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by Published on 2011-06-20 05:39 PM

Patch 4.2: New PvP Mounts for Rated Battlegrounds
For more information on Patch 4.2 mounts, check out our preview.



Originally Posted by Blizzard (Blue Tracker / Official Forums)
In order to best accommodate players under the unique play style of Rated Battlegrounds, we’ll be offering all-new PvP ground mounts -- the Vicious War Wolf (Horde) or Vicious War Steed (Alliance) -- in a unique way. If you want to sit your knickers on these sweet new rides come patch 4.2, Rage of the Firelands, you must earn achievements for winning either 75, 150, or 300 Rated Battlegrounds.

One account-bound mount will be awarded for each of these achievements earned, so if you win 300 Rated Battlegrounds with a character, you’ll be afforded the opportunity to give that character and two of your alts each a wolf or steed. Since these mounts are tied to each achievement and not to your placement on the competitive ladder, they will be awarded instantly rather than at the end of each season as with Arena mounts. Your Rated Battleground wins tracked for these achievements are cumulative and are not reset with each season, so you can work toward the reward at your own pace.


For those of you storming the front lines, protecting vital tactical positions, and keeping your teammates alive in Rated Battlegrounds, we wish you the best of luck in obtaining awards that befit your show of valor!

by Published on 2011-06-19 07:43 PM

Road to Patch 4.2 - Encounter Journal
The release date of Patch 4.2 is getting close and I will recap its major features throughout the week to end up with a nice and complete guide to Patch 4.2 for the release, hopefully on June 28th. Let's start with the highly anticipated Encounter Journal!

Road to Patch 4.2

Encounter Journal
The Encounter Journal is an in-game encylopedia listing everything you need to know on instances and raid bosses. Assuming people start using it regularly, it will probably fix a lot of issues people had in pick up groups where people were just too afraid to ask what a boss does and would rather die than look stupid and get kicked.

The encounter journal can be accessed from the bottom menu bar or by hitting CTRL + Shift + J on your keyboard.


You will then access the instance selection menu with a "Dungeons" and "Raids" tabs, allowing you to get details on any raid or dungeon encounter introduced in Cataclysm (including the Firelands raid)


Cataclysm Raids Tab

Firelands Raid Boss Selection


Encounter Journal - Boss Loot Lists
The encounter journal includes a list of items dropped by each boss with a couple of extra features:


  • The list can be filtered for 10 and 25-Man encounters. It doesn't really change anything these days but it will probably be useful if an item is only available in 25-Man at some point, or when older raids are supported.
  • The "Heroic Mode" filter is also available in the loot list and will display loot from the Heroic version.
  • A filter by class, to easily get a list of the gear relevant to your class only. (The Druid filter automatically lists all the items in the instance)
  • You can also list the loot from all the bosses in the instance by clicking the Chest icon when at the Boss selection screen.


Boss Loot Table

Class Filter

Paladin Loot!

Instance Loot Table


Boss Information and Abilities
The main objective of the Encounter Journal is to give you all the information you need to engage a boss without being clueless about what's going to happen to you and your raid. The journal provides you with:


  • A description of all the abilities used by the boss.
  • A description of all abilities used by NPC adds that might spawn during the encounter. (Hostile and Friendly)
  • The evolution of the fight over multiple stages.
  • A general idea of how mechanics work.
  • An "heroic only" filter to display abilities and variations of the fight only happening in Heroic Mode.

You might also notice a couple of icons icons next to some of the spells. Those are alerts used to bring your attention to important point of the fights, 12 Alerts are available in the current version of the Encounter Journal:


For example, this is the journal entry for Beth'tilac, one of the boss of the Firelands raid instance.


Originally Posted by MMO-Champion
Beth'tilac
Matriarch of the Cinderweb Brood, Beth'tilac and her merciless offspring sate their appetites by sucking the magma and fire from the corpses of elementals. To provide her broodlings with added sustenance, Beth'tilac has woven a network of incendiary webs throughout her lair to trap unsuspecting prey.

Stage One: The Cinderweb
Beth'tilac retreats to the top of her web at the beginning of the encounter.

Fire Energy
Beth'tilac slowly loses Fire Energy over time. Cinderweb Drones also siphon some of her energy when their own energy is depleted. Whenever Beth'tilac runs out of Fire Energy, she will set herself ablaze, causing Smoldering Devastation.


