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by Published on 2014-06-19 01:37 AM

Warlords of Draenor Alpha Patch Notes - June 18 Update
Originally Posted by Blizzard Entertainment
Ability Pruning

Buffs and Debuffs
  • Moonkin Form now grants increased Mastery instead of 5% to Spell Haste.

  • Mage
    • Conjured Refreshments now restores 100% health and Mana over 20 seconds, regardless of level.

  • Survival Instincts no longer requires or forces the Druid into Cat or Bear Form, and is now available to all Druid specializations. Survival Instincts now reduces damage taken by 70% (up from 50%) with a 2-minute cooldown (down from 3 minutes), and can have up to 2 charges (up from 1 charge).



Developer's Note: Arms is still undergoing heavy revision and additional information will be made available later.
  • Battle Stance for Arms Warriors now generates increased 100% Rage from auto-attacks and Critical Strikes now generate double Rage.
  • Defensive Stance for Arms Warriors now generates 50% as much Rage from auto-attacks as in Battle Stance.
  • Mastery: Strikes of Opportunity has been removed, and replaced with a new ability, Mastery: Weapons Master.
  • Blood and Thunder has been removed.
    • Deep Wounds is now available only to Protection Warriors, and naturally triggers from Thunder Clap.
    • Thunder Clap is now available only to Protection Warriors, and its damage has been increased by 50%.
  • Executioner is a new passive ability for Arms Warriors.
    • Executioner causes the Warrior's auto attack hits to generate an additional 40 Rage against targets with less than 20% health remaining. Additionally, the Execute ability no longer requires the target to be below 20% health to use, but its Rage cost is increased by 100%.
  • Colossus Smash now costs 30 Rage, deals 225% increased damage, and no longer increases the damage of Slam.
  • Enrage is no longer available to Arms Warriors.
  • Execute for Arms Warriors now costs 20 Rage, and consumes up to 40 additional Rage to deal additional damage.
  • Mortal Strike now costs 30 Rage (instead of generating 10 Rage). generates 20 Rage (up from 10 Rage).
  • Slam has been removed. now costs 15 Rage (down from 25 Rage) and no longer has additional effects when Sweeping Strikes is active.
  • Sudden Death has been removed.
  • Unbridled Wrath has been removed.
  • Whirlwind is now available to Arms Warriors.

Warlords of Draenor Theorycraft Discussion
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Another question I've seen asked...

Baseline healer mana regen with no Spirit
0.8%/sec for level 1-90.
Drops by 0.04%/sec per level past 90.
0.4%/sec at level 100.

Is the radius of lava lash's flame shock spread centered on the shaman or on the target that's being lava lashed with flame shock on it?
Centered on the target that's being Lava Lashed.

Could you elaborate on this?

-Say I have 0 stacks of SoB, and am about to begin AoEing. My main target has BP/FF at 20s, while another nearby target has them at 28 seconds. Pestilence, in this case, will take the 28 second DoTs and apply them to everything?
Still a bit murky about how 0 stack SoB works with NP, since on Alpha it starts by spreading at 1 stack/30s and then adds stacks after- is this all intended?

-Now say I have 2 stacks of SoB- instead of looking for a target with longer diseases, Pestilence will automatically refresh BP/FF on all nearby targets or spread them at full duration. In addition, it will add one stack to existing Necrotic Plague infections OR spread 1 stack/30 second Necrotic Plague to any targets without the disease.

I was referring to Scent of Blood, the passive, not the stacks. The SoB passive is what says the "your Pestilence refreshes your diseases" effect.

Vereesa (Verestrasz) has noticed that Pestilence for Unholy/Frost DKs seems to be spreading diseases at current durations instead of spreading them at new durations- is this intended, or a bug? If it's intended, could you elaborate on Pestilence's functionality for both DPS specs- assuming BP/FF and Necrotic Plague?

Also, will Pestilence behave better with big boss models and adds from now on? Thinking ones like Ragnaros, Al'Akir and Immerseus here.

Yes, intended. That's why I said it *clones* the diseases to the other targets.

Pestilence hits all units who have any part of their hit box within 10yd of you.

Related to your multistrike conversation with Collision, Shining Protector is also acting in an anomalous way. It's not really a theorycrafting issue though, so no point in discussing the details here. Bug thread thisaway:

Yep, Shining Protector was bugged, still using the old 2x (X/2)% style. Fixed, for the build after next.

Does the cloned dot include the current ongoing time-to-tick on the new target?

