusion spell enabling them to participate in an opposing faction's Scenarios.

  • Conquest Quartermasters (Armsmaster Holinka and Roo Desvin) have been temporarily disabled while we work to resolve an issue with the Tyrannical Conquest achievement.
  • Big Zokk Torquewrench has been found by a search party and brought back from their extended leave of absence.

Battlegrounds and Arenas
  • Deepwind Gorge has been temporarily removed from Rated Battlegrounds rotation while we work to resolve an issue affecting base capture.

Battlefield: Barrens
  • Map markers for caravans that have been destroyed should now be properly removed from the world map.
  • Overturned caravans should now despawn properly.

Bug Fixes
  • Fixed a crash on startup for Macs with the GMA 950 chipset.

Conquest Vendors Temporarily Disabled
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The achievement, Tyrannical Conquest, is only intended to be awarded when players earn 25,000 Conquest Points. Due to an issue that was not detected during the PTR testing process, the achievement could be awarded much earlier than intended. We are currently in the process of working to resolve the issue.

In the meantime, we’ve applied a hotfix that temporarily prevents players from purchasing gear from Tyrannical PvP item vendors.

LF Feedback - Pet Abilities Adjustments
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’re looking to make further Pet Battles adjustments in a future patch (potentially 5.4), and your valuable feedback is needed!

Currently, in an Elemental vs. Mechanical matchup, Elementals gain both an attack bonus versus Mechanicals as well as a defensive bonus against Mechanical abilities. In order to help even the playing field a bit, we were mulling over some potential changes to damage types, and the families they would be weak against.

Here are some initial ideas that are being kicked around:

  • Mechanical abilities would deal less damage versus Critter (instead of Elemental)
  • Elemental abilities would deal less damage versus Dragonkin (instead of Critter)
  • Flying abilities would deal less damage versus Elemental (instead of Dragonkin)

And here is a second set of ideas we’re considering:

  • Undead abilities would deal less damage versus Elemental (instead of Aquatic)
  • Mechanical abilities would deal less damage versus Aquatic (instead of Elemental)

Your thoughts on these potential changes would be really helpful, so please take a moment to reply below and let us know what you think.

Blue Posts
Originally Posted by Blizzard Entertainment
Heroic Scenarios
Punishment for players who aren't social?
There are a great many things to do in World of Warcraft for players that prefer to be less engaged socially, such as Raid Finder, Dungeon Finder, PvP queues, questing, etc. The fact that there are pursuits in the game oriented toward organized gameplay isn't a punishment.

Quite the opposite. Heroic scenarios represent a reasonable challenge. It would be misleading to present a queue, since in other cases they exist only for gameplay elements designed specifically for randomly assembled groups, and for those players who queue to struggle because the content wasn't designed with random queuing in mind.

I know it would mean stepping outside of a comfort zone, but if you want to try them out, maybe you'll actually find that you have some fun finding other players on your realm to explore them with.

Aww...first time I'm ever quoted by a blue and I was being silly. I definitely agree with the sentiment that it just isn't intended to be done with a random queue. I think it is a good thing to encourage people to work in teams smaller than 10 again since the social part of the game (outside of guilds is dwindling)
That's awesome to hear! I'm curious to see what you think of them after you've tried a few.

I hear the loot has the potential to be pretty good. And I just quoted you in particular because I wanted to address the argument (not your argument) that pre-made group content represents some kind of punishment. I also quoted you because you're awesome. (Blue Tracker / Official Forums)

25k Conquest Achievement Fix
This is intentional. The achievement will be awarded once again after the issue that was causing it to be awarded too early is resolved.

Any estimate on how long this is going to be?

There's no ETA available at the moment, but it is something that we hope to resolve as soon as possible. (Blue Tracker / Official Forums)

25k Conquest Achievement Fix
And I still can't buy stuff from the QM's. I won arenas and BGs, then logged over to an alt.... now I can't buy them on this character...
Both the achievement and the vendors have been disabled until a fix can be applied that resolves an issue that was allowing the Tyrannical Conquest achievement to be awarded too early. (Blue Tracker / Official Forums)

Heirloom Discount
Which discount were you referring to, out of curiosity? I don't recall any patch notes referring to Heirloom discounts?