  • Ember Flare - Intense heat burns enemies near Beth'tilac, inflicting 18500 Fire damage to players at the same level as Beth'tilac.
  • Meteor Burn - Meteors crash down onto the web, inflicting 37000 Fire damage to players within yards of the impact. The meteor also burns a hole in the web through which players may fall.
  • Consume - Beth'tilac consumes Cinderweb Spiderlings, healing Beth'tilac for 10% of her maximum health.
  • Smoldering Devastation - When Beth'tilac's Fire Energy fully depletes, she will set herself ablaze and inflict 380000 Fire damage on all players located at her same level.

Cinderweb Spinner
Cinderweb Spinners dangle from the web above on a filament strand. Using Taunt or a similar ability on a Spinner will cause them to drop to the ground. Once killed, their web filament remains. Players may then interact with the filament and move to the top of the web.

  • Burning Acid - The Cinderweb Spinner spits burning venom at a random player, inflicting 18850 Fire damage.
  • Fiery Web Spin - The Cinderweb Spinner channels a fiery web onto a random player, stunning them for 25 sec.

Cinderweb Drone
These large spiders climb out of caves below the Cinderweb. When their Fire Energy fully depletes, the Cinderweb Drone climbs up to Beth'tilac and siphons Fire Energy from her.

  • Consume - Cinderweb Drones consume a Cinderweb Spiderling, healing itself for 20% of its maximum life, increasing damage dealt by 20%, and increasing movement speed by 20%.
  • Boiling Spatter - The Cinderwb Drone spits burning venom in a 20 yard long 60 degree forward cone, inflicting 58967 Fire damage on any enemy within the area.
  • Burning Acid - The Cinderwb Drone spits Burning Acid at a random player, inflicting 18850 Fire damage.
  • Fixate - The Cinderweb Drone fixates on a random player, ignoring all other targets but decreasing its damage dealt by 75% for 10 sec.

Cinderweb Spiderling
These tiny spiders climb out of caves below the Cinderweb. They instinctively move towards Cinderweb Drones.

  • Seeping Venom - The Cinderweb Spiderling leaps onto a random player within 5 yards, injecting them with venom and inflicting 6936 Fire damage every 2 seconds for 10 sec.

Cinderweb Broodling
These unstable spiders fixate on a random player and cast Volatile Burst when they reach their target.

  • Volatile Burst - Cinderweb Broodlings explode when they reach a player, inflicting 41624 Fire damage to all enemies within yards.

Stage Two: The Frenzy!
After she has performed Smoldering Devastation three times, Beth'tilac enters a frenzy. She lowers herself from the safety of the top of her Cinderweb and no longer calls for aid from her brood.


  • The Widow's Kiss - Beth'tilac's deadly kiss boils the blood of her current target, reducing the healing dealt to the target by % every 2 seconds for 20 sec. The kiss also causes the target to inflict increasing Fire damage to their surrounding allies within 10 yards.
  • Ember Flare - Beth'tilac emits a blazing heat, inflicting 18500 Fire damage to enemies on the same level as Beth'tilac.
  • Consume - Beth'tilac consumes Cinderweb Spiderlings, healing Beth'tilac for 10% of her maximum health.
  • Frenzy - Beth'tilac periodically casts Frenzy, increasing her damage dealt by 5% until the end of the encounter. This effect stacks.



The MMO Report
It's time for your weekly MMO Report, with an E3 2011 special this week.



Comics
Dark Legacy Comics #292 and Teh Gladiators #244 + #245 are out. I'm one week late on comics again but if I cover my ears with my hands and close my eyes I can sing "la la la la la la" and pretend I'm not.

by Published on 2011-06-18 08:45 AM

Patch 4.2 - PTR Build 14313
Another bugfix build has been deployed on test realms tonight. That one really didn't have any interesting changes and it looks like the June 28th release date shouldn't be reported, I'll assume Blizzard is done at this point.


End of Season 9 Postponed for 1 Week
The patch won't hit the live servers next week and as predicted, it means the Arena Season will end later than expected.
Originally Posted by Zarhym (Blue Tracker / Official Forums)
As an update, Season 9 will be ending no earlier than June 28.

[...] Unfortunately, there are many logistical reasons for why we needed to push back the end date to the 28th. Keep in mind our original announcement said it could end "as early as June 21." It wasn't an absolute confirmation of the end date. The announcement now says it could end "as early as June 28", which means it's still not guaranteed to end that day. It just depends on if all of our other ducks are in a row.