What is the spirit regen formula/scaling at level 100?
It's 0.412207024 Mana per second, per Spirit.

What's the mana regen rate of arcane mages now that the 90 tier is decoupled from mana?
(1+Haste)*1.8% of base max mana per second.
EDIT: Fixed. Originally said 0.4%, but forgot that Mages have a hidden passive which gives them 4.5x.

Can multistrike melee hits proc "on melee hit" procs like killing machine and sudden doom?
No. Multistrikes cannot proc other things, unless those other things specifically call out that they proc from Multistrikes.

How will Blood in the Water (feral execute, rip refresh on FB) work with the panedmic mechanic. Will it grant a longer 130% duration Rip, or will it always reset to the base duration like it does now?
Fixed Blood in the Water and Touch of Chaos to be able to refresh up to 1.3x base duration. That'll be in the build after next.

Reminder for anyone working on Recount, Skada, etc... Filter out damage done to Prismatic Crystal. The Mage will cast an additional spell that does damage to enemies based on damage they deal to Prismatic Crystal, so if you include both, you'll be double-counting them.

Please confirm this. My current level 92 fire mage on alpha has 1.8% mana per second, which is almost an order of magnitude higher. My template 90 arcane mage also has much higher mana regen than this quoted number.

EDIT: 3330 combat regen mp5 according to tooltip on naked template 90 orc arcane mage. Mana pool is 37000, which gives 1.8% mana per second. Is the quoted mana regen implemented yet?

EDIT2: Fix numbers and here's a screenshot:
3330 mp5 over 37000 mana pool, 3330/5 = 666, 666/37000 = 1.8%. This does not agree with quoted 0.4% figure.

Whoops. There's a passive that gives them 4.5x Mana regen, but I forgot that it's hidden, you don't see it. Yes, it's 1.8%, not 0.4%. Fixed the post above.

Thanks. Does this mana regen rate decay from level 90 to 100?
It does not.

#2 and #3 are currently not working. Sweeping strikes never multistrike, and multistrikes are not added to the ignite.
Yep, I fixed those late last week; check next build.

What is the mechanical philosophy behind Eminence and Atonement?
It varies. All stats benefit healing, but it's alright if only some stats benefit Atonement/Eminence, or only competitively benefit Atonement/Eminence. But lets keep this thread about theorycrafting, and leave the "why" and philosophy for other threads. Feel free to state what the values of each stat are (based on theorycraft) are to Atonement/Eminence though here, that's good data.

noticed that if Blood Craze is procced on consecutive autoattacks, it seems to become an ignite? It looked like it was adding the leftover dot into the next 3 ticks. Does that sound right?

Blue Tweets
Originally Posted by Blizzard Entertainment
I noticed Resolve isn't meant to affect life% heals,but it affects Empowered Seals-->Insight(which is op anyway at 5%hp/2 secs)
Resolve will actually affect % heals, in most cases. (Celestalon)
Ok, the thread just said Resolve does not affect percent-based heals (i.e. "heals you for 20% of your life" would be unaffected
Oh, it does say that. I wrote that a bit ago; we're still discussing, and think it's worth trying if it does work on % heals. (Celestalon)

Why do tanks need vengeance/resolve? Can't you just get rid of it?
It's so % reduction abilities (ie Shield Block) and flat reduction abilities (ie Shield Barrier) stay competitive with each other. (Celestalon)
From a healer point of view, it makes them NPC that don't require much attention unless they have no idea what they're doing :/
That's not Resolve; that's the overall defensive power of tanks, which was too strong in Mists, and is coming way down in Warlords. (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
is sunfire + astral showers getting a graphical update to reflect it's aoe effect?
It will not drop a beam on each target, just the center one; it does an impact visual on each other hit target though. (Celestalon)

Can't post on us forum. What's the shooting stars chance for multiple moonfires? Still: base_chance * sqrt(x)/x ?
No, Shooting Stars is only the most recent Moonfire and Sunfire now. (Celestalon)
Still 2.5% chance to proc? Seems farily low compared to 30% chance on crit live version.
No, 5%. (Celestalon)

is there a way to recalculate, so that mastery procs doesnt count? it would be a shame if snapshot going away bc this
Yeah, we're working on a change to make it snapshot Balance Energy, and then dynamically turn that into Eclipse per tick (Celestalon)