I believe that the the Heirloom upgrades were reduced in price from their original costs, though. Perhaps that's the source of the confusion? (Blue Tracker / Official Forums)

Queue Times
We're definitely aware of the issue and are currently investigating it now, though we don't have an ETA for you just yet. Hang in there and we'll keep you informed should there be any further updates we can provide. (Blue Tracker / Official Forums)

Openraid Event - Midwinter
Openraid is holding another event this weekend! This time you have the chance to ask questions and raid with Midwinter, the 7th place guild for this tier. This time around it is for US-Alliance players, but anyone can ask questions.

Dark Legacy Comics
DLC #390 has been released!

by Published on 2013-05-20 03:39 AM

The Fight with Rubberbanding Continues, BoA Stats Will Be Searchable in the AH, Anniversary Buff Clarifications, Idea for a Buff, Curse Weekly RoundUp

Update: Blizzard posted the official notes tonight, and you can see the changes from the PTR notes here!

Patch 5.3 Live This Week
Patch 5.3 is going live this week, less than three months after Patch 5.2 went live!

  • Heroic Scenarios give 120-150 Valor Points for your first every day and a chance to get a item level 516 item. The Challenge mode daily quest also gives you a chance at item level 516 gear.
  • The legendary quest line continues, with a reward of item level 600 cloaks.
  • The Kor'kron have taken over the Troll area in Orgrimmar, as well as Razor Hill, and are advancing on Sen'jin Village. You will team up with Thrall, Vol'jin, and Chen Stormstout to push them back and retake Razor Hill.
  • The weekly Barrens quest will give you a chance to buy an item level 489 item.
  • There are several new mounts in this patch, with the most interesting being the Enchanted Fey Dragon.
  • You can now use items in your bank and Void Storage for transmogrification.
  • A quest was added that will reveal the final Sha and reward you with item level 502 boots.
  • Four new scenarios, one battleground, and a new arena were added to the game.
  • There are lots of PvP changes, with a 65% base Resilience, less PvP Power and Resilience on gems, no more Resilience on most gear, the Conquest catch up cap implemented, and more!
  • The Brawler's Guild has some new bosses and other updates, along with some new shirts.
  • Heirloom shields are finally on the vendors.
  • You can now level mining and herbalism in Pandaria, no matter what skill level you are at.
  • There are many more changes, so be sure to read the full post!

Patch 5.3 Notes

Heroic Scenarios
Patch 5.3 adds Heroic Scenarios, which are made more difficulty by NPCs that do more damage and have increased health.

  • Heroic Scenarios require a pre-made group and an item level of 480 to queue for.
  • The first Heroic Scenario of the day will reward 120 Valor Points, with an additional 30 if you are able to complete the time based bonus objectives.
  • You will also earn a Heroic Cache of Treasures, which has a chance to drop epic item level 516 gear.
  • Doing another scenario after the first reverts to the old Greater Cache of Treasures and 70 Valor Points plus 30 Valor Points for the bonus objectives.
  • You can only complete a Heroic Scenario or Normal Scenario for the daily bonus Valor Points reward, not both.
  • Heroic Deeds is a one time only quest, found in your faction's Vale city, which will grant you the Bulging Heroic Cache of Treasures. This has a guarenteed item level 516 item inside.

Challenge Mode Daily Quest Reward
The Heroic Cache of Treasures has been added to the Challenge Mode Daily Quests. This gives you a chance at the item level 516 loot, better than what you can get from Raid Finder!

Legendary Questline
Patch 5.3 continues Wrathion's questline with a few more quests. You first visit Wrathion so that he can send you to collect blessings from the four Pandaria Celestials. There are four challenges, one for tanks, healers, and two different ones for DPS. After completing the challenge most suited to your class and spec, you will return to Wrathion to receive one of the item level 600 cloaks below. The line ends with you waiting for Patch 5.4 and the Siege of Orgrimmar.