Tier 12 Armor Sets - Final Model/Color Preview
Tier 12 Armor Sets models on actual T12 set items have been available on test realms for a few days and we finally know what will be the color of every version of Tier 12 Armors! If everything goes according to plan, there will be another small update later this week, with multi-race + video previews for each class.

Tier 12 Armors - All Classes
Normal Mode
Heroic Mode

Death Knight
Normal Mode
Heroic Mode

Druid
Normal Mode
Heroic Mode

Hunter
Normal Mode
Heroic Mode

Mage
Normal Mode
Heroic Mode

Paladin
Normal Mode
Heroic Mode

Priest
Normal Mode
Heroic Mode

Rogue
Normal Mode
Heroic Mode

Shaman
Normal Mode
Heroic Mode

Warlock
Normal Mode
Heroic Mode

Warrior
Normal Mode
Heroic Mode
by Published on 2011-06-17 03:23 AM

Oh well I guess that was a lot of news post today. Don't miss the other 2 important announcements:



Patch 4.2 to be released on June 28th
As I mentioned earlier this week, the late PTR build on wednesday means we won't see the patch next week, but the week after. The official site points to a release date on June 28th.



Patch 4.2 - Rage of the Firelands Wallpaper
Blizzard released a nice patch 4.2 themed wallpaper



Patch 4.2 PTR Notes - 06/16 Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Death Knight (Forums / Talent Calculator / Skills/Talents)
  • The talent Killing Machine can now properly be triggered from off-hand attacks as well as main-hand attacks.

Shaman (Forums / Talent Calculator / Skills/Talents)
  • Unleash Wind now deals 175% weapon damage, up from 125%.

Enhancement
  • Stormstrike now deals 225% weapon damage, up from 125%.

Currency
Conquest & Honor Points
  • The minimum cap on Conquest Points earned per week from Arenas is now 1500 1350 at 1500 or less Battleground Arena rating. The maximum cap remains 2700 is now 3000 at 3000 or more Battleground Arena rating. The cap continues to scale non-linearly between those two points. For comparison, during season 9 the cap ranged between 1343 and 3000.

  • The game now separately tracks different Conquest Point caps for Battlegrounds and Arenas. The cap for Arena rating will always be 2/3 of the cap for Rated Battleground rating at any given Arena rating. Battleground ratings receive a bonus of 22.2% to the cap they generate, meaning the cap from Battleground rating now ranges between 1650 and 3300. Players may earn a total number of Conquest Points per week equal to the higher of these two caps, but once players have reached the cap for either Arenas or Battlegrounds, they can no longer earn Conquest Points from that source. Conquest Points from Battleground holidays only count toward the total Conquest Point cap.


    • Example: During the first week of Season 10 everyone starts with a rating below 1500. Therefore, the cap from Rated Battlegrounds will be 1500 1650 and the cap from Arena rating will be 1000 1350. In the first week, the character wins enough Arena matches to reach the 1000 1350 point cap. After that point, Arena wins will no longer grant Conquest points for the week. However, the character can still earn up to 500 300 additional points, but can only earn those points from either Rated Battlegrounds, or from the Conquest Point bonus for holiday and/or daily random Battlegrounds. The following week the cap will be recalculated based on the character's ratings, and it is possible Arena rating could now generate the higher cap. The second week, the character's cap from Arena rating is 1600 1800, and the cap from Rated Battlegrounds is 1500 1650. The character has a total cap of 1600 1800 Conquest points for the week. Up to 1500 1650 points can be earned from Rated Battlegrounds, but the last 100 150 must come from a different source.

PvP
Arenas
  • The individual Matchmaking Rating column has been removed from the Arena scoreboard.
by Published on 2011-06-17 01:20 AM

Don't miss the Battle.net authenticator changes posted earlier today!


Explanation of 4.2 Balance Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We understand that raw patch notes don’t always provide enough context for changes to the game, so we thought we’d take a moment to explain some of our logic behind the buffs and nerfs coming in the 4.2 “Rage of the Firelands” patch. We particularly want to try to combat the perception that classes end up nerfed in PvE as collateral damage from PvP nerfs (or vice versa). The number of PvP buffs versus PvP nerfs were about equal this time around, and we make careful consideration to keep the impact outside of PvP minimal. So, if we nerfed your class’s PvE damage, it’s most likely because we thought your class was doing too much damage in PvE.