Do you have any plans of capping the amount you can extend MF/SF with Balance of Power like the old Starfire glyph?
You can extend it an infinite number of times, but the debuffs can never have a duration longer than 1.3x their normal duration. (Celestalon)
These Q's confuse me. Lots of boomkin chatter but I can probably count the # of boomies I've seen in randoms on my fingers. WTH?
Seems like these changes will help the problem, no? (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
Possible to add a combatlog entry with the name of who Misdirection was cast on? Impossible to track with WeakAuras and others.
I believe it does in 6.0; test it when you get access and let me know if it doesn't. (Celestalon)

Can we talk less about pets and more about why Bear Trap is such a terrible idea for a 2 minute cooldown?
I don't think it was a terrible idea, but its big reason for existing was removed, so we cut it. (Celestalon)

Mage (Forums / Skills / WoD Talent Calculator)
carrion swarm & supernova both could be used as an interrupt, yet the former is something you dont want warlocks to have, why?
Supernova is an alternate of Frost Nova; giving up Frost Nova is a big deal. (Celestalon)

And on the back end of that, why not for arcane either, shouldn't arcane multis gain dmg from mastery and/or arcane charges?
Arcane's multistrikes do benefit from Mastery and Arcane Charges. (Celestalon)

Are frosts frostbolt multistrikes supposed to proc the icicles? If so why do they work for ignite but not frost.
Multistrikes will be create Icicles and Ignites in the build after next. (Celestalon)

Could you explain what the Supernova is supposed to do exactly? The knock-up looks tiny and doesn't seem to serve much purpose.
It may be on the weak side still. It's a short CC, but doesn't break on damage like freezes do, always interrupts, etc. (Celestalon)
Not a bad idea though its going to need a pretty sizable shot in the arm to be useful. Thanks for the reply.
Ah, there's one change coming soon that I don't think has been mentioned yet: Supernova/Ice Nova/Blast Wave all have 2 charges now. (Celestalon)

Nether Tempest appears to snapshot arcane charges, but update with mana and SP changes, tooltip confirms, intended?
Intended. (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
Will monk's +20% Blackout Kick perk work with Chi Explosion?
I believe so, though it doesn't really matter in practice; it'll be tuned around whichever way it is. Always have the perk. (Celestalon)

Versatility: Will fistweaving double dip? How will it work for heals based on damage?
No; it affects them exactly once. 100dmg->100healing. With 10% Versatility, 110dmg->110healing. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
Cant you make the talent gives the effects of Readiness without it being a stat?
Without the stat to support it, that's a significant amount of additional complexity. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
Should Devouring Plague's duration decrease with Haste? Bonus orb talents and more DPs vs. smaller MF:I window.
No, Haste reduces the period and duration of Devouring Plague. Results in a consistent number of GCDs in each DP. (Celestalon)
I thought haste wasn't going to be reducing dot durations, only moding the period? That not a thing?
Devouring Plague changed; it's not that kind of DoT anymore. (Celestalon)
so its a nice nerf to shadow. Another one.
No, it's not a nerf. That's a change, not a nerf. (Celestalon)

Rogue (Forums / Skills / WoD Talent Calculator)
Currently, Death from Above sometimes only works when you're 10y away or so. Isn't it supposed to be used while in melee?
Ah, that's not range, that's the low ceiling; it's failing to path to the point in the air it's trying to get to. Will fix that. (Celestalon)
Aye my bad. There's something to fix though, so I guess uploading the clip wasn't so useless after all. Thanks anyway.
No, not useless at all, good testing. Still a bug, just wasn't the cause you thought it was. (Celestalon)

Saw Death from above on yt. Any chance we get a cool anim with it? Right now it's the plain jump anim with pull to trg
It has a unique visual; it's not even remotely the plain jump anim. (Celestalon)

Warrior (Forums / Skills / WoD Talent Calculator)
Sudden Death: will it proc from white only going forward, or is there a chance for Multistrike to replace SoO's contribution?
White only, and tuned accordingly. (Celestalon)

Any thought what might replace Anger Management talent for warriors since Readiness isn't going to be put in the game?
It's staying (for now, anyway), we'll just list the abilities on its tooltip, instead of saying to reference Readiness. (Celestalon)

Character / Items
will the proc chance of WoD RPPM trinkets scale with haste? Or case by case basis?
General rule is that either the proc rate or the proc benefit scales with haste, not both. (Celestalon)

Warlords of Draenor Stats
I thought the dps pots were still primary stat
Yeah, potions are primaries. (Celestalon)

Also, does multi-strike trigger "on hit" effects, like killing machine (proc off white hit) or DK T75(rune regen tier?)
Not unless specifically called out as such. (Celestalon)
is there an example spell that does call out for "on multistrike hit" you can give me? Thanks for the quick replies.
Blood Craze is one. Few more in next build. Plans to add some to a few more specs. (Celestalon)