If you aren't caught up just yet, keep in mind that the A Test of Valor quest now only requires you to earn 3000 Valor Points, down from 6000.

Be sure to listen to the audio if you are interested in the Burning Legion and what is coming!

Level Type Spec Slot Name
600BackTankBack Oxhorn Bladebreaker
600BackTankBack Oxhoof Greatcloak
600BackMeleeBack Tigerclaw Cape
600BackSpell DPSBack Jadefire Drape
600BackSpell SpiritBack Cranewing Cloak
600BackPhysical DPSBack Tigerfang Wrap

The Darkspear Rebellion
Patch 5.3 starts setting up the story for Patch 5.4 and brings the fight back to Azeroth. One of the first things Horde players will notice is the Troll area of the Valley of Spirits in Orgrimmar has been taken over by the Kor'kron Guard, with Kor'kron Overseers taking aim at the residents. The trainers, bank, auction house, and every other NPC has been shut down, only talking about how dangerous it is now.

Things aren't much better for the Trolls outside of Orgrimmar, as they are being kept in cages or down on their knees, blindfolded, in front of armed and Neutral flagged Kor'kron Grunts. Riko is standing on some crates as well, and he is likely involved in the Patch 5.3 quests.

Further south in Razor Hill the Kor'korn have also posted guards, but operations are still continuing normally there. High Overseer Bloodmane has moved down to Razor Hill from his position outside of Orgrimmar.

Moving further south to Sen'jin Village, the guard presence there has been greatly increased, with the guards asking if you are going to help and saying "Welcome to da' revolution".

Going west to the Barrens, it looks different if you are level 90, similar to the Krasarang Wild changes. You can help to escort the Barrens Caravans through safely, as they are attacked when they pass through the Barrens. Doing so will give you a box of surplus supplies, required for a new weekly quest.

Four new Kor'kron camps have been added around the Barrens, harvesting Stone, Lumber, Oil, and Meat for the war effort. It appears they have also hired some Goblin Mercenaries to handle some of the work.

There are several quests that will also take place here, such meeting up with Sully and Amber in Durotar, who go through the new Dranosh'ar Blockade area to gather intelligence. You then head down to find Vol'jin and Chen Stormstout in Sen'jin Village. After this you begin to collect supplies from the Barrens, defend Sen'jin Village from the Kor'kron assault, and finally capture Razor Hill from the Kor'kron.

The Alliance are taking part in this quest line with separate Alliance caravans in the Barrens, and are able to open a dialogue after rescuing Zen'tabra from the Kor'kron.

While all of these events are taking place in Azeroth, events are unfolding in Pandaria. Things begin with a conversation between Taran Zhu and Sunwalker Dezco about the massive pit that has been dug in the Vale of Eternal Blossoms. The story behind this is revealed in the Dark Heart of Pandaria scenario, which is currently unavailable. The Alliance also get a view of the current story in the Blood in the Snow scenario.

Chen is troubled by these events, and sends you to find Seer Hao Pham Roo, an expert on the last emperor. Once you assist him in climbing Mount Neverrest you are rewarded with some item level 502 boots.

Originally Posted by MMO-Champion
Taran Zhu: Tauren! What have your people done? You have dredged open a scar within our sacred Vale!
Sunwalker Dezco: Lord Zhu, please understand - the orc "Warchief" who ordered the deed no longer speaks for the whole of the Horde. Many voices are rising up against him.
Taran Zhu: Your politics are no concern of mine. Your Horde has disrespected the sanctity of this place. You are no longer welcome here - leave at once!
Sunwalker Dezco: Give us time, Lord Zhu. Give us the opportunity to bring Hellscream to justice.
Taran Zhu: Sunwalker, I respect your people. You have aided us in our campaign against the Sha and the Thunder King. Otherwise, I would've already ordered the Shado-Pan to purge this entire shrine. But my patience is at an end. The Horde must leave.
Sunwalker Dezco: Please. Give us time to make this right.
Taran Zhu stares grimly into the distance.
Taran Zhu: Very well. You have until season's end. No longer. We pandaren are no strangers to dealing with tyrants. The coming battle will try your souls. May the celestials guide your actions.