No doubt you’ll disagree with some of our logic -- “But we were middle of the pack!” seems to be the common rebuttal these days. Balance is an art, though, not a science. (This topic probably deserves its own blog, but I’ll try to spell it out briefly.)

Balancing a Battleship
Player feedback certainly plays a role in our deciding to make balance changes, but it’s just one small part. (And remember that our public forums are not the only place where players voice their opinions.) We also do a lot of internal testing, both simulations and actual character performance, and we collect a lot of external data, which needs to include players at a wide variety of skill levels.

If a class is performing poorly except in the hands of one percent of the population, that’s a problem, but it’s not an excuse for that class to be overpowered when played by that one percent, especially in PvP. In PvP, your group composition (whether your whole Arena team or just the participants in a given fight in a Battleground) matters enormously. In PvE, the encounter specifics matter enormously (and we’re about to get a new cast of characters in Firelands). As a result, it can be challenging to decide which numbers are the right numbers. It doesn’t make sense to balance PvE damage solely around Patchwerk-style target dummies and assume everything else is a gimmick. Likewise it doesn’t make sense to buff and nerf for each individual encounter. (Say a boss buffs casters -- do you then nerf casters as a consequence?)

Also realize that we don’t believe in the existence of any single thermometer for estimating character performance. By that I mean there is no single relatively-accurate measurement of real and true DPS (or tanking, or healing) upon which most players agree. Everything from simulations to target dummy DPS to Arena comp percentages to the top 100 raid parses all count as pieces of the puzzle, and you really have to consider the totality of all of that information in the proper context.

Resto druids “win” healing meters now in part because their raid cooldown, Tranquility, shows up as healing. Warriors do well on Chimaeron because they take a lot of raid damage. Resto shaman heal well on Chimaeron because everyone is wounded all the time.) Yet once you start eliminating data -- “oh that’s a gimmick fight” or “oh, someone is inflating their meters by attacking an irrelevant target” -- you risk skewing the results.

Statistics is a complex business. That doesn’t mean all of this stuff is inherently unknowable and nobody should bother. It just means you have to be careful; the discussions about these topics are never short and simple. It's wise to be skeptical when anyone attempts to boil down conclusions on class balance to very simple declarations.

Simple Declarations
Having said that, we have a lot of ground to cover below, so some of these notes are going to be very terse by necessity. My apologies in advance.

General
  • We changed the way interrupts interact with spell schools. Our intent when we created dual school spells (like Mind Spike being Frost and Shadow) was to allow players locked out of one school to still have something to cast, and we now have the technology to deliver on that design. However, we maintained the rule that being interrupted while casting a dual-school spell will lock you out of both schools because we didn’t want players to only use those spells as a way of avoiding interruption.
  • We changed all heals to have 200% crits because we wanted to make crit a more attractive stat to healers. Anything random is already at a disadvantage when viewed by a healer, and one point of haste just flat out increased throughput more than a point of crit.
  • We removed the threat caused by buffs or crowd control because we wanted to make communication and coordination easier in dungeons, especially among strangers using Dungeon Finder. We want the challenge of a dungeon encounter to be the encounter mechanics, not marking targets. We also think this change will be a quality of life improvement for tanks, who inherited a lot of the responsibility for explaining fights, marking targets and otherwise setting the pace.
  • We changed the values of Agility for plate-wearers and Strength for leather-wearers to reinforce which type of armor you should be using and so we wouldn’t have to spend diminishing returns trying to balance tanks wearing non-traditional armor sets.

Death Knight (Forums / Talent Calculator / Skills/Talents)
  • We added the cast time to Hungering Cold for PvP reasons. It is one of the most powerful forms of crowd control in the game, especially in Battlegrounds, and yet was impossible to prevent.
  • The nerfs to Obliterate and Howling Blast were made because Frost damage was too high in both PvP and PvE. Note that these values were hotfixed -- you shouldn’t see damage drop further when 4.2 goes live.
  • The Glyph of Dark Succor change was to keep Death Strike from providing so much healing in PvP.
  • The Might of the Frozen Wastes change was a small tweak to help keep one-handed Frost relatively competitive with two-handed style.
  • The Unholy Might buff was to help catch Unholy up to Frost in PvE. Interestingly, we didn’t nerf Unholy damage at all in 4.1, but you can still see a small drop in their DPS because so many talented DKs went Frost. I’d love to have the discussion some time about how close two similar specs need to be before players will play the one that is most fun for them and not the one that does theoretical higher damage. Is it 5%? 1%? 0%?