Does that mean 66 ms rating will give two 1% chances to do an additional 30% dmg? And 80 haste rating = 1% haste?
Yes. Versatility undecided yet, but I'd guess somewhere around 130. (Celestalon)

is armor mitigation going to be 75% or 85% in 6.0?
The cap will be 85%. (Celestalon)
so using armor/armor+k_value means we'll see 29650 being the 85% cap?
Armor/(Armor+K), but yeah. And it'd be 29660 with rounding. (Celestalon)

Arent you afraid, that ne new sec. Stats will have a huge Impact in PvP? Even if these Stats are low? If not, why?
That's not a fear, that's an expectation. They most certainly will have an effect on PvP. That's not a bad thing, though. (Celestalon)
Ah ok, you seems to be very relaxed. Why are you bringing these Stats in the Game, if you know, these can be "bad" for PvP?
It's a good thing when we add new content and systems to the game, especially in expansions. It keeps the game from getting stale (Celestalon)
For sure! But doesent some Speccs sacle more with these stats than other? I think of "bursty" classes, which benefit too much.
We're tuning with these stats in mind. (Celestalon)

I bet it's not tuned yet. per post on spell damage tuning.
No, it's tuned and consciously deadlier. Going for a leisurely swim in lava is silly. (WatcherDev)

GC's Law: In social games, players fear the perception that they are uninformed more than the perception that they play badly.
Sort of an aside, but once I bought a recommended item and my friends busted my balls. That was a bad experience. (holinka)
We will see win rates increase when we change recommended items.
It contributes to the original point that even though the choice was fine, the social element made it feel bad. (holinka)
We see high ban rates for champions with low win rates, we assume because the pros are doing it.
This legit confuses the crap out of me. What makes people think the meta is the same at every skill level?
Back to Greg's original point, the fear of picking the "wrong champ" as defined by "the best" drives behavior (holinka)

Building the Nexus: The Voice of Gazlowe
Gazlowe shows up in Heroes of the Storm, but he is also involved in the Warlords of Draenor garrison quests. Blizzard posted a nice behind the scenes video of the voice acting recently.

by Published on 2014-06-18 07:35 AM

First Look: Patch 2.1.0 PTR Preview

June Site Update: Naxxramas Deckbuilder

Hero Rotation Update - June 17, Alpha Opt-Ins: Large Australia Wave as Early as Next Week

Warlords of Draenor - Gorgrond Zone Preview
Today we are taking a look at Gorgrond, which has seen significant updates since the original preview. Keep in mind that many parts of the zone are clearly not finished.

Patch 5.4.8 Hotfixes - June 17
Originally Posted by Blizzard (Blue Tracker / Official Forums)
  • NPC vendors selling Tier-16 armor pieces now have significantly more health.

  • Fire-Watcher's Oath: Players transformed into an Ordon Fire-Watcher now have a 100% chance to gain Bloody Coins on killing-blows against level-90 characters. Note that there's still a short internal-cooldown on earning Bloody Coins.
  • Nightmarish Hitching Post is now usable in Arenas and Rated Battlegrounds.

Bug Fixes
  • Resolved an issue where the Nightmarish Reins buff could cause players on a flight path to travel slowly.
  • Resolved an issue where players may receive duplicate letters in-game for purchases made on the store.

Warlords of Draenor - Game Responsiveness
Originally Posted by Blizzard (Blue Tracker / Official Forums)
I know this is a very open question, but is there anything "under the hood" with the responsiveness changes that could impact theorycrafting?
I was wondering when this'd get brought up. I've hinted about this in the past in a couple interviews... Yes, there was a very significant underlying change here, that may have implications for theorycrafting (though minor).

I don't want to get too deep into the under-the-hood workings of WoW servers, but here's a super short version. Any action that one unit takes on another different unit used to be processed in batches every 400ms. Some very attentive people may have noticed that healing yourself would give you the health instantly (minus client/server latency), whereas healing another unit would incur a delay of between 0ms and 400ms (again, on top of client/server latency). Same with damaging, applying auras, interrupting, knocking back, etc.