Battle of Razor Hill
The Horde begin by traveling to Sen'jin village after completing two of the new scenarios, and speaking with Vol'jin. He sends you in to the Barrens to collect 15 Lumber, Stone, Oil, and Meat, which requires killing one mob per item, looting crates with the items, or escorting the caravans that travel through the Barrens.

After gathering those supplies, you return to Vol'jin in time for the Battle of Sen'jin Village, in which you join Thrall and Chen Stormstout in defending the village from the Kor'kron attackers.

After a solid victory in Sen'jin Village, you march onward to Razor Hill with Vol'jin and Chen Stormstout. Upon arriving at Razor Hill, the battle is already underway in the air and on the ground. You defeat some guards, named NPCs, and release captive Razor Hill NPCs from cages before heading to see Vol'jin once again. Once at the small new Sanctuary area outside of Razor Hill, Baine Bloodhoof shows up to speak with Vol'jin about helping the revolution.

Darkspear Rebellion Quartermaster
Ravika, the Darkspear Rebellion Quartermaster can be found in Sen'jin Village before you complete all of the Battle for Razor Hill questline, and outside of Razor Hill once you have retaken the city. She sells various items for the new Barrens resources (Kor'kron Stone, Kor'kron Oil, Kor'kron Lumber, Kor'kron Meat).

The Latent Kor'kron Belt pieces cost 200 of the Barrens resources from the vendor, as well as rarely dropping from Kor'kron NPCs you are killing in the Barrens for the Battlefield: Barrens weekly quest. They can be combined with a Radical Mojo from the weekly quest to create a piece of item level 489 spec appropriate armor.

New Mounts
Patch 5.3 adds several new mounts to the game, but we don't have sources for all of them yet.

Transmogrify From Bank and Void Storage
Patch 5.3 adds the ability to transmogrify to items that are located in your bank or Void Storage without having them in your bags!

New Scenarios
Four new Scenarios are being added in Patch 5.3.

Story and Lore
Lorewalker Cho will have a new story to tell in Patch 5.3, which you must listen to before doing the Blood in the Snow Scenario. You can also help the Old Seer climb Mount Neverest to learn about the final Sha and earn some item level 502 boots!

Level Type Spec Slot Name
502ClothSpell SpiritFeet Modest Sandals
502ClothSpell DPSFeet Unassuming Slippers
502LeatherSpell SpiritFeet Treads of Respect
502LeatherPhysical DPSFeet Self-Effacing Boots
502MailPhysical DPSFeet Treads of Reticence
502MailSpell DPSFeet Unpretentious Boots
502PlateTankFeet Sabatons of the Humble
502PlateMeleeFeet Subservient Greatboots
502PlateSpell SpiritFeet Boots of Boundless Patience

PvP Changes
There are a lot of changes coming to PvP in Patch 5.3, so be sure to read the PvP Gear in Patch 5.3 and PvP Gear in 5.2 and Beyond blog posts!

  • Battlegrounds, Rated Battlegrounds, and Arenas now have an ilevel cap. All gear will be scaled down to ilevel 496.
  • All characters now have a base Resilience of 65%.
  • PvP Power conversion ratio to obtain 1% damage at level 90 has been changed from 265 to 400.
  • Battle Fatigue now reduces the amount of healing and absorbs by 45%, up from 30%.
  • Healing specializations receive a 100% bonus to healing from PvP Power.
  • Damage specializations for Druids, Monks, Paladins, Priests, and Shamans receive a 70% bonus to healing from PvP Power.
  • All other specializations and classes (including tanking) receive a 40% bonus to healing from PvP Power.
  • Resilience has been removed from most PvP gear and set bonuses, excluding PvP Trinkets.
  • PvP Power and Resilience amounts have been halved on gems.
  • Dancing Steel and Jade Spirit now have a PvP version that shares the same visual effect as Glorious Tyranny, costs a scroll of the base enchant, and requires a 2200 rating.
  • The seasonal currency requirement of 7,250 Conquest Points earned will be lifted from weapons
  • The Conquest Point catch up cap will be introduced: (Current week of the season) * 1000 – (Conquest earned thus far this season)
  • Tyrannical Gladiator's Tabard and Tyrannical Gladiator's Greatcloak are available as new prestige items at 2500 rating for 1000 Conquest Points.