Druid (Forums / Talent Calculator / Skills/Talents)
  • We boosted Feral damage to compensate for their losing the attack power from Strength. Net DPS shouldn’t change much overall, though burst may be slightly higher. (We didn’t want to buff bleeds since that was a problem before in PvP.)
  • We cut back on the power of Innervates from Feral and Balance druids because we felt they were contributing to too much healer mana.
  • We changed several Balance druid mechanics to cut down on the damage they could do while moving in both PvP and PvE and to cut back on some of their strength in multi-dot fights in PvE. Furthermore, we felt like druids were spending too much time at one end or the other of the Eclipse bar by using dots rather than moving the bar back and forth as intended.
  • We toned down bear damage, because they were going to do more DPS than other tanks while tanking. Other changes were made to keep bears from neglecting certain core abilities.
  • We redesigned Restoration’s mastery because it was devalued in situations where druids did a lot of raid healing by HoT-ing different targets, especially in 25-player raids.

Hunter (Forums / Talent Calculator / Skills/Talents)
  • Multi-Shot was doing too much damage in PvE given how simple it was to use.
  • Careful Aim allowed Marskman hunters to do too much damage in PvE raiding, where the 80% health phase could last for a long stretch of time.
  • However, the Careful Aim nerf also affected Survival, whose DPS was fine or even a little low, so we buffed Black Arrow to compensate.

Mage (Forums / Talent Calculator / Skills/Talents)
  • We nerfed Arcane Blast because Arcane’s damage was too high in PvE. We wanted Arcane to be competitive with Fire, especially given that Fire tends to perform better on fights with movement or multiple targets. However, it looked like many Fire mages were begrudgingly respeccing to Arcane, which wasn’t the intent. We wanted Arcane to be competitive, not the only serious mage spec for PvE. (See Frost vs. Unholy note above.)
  • We originally tried nerfing Spellsteal’s cooldown, but that made it feel really random (for both sides) since the mage had no control over which spell was stolen. We instead nerfed the mana cost to encourage tactical use of Spellsteal and discourage spamming. We’d still like to try a model where dispels have a long cooldown but remove everything, but that is too big a change for now.
  • We added the diminishing returns to Deep Freeze and Ring of Frost (after earlier trying some different nerfs) to tone down Frost mage control, especially in the mid and lower tiers of PvP when dispels can’t be assured.

Paladin (Forums / Talent Calculator / Skills/Talents)
  • We concluded PvE Holy paladins were ending fights with too much mana relative to other healers, so we raised the mana cost of their single-target heals.
  • We tweaked Holy Light because we wanted it to compete a little more with Divine Light, especially when used with Beacon of Light.
  • We buffed Word of Glory for three reasons: We felt Holy Power was mattering less to Holy paladins than it did at Cataclysm launch. We wanted to provide more uninterruptible healing in PvP. We knew Light of Dawn was trumping Word of Glory in almost all cases in 25-player raids.
  • We changed the Denounce mechanic to give Holy paladins slightly more offensive utility in PvP. We felt that ignoring the other healing classes came at some risk which was not the case for paladins.
  • We buffed Holy Radiance both to help PvE paladins feel like they could make larger contributions to raid healing (especially in light of the single-target nerfs) but also as part of a significant buff to Speed of Light to let Holy paladins have more mobility in PvP.
  • We made a tweak to Holy’s mastery to allow its bubble to stack, so it would be wasted less often when healing a single target.
  • We made Selfless Healer, Divine Protection, and Beacon of Light no longer dispellable so that paladins didn’t lose so much of their survivability in PvP to dispels. (At no point in this patch was Avenging Wrath undispellable -- that was a myth.)
  • We redesigned Holy Shield, partially because paladin mitigation was going to be too good in the Firelands raid, but also because many paladins (though of course not all) told us they wanted a more dynamic rotation and less passive mitigation.
  • We buffed Seal of Righteousness to let Retribution use it for AE fights as intended, and also to buff Ret AE damage overall.
  • We made a slight buff to Selfless Healer. While we thought the old model was unbalanced and turned Ret into too much of a healing spec, we heard from a lot of players who liked the utility of being able to help heal somewhat. This talent should provide that trade-off in a more balanced way.