That delay can feel bad just due to the somewhat laggy responsiveness feeling, but also because the state of things can change during that time. For example: Holly the Holy Priest is healing Punky the Brewmaster. Punky spikes low, and Holly hits Guardian Spirit in a panic. The server verifies that Holly is able to cast it, and that Punky is alive (great!). The cast goes off, Guardian Spirit goes on cooldown, and a request is placed for the Guardian Spirit aura (that prevents dying) to be placed on Punky. That request will be filled next time the 400ms timer loops, which happens to be 320ms from now. 250ms later, the boss lands another hit on on Punky. Punky dies. Sadface. Another 70ms goes by, and the Guardian Spirit aura request pops up, and goes "Hey guys, I'm here!... Aww... damn, I missed the party. Sadface."

We no longer batch them up like that. We just do it as fast as we can, which usually amounts to between 1ms and 10ms later. It took a considerable amount of work to get it working that way, but we're very pleased with the results so far; the game feels noticeably more responsive.

I can't guarantee that you'll never ever again run into cases where Guardian Spirit went on cooldown and the tank still died... but it'll be literally 40x rarer than before, and the whole game will feel more responsive too.

Warlords of Draenor Theorycraft Discussion
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In the next build, visit Shattrath, in Outland, and you'll find...

Test Realm Dummies!
There are dummies setup for damage dealers on the SW and SE sides of the inner ring, for tanks along the NE side of the inner ring, for healers along the NW side of the inner ring, and for raid groups on Aldor Rise.

Here's a list of what's there:

Weak Damage Dummy – Level 100. Comes in clusters of 5.
Dungeon Damage Dummy – Level 102.
Raid Damage Dummy – Level 103. Comes with two Dungeon Damage Dummies next to it.
Killable Damage Dummy – Level 103. Is Killable. Has 20million health.
Mythic Damage Dummy – Level 103. Is Killable. Has 300million health.

Weak Tank Dummy – Level 100. Swings for 5000-5000 damage, 1.5sec swing timer.
Dungeon Tank Dummy – Level 102. Swings for 60000-90000 damage, 1.5sec swing timer. Has a “Dummy Strike” attack, which does 50% Weapon Damage as Physical, 5-7sec cooldown.
Raid Tank Dummy – Level 103. Swings for 200000-300000 damage, 1.5sec swing timer. Has the same “Dummy Strike” attack.
Mythic Tank Dummy – Level 103. Swings for 300000-450000 damage, 1.5sec swing timer. Has the same “Dummy Strike” attack. Also has an “Uber Strike”, which deals 100% Weapon Damage as Shadow and increases damage dealt by 5% per stack, 1sec cast time, resets swing timer, 10sec cooldown, unlimited stacks.

Healing Dummy – Level 100. Friendly. Drops to 1hp every second.

Cauldron of Power – Clickable objects on the ground that will grant you all raid buffs, and the flask/food matching your current spec's stat attunement.

Does this mean 100 premades are inc in the next build as well?
We're working on that. I hope they make it into that build, but not 100% positive.

(Also, I know I'm behind a few days on this thread, trying to catch up. I'm going to be on vacation for a week starting tomorrow afternoon, so trying to get caught up before I leave.)

Will Fury Execute OH function like RB OH, Storm Bolt OH or Whirlwind OH? Also, did any of the following mechanics change?
In Warlords, as of next build...

Execute, Raging Blow, and Storm Bolt will work like this: Perform the Mainhand hit roll. If successful, also fire the Offhand attack, which always hits. (Same as now for RB, different for SB, new for Ex)

EDIT: Slight technicality here, if you're looking at the spell IDs involved in the logs. RB's root spell is just a cover spell that contains separate MH and OH spells. The root spell can miss, the MH/OH spells cannot.

For SB/Ex, the root spell is the MH damage, which can miss. If it hits, it fires the OH spell, which cannot miss.

Whirlwind will work like this: Perform the Mainhand hit rolls. Independently, perform the offhand hit rolls. (Same as now)

1. Anything that applies either disease, including icy touch, howling blast, plague strike, outbreak, and unholy blight ticks, will, if necrotic plague is already active, instead add 1 stack to affected targets, and not affect the duration.

2. Festering strike's 6 second extension will not change current stacks, but is the only thing that will add on duration to an existing stack, allowing for an additional 3 ticks at max strength per festering strike.

3. Pestilence spreads necrotic plague from a target that has it to targets that don't have it. Pestilence has no effect on targets that already have it, neither changing duration nor stacks.
If you have Scent of Blood, it will effectively recast each disease that they have (refreshing/extending BP/FF, and adding a stack to NP). If you don't have Scent of Blood, it will find the longest duration one of each type, and clone that copy to the other targets, replacing their current debuff (and yes, that applies to NP, even).