Battleground Roles
Patch 5.3 finally adds roles to queuing for random battlegrounds. The role you select is used to try and balance the number of healers on both sides.

Deepwind Gorge Battleground
Deepwind Gorge is set in the western part of the Valley of the Four Winds, in a gorge that is only present in the battleground, not in the regular world. This is a 15 player battleground for level 90 players.

The battleground has two different objectives, the first being the three mines. There is a northern Pandaren mine, central mine, and a southern Goblin mine. The mines are captured like the bases in other battlegrounds, just clicking the flag and capturing it. While you hold the mine NPCs will mine gold for your faction, bringing you closer to the 1600 resources required to win.

The second objective is the cart of gold placed at each faction's base. You can click the cart to attach it to yourself, and then walk back to your base to capture it. You do not need your own team's cart to be present to capture, unlike the normal battleground flags. Holding the cart limits your movement speed to normal running speed. If you kill the enemy cart holder, you must click on the cart to return it to your base before someone on the other team clicks to pick it up. Capturing the cart rewards you with 20 bonus honor and 200 resources and actually steals 200 from the enemy team.

Tiger's Peak Arena
Tiger's Peak is an open circle, with two smaller half circles that will allow some LoS on each side. There are two raised platforms on the left and right side of the arena that can only be climbed via a set of stairs on the side facing the wall. There is a fence around the side of the platform facing the center of the arena which you can jump over to leave the platform, but it is too high to jump from the arena to the platform. The fence does not block line of sight though, so you can cast on players in the center of the arena from the platform.

Patch 5.3 Achievement Rewards
Patch 5.3 adds many new achievements, including a few with rewards. You can pick up new titles from Pet Battles, Deepwind Gorge achievements, and the new Barrens quest line, as well as another Brawler's Guild invite and new shirt from the Brawler's Guild, and an Armored Dragonhawk for collecting 200 mounts!

Name Side Points Reward Category
Brutal Pet Brawler Win 250 PvP pet battles through Find Battle with a full team of level 25 pets.
Darkspear Revolutionary Aid Vol'jin's troll uprising during Patch 5.3: Escalation.
Horde 5Pandaria
Deadly Pet Brawler Win 1000 PvP pet battles through Find Battle with a full team of level 25 pets.
Deck Your Collection Defeat the following Brawler's Guild bosses.
Alliance 10Brawler's Guild
Deck Your Collection Defeat the following Brawler's Guild bosses.
Horde 10Brawler's Guild
Having a Brawl Reach Rank 9 with Bizmo's Brawlpub.
Alliance 10
Rewards: Brawler's Pass
Brawler's Guild
Having a Brawl Reach Rank 9 with Brawl'gar Arena.
Horde 10
Rewards: Brawler's Pass
Brawler's Guild
Hordebreaker Pit Vol'jin's troll uprising against Garrosh Hellscream's Horde during Patch 5.3: Escalation.
Alliance 5
Rewards Title: <Name> the Hordebreaker
Master of Deepwind Gorge Complete the Deepwind Gorge achievements listed below.
10Deepwind Gorge
Mount Parade Obtain 200 mounts.
Horde 10General
Mount Parade Obtain 200 mounts.
Alliance 10General
Raiding with Leashes II: Attunement Edition Collect all of the battle pets listed below from Karazhan, Serpentshrine Cavern, and Tempest Keep.
Reward: Tito
The Longest Day Complete all of the pet battle daily quests listed below in a single day.
10Pet Battles
Tournament Glory 2013 Rated in the top 1000 of teams participating in the 2013 Tournament Arena Realm
Feats of Strength

Brawler's Guild Changes
Patch 5.3 adds several new bosses to the Brawler's Guild, as well as some other things:

  • Card Trader Ami will sell you cards that allow you to fight bosses from ranks you have already defeated.
  • Defeating some of the new bosses will give you access to some of the new Brawler's Guild shirts. These shirts all have an equip effect, which looks similar to the effect of Precious' Ribbon, rewarding you with an extra buff on you at all times.
  • Defeating all of the new bosses will give you the Wraps of the Blood-Soaked Brawler.
  • A new VIP lounge has been added on the zeppelin circling the arena for Rank 8 players. The Alliance also have a VIP lounge in the balcony.
  • Two new ranks have been added, Rank 9 and Rank 10.
  • Reaching Rank 9 will give you another invite to the brawler's guild.
  • Reaching Rank 10 rewards access to purchase the Brawler's Burly Mushan Beast.
  • Spectator totems and consoles have been added to give you a better view of the fight.
  • The Alliance fight pit floor has been raised to make it easier to view the fight.

Heirloom Shields and Patch 5.2 Heirloom Price Reductions
Patch 5.2 added two new Heirloom shields to the game, but there were some issues with them and they never were added to vendors.

It appears the issues have been resolved, and we will see Weathered Observer's Shield and Flamescarred Draconian Deflector in Patch 5.3 at the cost of 2175 Justice Points.

Patch 5.3 will also reduce the price for the new heirloom items added in Patch 5.2 by 60%. Don't forget that two new Heirloom shields that cost 2175 Justice Points each are also coming in Patch 5.3!

Please note that only the upgrade Heirlooms that were added in Patch 5.2 have had a cost reduction, the old level 80 heirlooms are still the same price.

  • Patch 5.2 Heirlooms purchased with Justice points had costs reduced from 2175, 2725, and 3500 Justice Points to 870, 1090, and 1400 Justice Points.
  • Patch 5.2 Heirlooms purchased with Honor points reduced from 2175, 2725, and 3500 Honor points to 870, 1090, and 1400 Honor points.
  • Patch 5.2 Heirlooms purchased with Darkmoon Faire prize tickets reduced from 110, 130, and 160 prize tickets to 44, 60, and 64 prize tickets.

Profession Changes
There aren't many profession changes in Patch 5.3, but the major one makes leveling mining and herbalism possible in Pandaria with a low skill level.

  • Miners can now level mining from a low skill level completely in Pandaria. Nodes will yield Ghost Iron Nuggets with the amount being determined by your skill level. You can combine ten nuggets to make one ore.
  • Herbalists can now level herbalism from a low skill level completely in Pandaria. Nodes will yield a partial herb with the amount being determined by your skill level. You can combine 10 of the partial herbs to form a complete herb.
  • Currently on the PTR, you will sometimes get fragments and the actual herb or ore when gathering near the minimum level for that node type.
  • The Engineering mount and pet (Skyclaw and Pierre) won't make it in to Patch 5.3.

New Battle Pets
Patch 5.3 brings 20 new Battle Pets to World of Warcraft. Most of the new Battle Pets are part of either the Patch 5.2 content or The Burning Crusade's T4 and T5 raids. Unfortunately, Pierre has been pushed back again to Patch 5.4. In addition to the many balance/functionality changes announced for Battle Pets in the 5.3 Patch Notes, Simca has created an extensive list of Unannounced Battle Pet Changes.


Four new Battle Pets have been added to Karazhan. The Big Bad Wolf from the Opera Event drops the Lil' Bad Wolf. The Curator drops his Menagerie Custodian. Terestian Illhoof drops one of his Fiendish Imps. Lastly, Prince Malchezaar drops one of his famous Netherspace Abyssals.

Serpentshrine Cavern

Three new Battle Pets have been added to Serpentshrine Cavern. Morogrim Tidewalker has a chance to drop a miniature Sea Giant called Tideskipper. Hydross the Unstable can sometimes drop a Battle Pet version of the elementals he spawns called Tainted Waveling. Additionally, Lady Vashj can now drop a Coilfang Stalker, a Battle Pet very similar to one of the adds she spawns.

Tempest Keep

Three new Battle Pets have been added to Tempest Keep. Al'ar now has a chance to drop one of his Phoenix Hawk Hatchlings. Void Reaver drops a miniature version of himself called a Pocket Reaver. Lastly, High Astromancer Solarian can drop a Lesser Voidcaller.