Priest (Forums / Talent Calculator / Skills/Talents)
  • Shadow was doing too much DPS in PvE when multiple DoTs was favored, so we nerfed their DoT damage. We want Shadow to benefit from multi-DoTs, but Shadow’s damage was just too high under those conditions. We buffed Shadow cast-time spells to compensate.
  • We changed the facing requirement of Psychic Horror as a PvP quality of life change to make it consistent with other non-projectile crowd control spells.

Rogue (Forums / Talent Calculator / Skills/Talents)
  • We nerfed Cloak of Shadows because it felt like Subtlety rogues could counter both casters and melee specs too easily. This change forces them to choose between Cloak of Shadows and Combat Readiness.
  • However, we wanted to compensate rogues for this PvP nerf, and we concluded rogue damage in PvE was also too low, so we buffed their damage overall.
  • The buff to Hemorrhage was designed to make it less punishing when it wasn’t possible to get behind a target, which often arises in PvP but also sometimes in PvE.

Shaman (Forums / Talent Calculator / Skills/Talents)
  • We previously nerfed Water Shield via hotfix because shaman were gaining too much mana in PvP when attacked (especially by pets to discourage drinking). The 4.2 change is just a more elegant implementation of the same nerf that should keep the same mana per time as they have currently.
  • We recognized Fire Nova had some usability issues so we increased its throughput and added the Flame Shock refresh mechanic to help ease some of the inconvenience. This is a new mechanic and one we are still evaluating.
  • We introduced the Glyph of Unleashed Lightning to help shaman feel less punished by movement in both PvP and PvE. The impact of changes like this are very difficult to model.
  • We nerfed Mana Tide for the same reason we nerfed Innervate -- it was just providing too much mana for the group’s healers as a whole. We didn’t want to decrease the benefit to the shaman, so we redesigned / added the talent of Resurgence to help offset the nerf to them personally.

Warlock (Forums / Talent Calculator / Skills/Talents)
  • We nerfed the Glyph of Soul Swap to reduce the ease of applying multiple DoTs in PvP.
  • We nerfed Drain Life because Affliction was forsaking Shadowbolt in PvE, which wasn’t intended. We want Drain Life to be for utility, not primarily for damage, and we want all casters to have to hard cast at least some of the time. This was done via hotfix and players won’t see a change in 4.2.

Warrior (Forums / Talent Calculator / Skills/Talents)
  • We put Deadly Calm and Recklessness on the same cooldown to reduce warrior burst in PvP.
  • We also nerfed Arms and Fury damage across the board because they were doing too much damage in both PvP and PvE. While we are sensitive to casters outperforming melee on several raid encounters, having warriors handily outperform all other melee isn’t the solution to that problem.
  • The stance requirement changes on long cooldowns was a quality of life change.
  • We didn’t want warriors using Charge as a rotational ability on some fights without actually having to move (which was a bug created as a result of a fix put in to help hunter problems with minimum range).

Raid Nerfs
  • As discussed previously, now that players who have spent a lot of time in Throne of the Four Winds, Blackwing Descent, and Bastion of Twilight are moving on to Firelands, we wanted to make sure players who previously couldn’t progress on those raids are now able to experience them. In a way, this provides new content for everyone -- if you’re done with the 4.0 raids, you now have 4.2. If you haven’t seen the 4.0 raids yet, now’s your chance.

As I write this, 4.2 has not been completed, so there is still time for us to make additional changes. Constructive feedback is always welcome. Even the most articulate, logical, and passionate argument won’t always force our hand, but it helps.

Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He successfully resisted the urge to bore the other designers with tales of obscure marine fauna for Vashj’ir, though he did suggest the pogonophorans.
by Published on 2011-06-16 11:51 PM

Forum Software Update - We updated the site to the latest version of vBulletin and you might have noticed that the text editor changed. If you want to revert back to the old editor go at the bottom of your profile settings and select the Basic or Standard editor.

Battle.net Authenticator Changes
Originally Posted by Zarhym (Blue Tracker / Official Forums)
If you use an authenticator – and we hope you do – you may soon notice that an authenticator prompt may not appear with every login. We’ve recently updated our authentication system to intelligently track your login locations, and if you’re logging in consistently from the same place, you may not be asked for an authenticator code. This change is being made to make the authenticator process less intrusive when we’re sure the person logging in to your account is you.

We hope to continue improving the authenticator system to ensure the same or greater security, while improving and adding features to make having one a more user friendly experience. If you don’t already have a Battle.net Authenticator attached to your account, don’t wait until it’s too late - http://us.battle.net/en/security/checklist

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