4. When necrotic plague jumps on it's own, it jumps with it's existing stack size and duration. This allows it to naturally spread to 2^n targets, where N is the number of ticks. (1, 2, 4, 8. 16, 32)

When necrotic plague jumps on the last tick, does that tick spread?

Unholy seems to be able to maintain a permanent 15 stack with festering strike, which spreads to all adds as a 15 stack, and whenever it falls off an add, another add spreads it back to said add. It doesn't seem to want to jump to a target that already has it, so how does the following case work?

T=0, duration on target 1 is 30 seconds, and 2 seconds on target 2. Tick happens, no open targets, no jumping occurs.
T=2, duration on target 1 is 28 seconds, and 0 seconds on target 2. Tick happens on both, Does the disease jump to target 2, or is there a 2 second delay before it can jump, having a tick be missed?

Disease jumps just as the last tick happens, so there's no break in tick periods.

1: Will multistrikes attempt to proc from attacks that miss/parry/dodge?
2: Will sweeping strikes duplicate multistrikes?
3: Will multistrikes be counted into ignites?

1) Looks like they currently do, but shouldn't. (Or, alternatively, the Multistrikes should be able to miss). Will solve that and report back with which way we decided to go.
2) As usual, no double-dipping on Multistrike. Sweeping Strikes can Multistrike. Multistrikes cannot Sweeping Strike. So, maximum procs from one Execute would be... Ex, Ex-MS, Ex-MS, Ex-SS, Ex-SS-MS, Ex-SS-MS.
3) Yes. Multistrikes trigger Ignite. Ignite cannot Multistrike.

So just to clarify, doom should always gain the damage boost from being cast in meta, even when not in meta? Currently on beta if you cast doom and leave meta, it will loose the meta damage boost.also side note bug, toc doesn't extend corruption to the 24~ seconds you can get from pandemic extending. instead it just extends it to the base duration. (I assume this is a bug).

Correct. Yeah, those are bugs currently. There are a lot of "shoulds" and "woulds" in what I said because I'm not sure which way it works right now, just clarifying which way is intended.

Blue Posts
Originally Posted by Blizzard Entertainment
Warlords of Draenor Story
I'm feel like I'm already supposed to know these characters, and it's kind of like being a stranger at a party where everyone else knows each other.
One super important thing to keep in mind is that the alpha is currently lacking the Warlords of Draenor intro experience we're working on. By the time you reach the point where the current alpha template characters start, you'll already have been introduced to many of the characters you're interacting with. That should hopefully make you feel like less of a stranger.

Still, it's good feedback. Keep it coming! Tons of great feedback in this thread so far. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Mage (Forums / Skills / WoD Talent Calculator)
If I have Pyroblast! buff, use pyroblast (instant, +25%dmg), and multristrike - does the multistrike'd pyro get the +25% buff?
Yes. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
you still left 20% wings, holy avenger and added Seraphim. Why did you add a burst cd talent? 3 cds too much again.
Big difference between a 30 second cooldown and a 3 minute one. (holinka)

Everyone is less of a threat outside of cd's, however Ret is far weaker. Templar's Verdict should be more of a threat as a finisher
TV feels weak because when you press it, 3 numbers spawn instead of 1 big number. (holinka)
3? TV+Mastery should be 2, or? Do you count autoattack?
Seal proc (holinka)

Priest (Forums / Skills / WoD Talent Calculator)
With lvl 90 talents for Priests no longer doing damage as Holy, will we be ablo to cast them in Spirit of Redemption?
Yes. (Celestalon)

Any chance we'll ever see the Que requirement for heroic scenarios, lowered from three people to two? Or even one. Would love it
Unlikely while they are current, but in 6.0 you'll be able to go back and solo queue for any Mists scenarios. (WatcherDev)

what consumable buffs will we have in wod? Secondary flasks, food (secondary?), and one time battle potions?
Pretty much that. Plus health potion/Healthstone on a separate shared cooldown. (WatcherDev)

I think i am, i thought the intent was random people facing each other. Another question: Is there a minimum item level for solo q?
That's a pretty generic intent. Random people face each other in every part of PvP. No min ilevel but gear is scaled up to a min. (holinka)

Also I'm presuming the main reason for Skirmish would be 'I have noone to Q with'.For that the current isn't good solution
I expect high level players will do very little skirmish. Just as they do little normal battlegrounds. That's fine. (holinka)
what prode is saying. High end arena players will do skirmishes for honor grinds if its efficient vs bgs
that's fine, but they aren't the intended audience. Once they have gear they will end up in rated. (holinka)
while many people primarily play random bgs, some people will primarily play skirmishes (holinka)

Pre-purchase WoD at Selected Retailers from June 17!
Originally Posted by Blizzard Entertainment
Starting June 17, you’ll be able to pre-purchase World of Warcraft: Warlords of Draenor Standard Edition at selected retail outlets across Europe.