Isle of Thunder / Isle of Giants

On the Isle of Thunder, the Quivering Filth in the pool of waste in the center of Ihgaluk Crag now have a chance of dropping a Filthling.

On the Isle of Giants, Direhorns now sometimes drop Direhorn Runts.

Throne of Thunder

Three more Battle Pets have been added to the Throne of Thunder in Patch 5.3. The Pygmy Direhorn that missed the cut last patch now drops from Horridon. Primordius now drops a Living Fluid on Raid Finder difficulty and a Viscous Horror on Normal and Heroic difficulty.

New Achievement Rewards

Tito is a reward of the new achievement Raiding with Leashes II: Attunement Edition, which requires you to collect all of the new Patch 5.3 pets in Burning Crusade raids.

Stunted Direhorn is the reward for the new achievement Brutal Pet Brawler, which requires you to win 250 PvP Pet Battles using only level 25 pets.

Other Patch 5.3 Pets

Gahz'rooki is sold by Ravika in Durotar at the cost of one Radical Mojo. To obtain a Radical Mojo, you must first complete the Patch 5.3 Troll Rebellion event. Afterwards, talk to Kit'a Arrowtusk in Durotar and complete the quest Battlefield: Barrens (Alliance / Horde)

The Unborn Val'kyr's exact spawning mechanism is currently unknown, but it has been sighted in at least two different locations that happen to be along the paths of rare spawn mobs in Northrend. It is quite possible that the Unborn Val'kyr randomly spawns in place of Northrend rares.

The Blossoming Ancient is a new pet that will be available in the near future from the Blizzard Store. Its color changes with the seasons.

Pet Battle Spectating
Patch 5.3 will allow you to see the battle that is taking place when players are doing battle with Wild Pets out in the world. Currently you just see a player standing there idly while they are fighting. This won't allow you to target the battle pets or see numbers for health and damage.

Dungeon Journal UI and Loot Specialization Menu
Patch 5.3 finally makes it faster to move through the Dungeon Journal by putting boss selections for an instance on the left always, and loot, abilities, and model on the right, making it much faster to switch between bosses to find the right loot list.

There is also now a Loot Specialization menu, which allows you to choose what spec you want loot for when getting bonus rolls, Raid Finder, and Pandarian quest rewards.

In-game Browser and Support Tools in 5.3
Keep in mind that the browser is limited to the support site only. You can't use it to visit the official forums or other websites.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’re adding a feature-limited web browser to World of Warcraft that will replace the in-game support system with a direct portal to the Support site. Our aim is to give players in-game easy access to the site’s robust knowledge base and support contact system.

We’ve gone to great lengths to improve our website support systems and we want to offer access to all of its robust features in-game. The new browser will make it it easier to find information to help you resolve issues you’re experiencing or contact our representatives if you need a little extra help.

Gamon Updates
Everyone has a role to play in the upcoming war, even Gamon! He got a few upgrades in Patch 5.3, as he is now a level 90 Rare Elite with 39 million health.

New and Modified Maps

New Loading Screens

AskMrRobot Updated
AskMrRobot is ready to go for Patch 5.3, so get started picking out your upgrades! Keep in mind they have a free trial that works for a week.

OpenRaid may be a good source to find players for Heroic Scenarios if you don't have any luck with your guild or friends being online!

Patch 5.3 Video Recap
Don't have time to read the full patch notes? Jess is here with a fast paced recap of the changes coming this week!

WoWDB Addon Data Collection
Quickly populating the database with 5.3 additions is done with the help of many players. The more people that contribute data, the more accurate and quickly we can update the database.

To help out, just click here if you have Curse Client already installed.

When you are playing the addon will gather data and save it. When you are done playing, Curse Client will see the game close and upload the collected data from the addon. You can see the last time data was uploaded by looking in the Plugins tab of the options, as well as making sure the addon is enabled there.

If you have any WoWDB related feedback, you can post in this thread or send us an email.

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