Picking up a special Standard Edition pre-purchase box ahead of the expansion’s release this Fall will let you upgrade your account to Warlords of Draenor immediately. And of course, this gives you a level 90 character boost which you can use any time you like! These pre-purchase boxes, which are only available before the game comes out, don’t include a game disc, but instead everything is linked to the digital code inside. Apply it to your account before release, and all the content will automagically download through the app so you’ll be able to play Warlords of Draenor as soon as it’s released. Oh—and there’s a cool poster inside too.
Pre-purchase copies of Warlords of Draenor will go on sale June 17 at selected European retailers. You can find the list of these retailers here.

Warlords of Draenor is also available for pre-purchase via, where you can also find out about the Digital Deluxe Edition – and we’ll have news about the Collector’s Edition soon too! Well, not very soon. But soon-ish.

Blizzard Art Update
Blizzard has added more pieces to the World of Warcraft: Mists of Pandaria Art gallery.

by Published on 2014-06-17 10:16 AM

Datamined Affix Chances For Enchanting, Rend Hotfix Now Live, [Stats] 5 Hours of Cursed Chests Farming

This Week in Review, Nuba's Meta Report & Deck Suggestions

Skin Spotlight: Medic Uther, Into The Nexus #9

Warlords of Draenor - Shaman Tier 17 Armor Sets
The latest alpha build added the Mythic version of the Shaman Tier 17 Armor set.

Warlords of Draenor changes things up slightly by using one set of art for Raid Finder, one set of art for Normal and Heroic, and one set of art for Mythic difficulty. You can find the Raid Finder armor sets in our Raid Finder armor sets preview.

Warlords of Draenor - Active Mana Regeneration
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As you may have noticed, the most recent update to the patch notes included the removal of the Active Mana Regeneration, and I'd like to take a moment to explain that a bit.

First, I'd like to dispel some misconceptions about what Active Mana Regeneration was. Due to the similar name, and how it had its own section in the patch notes, some people were under the impression that it was as significant a feature as Active Mitigation was for tanks; that was not the case. It was quite minor in its impact. We found, based on internal testing, that in order to make it impactful, we'd have to make it much, *much* stronger. As it was, most forms of it were only worth using when you had mismanaged your Mana and were trying to recover. Based on its low and unintuitive usage, we decided to remove it.

Now, a fair question to ask is, “Why not just tune it stronger, so it *is* worth using?” We considered that heavily. There is probably a design where most of your Mana regeneration comes from active sources, and all healers spend a significant portion of their time and ability usage actively regenerating their Mana. However, that is a gigantic change to healer gameplay, for all healers. Many existing healers would not enjoy that style of gameplay, and we're not even sure that it'd be better gameplay for a new player anyway. Overall, we think that, while that option does seem like it could potentially function, it would not be good for the game.

So where does that leave healers for Mana management? Rest assured, healers will still have significant control over their Mana. The primary method for doing that is through spell selection. We've tuned healers such that they have a mixture of high efficiency and high throughput heals. If you maximize efficiency, you’ll actually be spending less than you regenerate (as of about blue dungeon gear), so your Mana bar will actually be going up. The way you’ll spend that Mana is through high throughput heals, which will let you burn more mana for more throughput. As your gear improves, you'll get more and more Spirit, so that your Mana refills faster while casting efficient heals. And that additional Mana will translate into more and more of your spell casts being high throughput ones, as you get better gear. The key, as it relates to Active Mana Regeneration, is that if you find yourself at 30% Mana, and the boss is still at 50% health, you do have something to do to catch up: lean more on your efficient heals, until you catch up. You'll never end up in a situation where you run OOM and are unable to cast anything. Also important to note, all healers have some way to deal minor damage with no Mana cost now, so that they have something to do when there is no healing needed, if you're the type of player that feels compelled to always be casting something.

Blue Posts
Originally Posted by Blizzard Entertainment
Recent Bloody Coins Battlegrounds Hotfix
Thanks for all the feedback on this change. We agree that the chance to earn a Bloody Coin from the Fire-Watcher’s Oath buff felt too low, especially with all the competition for killing blows in Battlegrounds. We’ve just pushed a hotfix that will increase the chance of earning a Bloody Coin from a killing blow while Fire-Watcher’s Oath is active to 100%. Enjoy! (Blue Tracker / Official Forums)

Warlords of Draenor Ability Pruning
One of our primary goals for ability pruning is to clean out things you rarely use, but still want to have keybound. Scare Beast, Hibernate, etc are perfect examples of those sorts of abilities. They're rarely (if ever) used in PvE, and only really usable in extremely niche cases in PvP. But you still want it sitting on your action bar, and filling out one of your keybinds, for those rare occasions in which you actually do want to use it.

It's important to remember that the point of ability pruning isn't to just get rid of spells for the sake of getting rid of spells. We want to free up action bar and keybind space. If we remove something that's kind of cool, but you wouldn't have bound (or maybe not even on your action bar), then all we've really done is removed something that's kind of cool. There is some value in clearing up extraneous stuff in the spellbook, but we don't want to remove anything fun to achieve that. Eagle Eye doesn't take up keybind or even action bar space for the vast majority of players, but it's still fun to use, even if you're just clicking on the icon in your spellbook to cast it. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Death Knight (Forums / Skills / WoD Talent Calculator)
what's the plans with death strike for frost/unholy? Or blood strike
Death Strike remains for all. Blood Strike is gone for all. (Celestalon)

Death Strike is a wast of resources for Frost/Unholy. Even in solo play. VR =/= DS
No, it's not, especially with baseline Dark Succor. (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
Kinda noticed the new RFK Blind Hunter Bat Model. Will Hunters be able to tame it? x:
Yes! (Muffinus)

Mage (Forums / Skills / WoD Talent Calculator)
Does the +5% of Enhanced Pyrotechnics get improved by Critical Mass?
Yes. (Celestalon)
Can I assume the same for the +15% from Improved Pyroblast?
Yep. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
Glyph of shadow and glyph of stars, are they here to stay?
Yes. (Celestalon)

Warlock (Forums / Skills / WoD Talent Calculator)
Will MS generate emberbits for destruction? Fury for demo?
Nope. (Celestalon)

I'd be very surprised if they were more then a passing craze; heavily used to start, then trickling down to lightly utilized ;-)
We're attaching rewards to them (honor, strongboxes) and they're solo queue. I expect more people will do skirmish then rated. (holinka)

Solo queue is also working as well.
The whole point is a more casual approach to arena. Playing alone or with friends. (holinka)
So does solo queue only face other solo queue? Otherwise it's an automatic disadvantage versus pre-made
Skirmish Matchmaking will never be perfectly balanced. I suggest rated if that's what you want. (holinka)
feel like it would be more fun to play with all randoms than to face an OP comp on Skype. I suggest rated if you want to group up.
I think you're missing the intent of skirmishes. It isn't for serious competition, it's for fun. Fast queues are most important. (holinka)

why are player health pools still so high. saw tank at 100 with 272k. by end of exp numbers will be back to normal. fail squish?
Player health in particular was squished by less to allow us to get rid of resilience. All other numbers are much more readable (WatcherDev)

Reputation / Questing
I have noticed that rare spawns turn gold on normal after being defeated and no longer give good loot. Only kill once?
Those aren't really what I'd call "rare" spawns. They're events you encounter while exploring, with a one-time reward. (WatcherDev)

Dark Legacy Comics #444
DLC #444 has been released.

by Published on 2014-06-16 04:04 PM

The Gaze of the Black Prince Be Upon You
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The gaze of the Black Prince had been both blessing and curse to her once upon a time. Her journey long and arduous, the blood of the enemy stained her boots. Now she stood on the corpse of the vanquished Fire God – Ordos – her cloak whipping about her frame and victory beating within her heart. Her journey was at an end. But as with any end, there is always another beginning ‘round the bend.

To be legendary, one must obtain– a truly legendary cloak. What hero is hero without one? To help you on your danger fraught quest, the infamous Black Prince would grant you a boon to help make the journey toward adorning your own cloak a little easier. Will you follow in the footsteps of heroes that have come before and brave the challenge?

Beginning Tuesday, June 17 at 9:00 a.m. PDT, through Monday, June 30 at 9:00 a.m. PDT, we’ll be applying the Gaze of the Black Prince buff which will increase the reputation gained with the Black Prince by 100%. It will also increase the chance of obtaining items from his foes needed as a part of the Legendary Cloak quest line including: the Secrets of the Empire, Sigil of Wisdom, Sigil of Power, or Titan Runestone.

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